Mighty Vision
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Tuesday, 7 June 2016
imbroglio notes 5 - imbroglio friends
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It was pretty clear that weapons couldn't improve at every level. I had a few effects that scaled with level, e.g. the Lantern's st...
1 comment:
Monday, 6 June 2016
imbroglio notes 4 - when this
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Most of the ideas I had for weapon effects could be phrased "when X, do Y". When this hits an enemy, stun them. When this kills ...
Wednesday, 1 June 2016
imbroglio notes 3 - monsters
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I expected each enemy to have a simple rule variation like in 868-HACK - this one moves faster, this one has a ranged attack. Maybe element...
1 comment:
Saturday, 28 May 2016
imbroglio notes 2 - blood and mana
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Building a board of different weapons, there needed to be reasons why the weapons would be useful in different situations and you'd not ...
Friday, 27 May 2016
imbroglio notes 1 - inventory management
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Ok I'm going to write a series of posts about Imbroglio design, actually a bunch of this I wrote already but I didn't post because I...
1 comment:
Wednesday, 18 May 2016
Imbroglio
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Imbroglio on iOS appstore Yet another roguelike. It shares some recognisable elements with Zaga-33 and 868-HACK but I don't think i...
13 comments:
Sunday, 27 March 2016
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Still working on Imbroglio! This is maybe the most technically complex game I've made? Not sure, Vertex Dispenser's somewhat-broke...
3 comments:
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