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Designing a Game - Mana: Nectar of the Gods - Page 2

Blogs > Chill
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Chill
Profile Blog Joined January 2005
Calgary25993 Posts
April 08 2013 02:44 GMT
#21
On April 08 2013 11:06 Tamburlaine wrote:
Kind of curious about the hero class split between the good and evil classes. One side comes across as entirely martial in nature, while the other is spells all day every day. Is this intentional asymmetry or are the heroes mechanically similar despite their different flavour?

Originally we had the 12 Heroes finalized by the time we decided we needed some sort of lore. The lore moved some people we originally envisioned as good to the bad side and vice versa. For example, I always imagined the Assassin bad and the Wizard good until we completed the lore.

The design process went like this. Of course it was iterative, but:

1. Make some Abilities that seem cool.
2. Group them together in ways that make sense.
3. Try to apply a theme to that group (defensive, offensive, luck, speed, etc.)
4. Create a Hero archetype that represents the theme.
5. Have Coagulation look over the Heroes and debate them for about a week.
6. Reach a new set of Heroes.
7. Coagulation wants to draw a "cool" Hero. Put him in the game and delete an old one.
8. Test the game and realize 50% of the Abilities are OP.
9. Rework the Abilities.
10. Finalize the Hero names.
11. Write the lore, determining who is good and who is bad.

I think the story naturally dictated that the bad side have more magic. The good side has a larger standing army and more control over territory. To combat that, the bad side developed more powerful magic.

In terms of gameplay mechanics, there is nothing really similar between the good and bad Heroes. If you didn't read the lore or look at your Hero's art, you wouldn't know if you were playing a good or bad Hero.
Moderator
Chill
Profile Blog Joined January 2005
Calgary25993 Posts
April 08 2013 02:46 GMT
#22
On April 08 2013 11:32 docvoc wrote:
I really think you should add parts to the game that aren't mandatory (like the drinks, like an added piece to spice things up) and keep them separate from the rules. I like where the game is going though, I think this is awesome and I'd love to see how things pan out. You guys are doing an amazing job with this game. How do you plan to make your rules in a way that they are both clear and precise? It seems like the rules are a bit vague.

I'm not sure. I've been having Trozz read over them often and give his suggestions. I've also been carefully watching the feedback question "How long did it take you to start the game". I don't feel they are vague in the latest rev... but I wrote them :X
Moderator
wndr
Profile Joined January 2012
19 Posts
April 08 2013 03:47 GMT
#23
Wow, this is turning out pretty cool. Coagulation's art is awesome
docvoc
Profile Blog Joined July 2011
United States5491 Posts
April 08 2013 04:07 GMT
#24
On April 08 2013 11:46 Chill wrote:
Show nested quote +
On April 08 2013 11:32 docvoc wrote:
I really think you should add parts to the game that aren't mandatory (like the drinks, like an added piece to spice things up) and keep them separate from the rules. I like where the game is going though, I think this is awesome and I'd love to see how things pan out. You guys are doing an amazing job with this game. How do you plan to make your rules in a way that they are both clear and precise? It seems like the rules are a bit vague.

I'm not sure. I've been having Trozz read over them often and give his suggestions. I've also been carefully watching the feedback question "How long did it take you to start the game". I don't feel they are vague in the latest rev... but I wrote them :X

Haha well I bet everything will end up fine. I just remember Yugioh having some of the most confusing and easily misunderstood card effects EVER, so I'm sensitive to that after spending the greater half of my youth in Yugioh lol.
User was warned for too many mimes.
DusTerr
Profile Blog Joined January 2011
2520 Posts
April 08 2013 07:25 GMT
#25
Based on the picture it does look like you could definitely simplify the game a little bit!
Boonbag
Profile Blog Joined March 2008
France3318 Posts
Last Edited: 2013-04-08 09:54:42
April 08 2013 09:54 GMT
#26
it's fun you do that, my neighbour has been designing board games for france and international shipping for a large part of his life but has now stopped

he used to work with top guns in the EU industry I think

he actually designed a couple drinking board games he told me the other day
Coagulation
Profile Blog Joined July 2006
United States9633 Posts
April 09 2013 05:02 GMT
#27
[image loading]
bump
iVLosK!
Profile Joined December 2012
Djibouti545 Posts
April 10 2013 18:39 GMT
#28
[image loading]

Coagulation you're my hero.
Gut verloren, etwas verloren; Ehre verloren, viel verloren; Mut verloren, alles verloren.
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