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Man, this is one of those projects I just look at and think "Did I really do all of this?" I've definitely got lost in this do...

Sunday, June 26, 2011

Corridor Bit: Skills and Classes

Shown in this picture are Corridor's Skill Cards, a system never before used on The Hero games due to lack of stats, turns, organized battle systems, etc. The way they work on Corridor is based on the hero's class, another new feature. Classes, in turn, are based on stats. At the beginning of a game, players place 3 stat points in any combination in their four stat areas, Attack, Defense, Magic, and Magic Defense. Depending on their combination, a class is determined that they keep throughout the game. A player who chooses pure Magic damage with no defense is a Warlock berzerker class, while a mixture of Magic and Attack damage alone is a rogue class, either a Spellsword or Assassin. A complete balance with no real specialization, such as one point in each of Attack, Magic, and Magic Defense is an Apprentice, which is a wanderer-grouped class.

Hero classes such as Barbarians and Knights draw two "warrior" skill cards, while mage-themed classes such as Sorcerors and Wizards draw two "mage" skill cards. Hybrids, such as Rune Knights and Witchhunters, draw a "rogue" skill card and a mage or warrior one, depending on which they more closely lean towards stat-wise. A wanderer class such as a Mercenary draws two cards at random, not heeding its type.

Gameplay presents opportunities to "purchase" new skills at random from the deck, through items or through collecting enough gold. It is also currently a function of the game to trade skills from player to player, but it's one of those functions that isn't set in stone quite yet.

So far the Skill Cards have added a lot of fun aspects to the game; However, there are a lot of balances that need doing, which are important to making the game balanced, fun, not too hard or too easy. So far the issue has been the game is too easy, especially when playing three player.


Because of so many balances that need doing, as well as having to do so much work on the game by myself, I've decided to take a hiatus for an undetermined amount of time on the game. Corridor has been fun to make and play, but there is an instinct in me seen in many a WarCraft III and Heroes of Might and Magic scenario that discourages me when I work too hard in a small amount of time and it ends up having bugs that are not readily fixable.
In other words, encouragement will be needed for me to continue on the game. My main goal was to have the game finished and balanced in a year, which should be easy to do; especially after about 90% of the game was made in a little over a month and a half. I also plan to continue putting Corridor Bits on this blog as a part of self-encouragement to excite me about finishing the game someday.

Thank you Beta gametesters:
  • Jon Ward
  • Dustin Clements
  • Keaton Ballard
  • Shandee Ballard
  • Tanner Ballard