Jan
07

Development Update: New Monster Type, Trap Rooms, and Updated Grrbl Editor

Happy 2019! We are overdue for an update so let’s get to it. First on the list is the updated Grrbl editor. I’ve got the updated stat cards and configuration setup so you can see it in all its new […]

Nov
18

Development Update: Actions, Perks, And Stats — Oh My!

It’s been a very busy month since last I posted but this has been one of the most productive sprints yet. The game is approaching a very playable alpha. I think in the next little while I will be able […]

Oct
13

Development Update: Gear GEAR GEARRRRRRRRRRR!!!

I really wanted to do a lot more frequent updates and I will try to do that going forward. But my day job required me to start commuting 5 hours a day (starting in August) and so I’ve focused my […]

Sep
23

New Grrbls Updates Coming Soon

I’ve been a bit silent this past month, but rest assured for a very good cause. Many systems of the game which had been working in isolation (like the equip screen, quest screen, dungeon screen) have been put together, and […]

Aug
16

Not All Plugins Save Time

So this past week as been a lot of non sexy work. I’ve been working on the save system, which is one of the more complicated aspects thus far (which I really didn’t expect). I’ve written custom serialization (save) systems […]

Aug
07

The Brutal Problem Of Power Creep & Fun

Balancing around power can be a brutal problem. There is a great video by Extra Credits where they talk about power curves in card games. Watch it now (it’s the video at the top) before reading the rest of this […]

Aug
02

Designing Differences Between Weapon Types

As I said in an earlier post, one of the things I wanted for Grrbls was every possible status effect possible and then a whole bunch of new ones. And since I’m adding a jillion status effects, it also makes […]

Jul
25

An Essay On RPG Battle Mechanics Redundancy: Intensity vs Expression

When I first came up with the idea for my hardcore tactical RPG loot game over 8 years ago, my goal was to take every cool core feature from every RPG I loved and cram it into a super awesome […]

Jul
13

Why Lock Picking Sucks And Should Be Abandoned

I know I’m not alone in feeling this way, but I hate hate hate hate hate hateeeeeee lock pick systems in RPGs. There are several problems with lock picking and locked chests in RPGs and I want to go over […]

Jul
10

What Makes Loot Drops So Fun And Exciting?

It might seem like a simple answer at first glance. You might assume it’s like a slot machine and it’s exciting when luck turns to your favour. But I think there’s a lot more to exactly what makes loot drop […]