Showing posts with label intern. Show all posts
Showing posts with label intern. Show all posts

Friday, August 31, 2012

Another, Different Intern

The Intern is a learning class (really a subclass), basically designed to augment leveling for a character. Plus, it seemed like a good alternative to the token Squire / Recruit class. If I were to really get waist deep in the "farmer" aspect of the game I suppose I would call him a farmhand or greenhorn or something, but too many farm puns and I might start burning things for entertainment. There's not really a lot of mechanical nuance to the class, so right now I'm just burning through ideas and attaching whatever mechanic fits the name. Because that's how game design works, obviously.

Anyway, the Intern.

Techs:
Jobshadow
--Boosts XP gathering

Coffee Run
--Buff

Time Management
--Speed Increase

Organizational Binder
--Greater critical hit chance

Busywork

Monday, July 9, 2012

The Intern


So, the mercenaries are part of a broader company apparently,  one that relies as heavily on pencil pushers, bean counters, and paper shufflers to function. I've always wondered what these guys are doing. There's supposedly this vast army of support staff that you never ever see, and I thought that was a tragedy.

Actually, I just want to see more people rendered in the TF2 style. TF2 maps are littered with high walkways, inaccessible rooms, and other places where there could conceivably be people doing their jobs, or even watching the fights. So I started designing them.

The first is the Intern.