Signal Nine Dev Diary #4: Combat

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Aug 312020
 

Just as warfare is an extension of diplomacy, a nicely roleplayed conversation will occasionally end with somebody getting punched in the face. We will also feature what we call “heists”: occasions where, as a group of criminals or corporate operatives, you go somewhere you shouldn’t be and take something that isn’t yours. You will have to account for the fact that people will want to stop you, and plan to either avoid combat entirely or make sure the odds are in your favor.

Indeed, engaging in combat at all will often be something of a failstate. If you find yourself in a pitched battle, likely to catch a bullet at any moment, then things have probably not gone according to plan. Even if you’re victorious, you probably won’t escape such a situation unscathed, and your character will be dealing with the aftermath for days, weeks, or forever. Needless to say, this will lend some extra weight to many of your character’s decisions.

For these reasons, we’ve given Signal Nine a thorough and full-featured combat system. Let’s talk more about what all this really means and how we arrived at these decisions.

Continue reading »

 Posted by at 12:24 am

Signal Nine Dev Diary #3: You

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Aug 172020
 

Signal Nine is designed to focus in on a particular rather small scale: you! Or rather, your character. In these dev diaries, you won’t see us bragging about the huge ships you can own, the light-years your adventure might span, or the infinity of procedural worlds we can generate — we have done all that before, and while it has its place, it isn’t in this game. Instead, we are focused sharply on individuals, on your own unique character, in as much detail as we can reasonably muster.

We’ll go through a few of the things that, in addition to your own roleplaying, will help to define your character and set them apart. For the most part, we’re just about to give you a broad overview of things you can decide at character generation. Other ways of setting yourself apart will probably deserve their own dev diary sooner or later. Continue reading »

 Posted by at 1:34 am

Signal Nine Dev Diary #2: The Environment

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Aug 062020
 

How is the world represented? Where does the player exist? For traditional Multi-User Dungeon games and their descendants, this question has a simple answer: the room! And there really isn’t anything wrong with this answer. You can represent all sorts of environments and systems with this construct. But let’s examine the traditional room… and why we decided it wasn’t suited to our needs. Continue reading »

 Posted by at 12:05 am

Signal Nine Dev Diary #1: City Simulation

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Jul 252020
 

A key aspect of cyberpunk is the idea that the main character is just one minor player in a very large setting. There are lots of other people around and every one of them has a story, even if you don’t necessarily ever learn it.

One of our design goals for Signal Nine is to create this feeling that everyone, not just you, has a part to play in the world. Also, in terms of game mechanics, certain systems will benefit from involving non-player characters with knowable and consistent identities.

In other words, our goal is to simulate an entire city. At the same time, we want to avoid the overhead and bloat that could result from an overcomplicated system. So we’ve built our city out of basic building blocks — each simple by itself, but creating complexity when combined. Continue reading »

 Posted by at 12:44 am