Hey everyone, just popping in with a quick development update from the trenches of pre-alpha!
Right now, my head's deep in the weeds of the combat and adventuring time movement chapter. It's a wild ride, let me tell you. One minute I'm feeling like I've struck gold, that the mechanics are clicking and the gameplay is going to be awesome. The next, a wave of doubt crashes over me, and I'm convinced it's all just… not good enough.
The pre-alpha development cycle is a constant exercise in self-trust (and a healthy dose of second-guessing!). It feels like I have to recommit to my design decisions almost daily, reminding myself why I chose a particular path and sticking to my guns, even when the urge to completely overhaul everything is strong.
But you know what? Truthier words were never spoken. Despite the internal rollercoaster, I'm actually pretty happy with where the combat chapter is sitting right now, at least for this early stage. It feels like it's got some teeth and offers the kind of dynamic encounters I'm aiming for.
Adventuring, on the other hand… well, that's a different beast entirely. Right now, that chapter is mostly just a big ol' placeholder – the 5.1 SRD slapped in there as a temporary measure. It's definitely not the long-term solution and will be getting a serious overhaul as I nail down the unique adventuring and exploration mechanics for the game. That's a journey still very much in progress!
If you're curious to see this chaotic (but hopefully promising!) pre-alpha in action, we're running another playtest this Friday night. We'd absolutely love for you to join us and get a firsthand look at the current state of things – warts and all! Your feedback at this stage is invaluable in shaping the game.
More details on how to join the playtest will follow shortly. Stay tuned, and thanks for following along on this crazy, progressive, and continually progressing journey!
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