Time Worked: 1 hour, 45 mins
So I did do work on the 17th as well but I was lazy and didn't write an update. I gotta stick to it!
Today I have been working on implementing the recruitment system, but just a very basic version of it. Right now, if you hire some dudes, then that many actors with those names will appear in the mission. There is no persistence i.e. if they die it doesn't do anything and there's no different stats or costs or descriptions or anything. But one step at a time.
I like this new kind of idea I have about being aggressively iterative and simplistic. I.e., for this recruitment system I'm not trying to make "THE Recruitment System", I'm just thinking "What can I do very quickly that will get the basic feature working?". I know I will come back to this because it's an iterative process. I am trying to iterate across these mechanics:
- Realtime Battle
- Turn-Based System
- Recruiting
- Equipment
- Character Stats
- Character Progression
- Artwork
- Deployment Selection
- Customization
- Character Personality
- Events
The idea is to keep things simple, keep moving forward, not get stuck, and keep things interesting.
Anyway here's the recruitment screen, it's messy and the descriptions don't work and talk about weapons because I've been lazy and didn't update the text yet.
Onward!

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