Back to work!
Besides making Rockabilly Head, I’ve allowed myself to have a month or two’s break, while I went through the stressful process of getting my fiancee over from her native Japan with official visas and whatnot, and found a nice new house for the two of us. It’s been good for me though, as I’ve had a lot of time to think about where I’m going with iLoveWar [far less likely to be the real title now, as the story's taken shape.]
I’ve finally decided on the balance of gameplay I want to achieve. When I look at similar-genred games, such as the Advance Wars and Fire Emblem series’ I see them veering either one way or the other – the AW-like chess-style pieces (closer to RTS, really) which are completely chosen by the player, or the FE-like story-based characters, which makes for a far more puzzle-based experience. FF Tactics seems to go for this too.
I want to somehow combine a strong story with the flexibility and strong ‘building strategy’ of a unit-based game. I think I’ve finally got there! Basically, all units will be of one of six classes (two variants of three types), some will be ‘Character’ types and some will be ‘Drone’ (or AW-style) types which are like characters with a low level-cap who all look the same (I have a good way to explain this in the story, too which is important to me.)
Anyway, I’ve got lots of solid design done which I’m keeping in a proper document, with a semi-formal schedule and everything, now that I have the talented miss Selina Dean (from UK manga collective, Sweatdrop Studios) to help me with portraits and background art.
Here’s a mockup with a portrait based on one of her sketches to whet your appetite. It’s showing our lead character, Mono: