Design Doc (Mar 06 2026)
- Mar 6
- 2 min read
The design document for Randomly Generated RPG has been written: https://rb.gy/ohntke. Most of it was written on saturday to tuesday. At first there were almost no images in it, but I decided I had to add them to avoid every slide being paragraphs of text. It was fun to do, although I don’t think any of my other games will get their own design document, it’s only Randomly Generated RPG that had a lot of things to talk about. And if I ever think of something else to write (or if I ever make another large update to the game), I can go back and add it.
One consequence of writing the design document is that it made me want to change some things in the game. The main change is that, instead of the Knight only attacking grounded enemies, it can attack enemies that are at the same position as it. I talk about it more in the design document, but the short version is: it’s more flavorful, and it makes other abilities that affect position more impactful. I also decided to change the first 2 waves of the game. Basically, wave 1 is now only 1-star enemies, and wave 2 is only 2-star enemies.
I’ve put more thought into Many Minis (my name for the game where you play 4 minigames at once). I think my plan will be: you’re playing 4 randomly chosen minigames at once, and you play for 2 minutes straight. Some games want you to survive for that long, and other games need you to successfully do something before time runs out. In a way it can be like a sequel to Memory Tiles, which is also a collection of minigames. Except this time I think I can do it better, as playing multiple easy minigames at once will be more interesting than playing them one by one. I think I will still have a way to practice individual games, but the main game is still playing 4 at once. The goal is to try to get the game out by the end of March.
Also since my games support uploaded translations, I wrote a guide on how to do it: https://rb.gy/5nu3h1.
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