Throughout Chessnomancy's development period, I was the sole encounter designer for the game, creating a total of 51 unique encounters.
Early into development, the game didn't have encounter variance because enemies would also summon units. Removing this feature however made encounters too simple and easy.
After the core systems were finalized, one of the programmers created a custom editor which allowed rapid design expirimentation and testing. Using it, I was able to:
The encounters were each designed to scale in complexity over time.
While designign the encounters, I also ensured that:
My favorite expiriments however were the Elite and Boss Encounters. Unlike normal encounters, the enemy King was either given a unique movement pattern,
had a second king, or both.
Because of the increased challenge, the enemy plays more defensively giving the player the offense compared to normal encounters.
And to help the stronger kings stand out, they are given a golden model instead of a glowing one as seen below.
Systems Design Work
Key Takeaways
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