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Turn sequence - First thoughts

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Some Starting Ideas The turn structure is probably the best place to get started in designing a game since it gives the barebones skeleton of what the game feels like. As mentioned in the previous post I want command and control to be a a significant part of the game. Another principle I'd like to follow is having game sequences where there is a component of early planning and then a reactive part. For example one of my favorite games, Star Wars Armada , had a system where each player would program which special action each ship would do in advance. Depending on the size (and inversely the flexibility) each ship had a certain number of dials which would need to be set in advance. Each dial gave a ship a different bonus during that turn, such as the ability to repair or turn at tighter angles. This means that if you have a bigger ship, like a star destroyer, you would have to prepare 3 turns in advance what their command would be. Dials from Star Wars Armada, you have to stack them ...