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Tinker Tuesday for January 21, 2025

This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.

Post your project, your progress from last week, and what you hope to accomplish this week.

If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service

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This is pretty much how the existing design works. Characters peak in power at different points in the progression, and you'll want to IE play the necromancer and barbarian a lot early to farm the resouces and build the structures the guy with the mech suit needs to really come online. Whereas their pinnacle upgrades require less grinding and more optional boss kills, so mechanaut maxing out without super-boss drop resources makes him great for grinding difficult bosses in early endgame.

It's more specifically the multiple choice dialogue that doesn't fit into it, because I don't see much player desire to actually start a new save. The central run loop being roguelite means people are almost certain to just keep playing the same save unless I provide a NG+ mode with delineated benefits in exhange for the story (And some level of progression, since that's tied to story) getting reset, or really make chosing dialogue options influential by IE locking out a character depending on your choices. And I don't really want to do either of those, so I'm thinking dialogue options will end up limited, and mostly for flavor. IE no real branching story.

If you wanted to you could have multiple timelines that different characters could be involved in but that'd depend a lot on how your story is handling the shared space and if multiverse/time travel can fit into the story well. If they're building persistent structures then yeah, that's kind of iffy. If you really wanted to I think you could find a way to write in multiple concurrent timelines.

There's definitely a way to make it work, but part of actually finishing a game is being ruthlessly realistic about what your scope is. And this one is about combat and progression. I've failed at that enough times before that I'm not gonna fall for it here. The juice just probably isn't worth the squeeze to make it a first class feature. It's a thing I can and probably will do in some conversations, but largely for flavor and without the expectation people will come back around a second time.