This week was a bit different for the development of Rads & Relics. Normally, our team is geographically distributed and we do everything remotely; however, this week, we had the opportunity to meet up and work on the game in person. We did some coding and discussed the high level mechanics, but more importantly we did some playtesting with a physical prototype.

Ultimately, Rads & Relics is a video game, not a board game. But, there are a number of advantages for having a physical prototype (especially for a turn based tactics game like R&R). We can make changes rapidly, even in the middle of a round if something feels off. If there are complicated effects, we can work out how they play out instead of needing to write the code. And all of this can be done without needing any art or other assets.

We’re experimenting with the idea of adding cards and a deck building system to the game. This would be a large endeavor from a coding perspective, but making physical cards we can quickly see what feels good and what needs to change about the experience. With this knowledge we can continue to evolve the game knowing a bit more about what it will feel like to play.

State of the Game

  • Progress this week:
    • Initial prototypes of a card based system for tactical decisions.
    • Character designs for ranger, fighter, wizard, slime.
  • Upcoming
    • Continue refining card based system, including full prototype system.