It’s Friday, and since I began waffling on about my project an entire six whole days ago, I feel like it is about time for an official update, along with a little treat.
I have been working through breaks at work to try and get the rules written out, which I expect to have finished at some point this weekend, and at home I have been preparing a list of all of the new stats that I will need to incorporate into the game. There are a lot of new stats to incorporate. For one thing, I never had a weight class of items previously – they were all completely compatible. I’m also putting in things such as specialised Ammo and Reload times for weapons. Why?
When the game was tested, albeit years ago, the physical combat parts were unpopular. The only ones used were the parts with greatest range and/or the greatest damage. This is just game playing, of course – why wouldn’t you hit the enemy as hard as you can as far away as possible? Well, because I want this to be fun, that’s why. It’s no fun if everyone does the same thing. So, I’m introducing a ton of new features, and that wasn’t a joke based on the fact that weight is now included.
So, you ask, what are these treats? Well, feast your eyes. If you haven’t already spotted, I have included a template I will be using to create the first batch of test cards. What we have here is a “laser”, a basic one too. No bells, no whistles, it just shoots white hot energy for a short distance. But this is the beauty of it – I want clean as a whistle “box-fresh” looking parts, and scrappy looking worn parts. I want the full robot life-cycle on display here!
Anyway, I hope you guys like it – it’s all made with autoshapes in an OpenOffice.Org drawing document.
Remember, I’m open to submissions for naming suggestions – currently, looks like I’ll be sticking with Scrap Metal. Let me know what you think!