I had a lot of ideas left over from other games and ended up synthesizing them into Uncommon Valor (UCV). Mostly, the game is centered around the Momentum mechanics, but I ended up throwing all kinds of stuff at the wall to see what would stick. I have a bunch of documents with snippets for mechanical concepts in games that I've never fleshed out, and I often write down ideas as they come to me and then just leave them in the document, waiting for a chance to bring them out. As UCV was mostly made so my friend and I could play with miniatures that are unrelated (like ogres and trolls against super soldiers), I also decided I had nothing to lose with throwing lots of these ideas into the mix,
One of these ideas was delayed threat resolution. I like this idea a lot, and this seemed like a good context to add it in. But I ended up cutting it, and I'll examine why in detail. Afterglow is close to completion now. Both the "primary" game and the solitaire/coop expansion Outer Dark are in the last phases of testing and refinement, and I'm working on cleaning up the graphical assets so they're printer-friendly, size-limited, and easy to use. The new card format for Systems, the token sheets, all kinds of stuff.
As I've been reviewing the documents, I've also been thinking back on the various things that I wanted to put into the game but have left out at some point, or ideas I wanted to use but couldn't. I'm consolidating that into a post here so that I can go back and reference the ideas, and do a bit of a post-mortem on them: why they got cut, how the decision came about, and the consequences. |
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