Hammercalled Combat Revised, Part 1: The Action Economy and Initiative

I’ve gotten the idea that to get Hammercalled to the point that I want it to be at, I should probably break the development down into waves. The first wave of development is to focus on the gear and combat (the part of the game most currently developed, but also the most prone to needing a big overhaul.

When I started working on Hammercalled, I wanted a very complex combat system, but I’ve changed that to be more minimalist. I think that there are ways that I can still compete with and improve over equivalent market titles without falling foul of what I want to do here.

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Five Maxims for Designing Good Combat in Games

One of the things that I’ve been thinking about as velotha’s flock goes into product line expansion and maintenance and the core game is essentially finished is how to design a good combat system, not the least of which because Hammercalled needs one that works.

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velotha’s flock release and Moving On

velotha’s flock is “released”, though it’s not yet populated on any of the official distribution channels yet. I need to put more stuff up on DriveThruRPG to get officially approved to just post stuff instantly of my own accord, so we’re potentially going to see some stuff go up there in future days.

With that said, I want to give a brief overview of what my future plans are, before retiring to bed at a halfway decent time for once.

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Managing the Workload

I’ve been really bad about doing anything resembling a sane workload in the past, so I’ve been working on improving my schedule and getting stuff done. Right now I’m working full-time and trying to get everything booted up, so there are a few things that I’m doing to really keep disciplined and get writing done.

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