Making Starzard a sci fi version Spellzard
Spellzard » Devlog
I am in the process of making a space sci-fi (or fantasy) version of Spellzard which I'm going to call Starzard.
The problems I met when making Starzard using Spellzard.
- Skill seems to be the main problem as it has problems when trying to implement space combat or vehicle combat.
It seems that I need to get rid of Skill and put a skill list similar to Warlock RPG but I don't want a whole list of skills. Maybe 7 or less would be ideal. If I do implement this what sort of skills should be on the list? Would it be easier?
Things that I'm keeping:
- the target number 14
- skill test (which will be separated into an opposed test and an unopposed test, still rolling high though).
- Stamina and Luck generation
- This time player has the option to test luck if somehow they don't want to use their skill. (Maybe)
I might add some kind of special called traits which players pick at the beginning of chargen, just to differentiate them.
What do you think?
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Spellzard
Status | Released |
Category | Physical game |
Author | Robertson Sondoh Jr |
More posts
- Making Starzard part 2Jul 16, 2023
- Spellzard v3.8! Out now.Jun 24, 2023
- updating SpellzardJun 15, 2023
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