Brackenmere / dev log

Tag

Combat

6 posts tagged Combat.

G36 6 min read

Goblin raids, kept forgiving

My son voted for goblins running into the village, so the game's one safe place got a fight. The first raid worked in the tests and meant nothing to a player; it took my own walk on the green, a few dictated paragraphs and a day of fixes to make it a raid you notice, can win and can never really lose.

G34 6 min read

Renown that matters: I reverse the vision

The first version of Renown gave my kids a rank, a title and a Book of monsters, and kept my own rule that the hero's health never grows. A day later I shot up four levels without getting any stronger, and asked for levels that really mean something.

G33 6 min read

Combat for kids who love fighting

My kids told me fighting was their favourite part of Brackenmere, and that it was dull. In one day it became a one-button fight with five moves you discover by playing, a maze full of easy monsters, and a slow-motion kill cam that a research agent had warned me against.

G21 5 min read

Sword moves you press on purpose

On 6 October I asked for "slicker moves" and reversed one of the game's own rules: hold Space, press a fresh direction, and the hero throws a named sword move or a two-direction finisher, while a tap still just swings. The same day Space became one button for everything, and the next day the monsters stopped standing still.

G03 6 min read

First person and sword combat

One morning I asked whether we could look through the hero's eyes in the maze. By the next morning first person ran through the whole game, with a sword you can see swing, a gloved fist made from my own reference picture and aim assist that looks up at tall monsters.

G01 6 min read

Day one: a canvas greybox called Brackenmere

Brackenmere started on a Saturday afternoon as a 90-line canvas sketch with one gardener and an old gate. By midnight it was a Three.js village with a sword, a rigged hero, three monsters, people you could talk to and a house with real roof tiles.