Day #1 - Starting Engines
With day 1 of Godot Wild Jam #88 closing in, it seems we could lay some groundwork.
The goal of the first 1 or 2 days should always, in our experience, be designing the systems which will become part of the mechanics of the game. Designing meaning some semblance of class diagram so that nothing is left to whim during implementation, no coding yet. This process isn't finished yet, but progress has been made.
Full Throttle Orcs will be a turn-based RPG which uses something akin to the Aetherdrift (Magic: the Gathering) mechanic of Speed in order to highlight the concept of momentum. Additionally, riders (combatants) may block and acquire barrier points on top of their health points and, by doing so, prevent damage (see also, Slay the Spire). In a round, each side which dealt damage to one of its foes sees their momentum raised by one, and each who didn't, sees it decreased (to a minimum of 1). Attack damage, etc, depends on current momentum.
As a narrative concept, because we wanted orcs (even though that was not among the chosen wildcards in the end, pity), we thought of a team of orc riders who joins the race to aid their homeland. In the way to the race, they made a minotaur friend. He's part of the team now. We have a cover image and a banner with them on it, yay!
This is also the stage where the soundtrack, usually composed by Passiflora d'Abyzoú (Soundcloud), begins its process. Shoutout to the first InfernalBizcochito project with their music on it, The Wilderness, now over 3 years old. Sadly, Passiflora is currently suffering from the minotaur flu themselves, pray the shaman of Thunder Bluff heal it away quickly. Thankfully, in the meantime, they've left a copyleft-adjacent moodboard of their timeless inspirations (1, 2) in case it's needed. Get well soon!
For this reason, the BGM system of the game has been designed with credit in mind, since music may come from different sources and it may be best to shout out each author/track onscreen (kind of like the Touhou games do in the lower right corner, but with artists included). This system appears to be done, and looks like this.

As all systems in the game will, this system consist of a single, complete self-managing autoload interface and its dependencies. This one manages everything from volume configuration to bus management internally so that any UI, messy as it may be, may consume it. Comfy.
The RPG system itself, though, seems to be a lot more complex, and remains incomplete.

Connoiseurs of the Fourth Edition of Dungeons and Dragons may recognise "Attack" as powers, "Rider" as creature and so on. The resulting system is going to be a much simplified version of it, with the non-spatial battle systems of many JRPGs (no grid, no range) and only the level 1 powers for the four player characters (2 at-will, 1 encounter, and 1 daily a.k.a. lap). The six ability scores have been reduced to horsepower (a.k.a. Strength), endurance (a.k.a. Constitution) and acceleration (a.k.a. Dexterity). There's still a lot to do in this unfinished diagram, of course. The main interface isn't even begun yet!
And so, with quite a bit of groundwork and some semblance of character designs, as well as narrative concept, we close day 1 out of 9.
Full Throttle Orcs
(and Minotaur)
| Status | In development |
| Author | InfernalBizcochito |
| Genre | Role Playing |
| Tags | 2D, Godot, No AI, Turn-Based Combat |
More posts
- Day #3 - Hitting a Snag3 days ago

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