Gladiator Guild Manager Beta: A Modest Analysis, Part 3: Implementation
Welcome to A Modest Analysis, where we politely analyze a game. The series will focus on RPG, Simulation, Strategy (both turn based and real time), and other similar genres with a focus on games that have interesting quirks or inspire novel ideas for me to kick around. Some of these games will still be in development (in which case I hope the development team can gain some insight and ideas from the series), old games from as far back as I can get to run on my computer, or anywhere in between.
This is not a review, but I would not be covering the game if I did not find some aspect of it fascinating. The purpose of the series is simply to have a thought experiment about game design choices that have been made and could be made differently, perhaps to the benefit of the intended experience.
Part 1 includes basic gameplay and thoughts on the current state of the game, including inspection of player on-boarding and what core loop is offered in the experience. It is primarily intended to make sure everyone understands the current form of the game so that modifications can more easily be discussed.
Part 2 focuses on listing off considerations and suggestions of how the game may be modified, whether in an effort to improve the game or just as a consideration to game developers who may be thinking of creating a similar game.
Part 3 is entirely in unity and visual studio to try my hand at implementing some of the suggestions I've made. It is focused on basic C# programming, making sure to include notations as I am coding, and could be used as a sort of tutorial for people interested in game development.
Please keep the comments section polite and positive as you join in the discussion and give further commentary that I or other developers may find interesting.
Twitter: @TooTechnicalDev
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