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Moonrise Hope
Tactics RPG

 

  • Tactics RPG

  • 2018-2022

  • Gamemaker Studio 2

  • Team of 3

  • Designer, Artist

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  • Click here for the Demo! Our demo has positive reviews and over 2k downloads !

  • Strategy combat that rewards proactive out-of-the-box play

  • Expandable design allows new mechanics to be introduced for consistent novel play

  • RPG Progression and Hope subsystem create compelling metagame

  • Support narrative through mechanics and level design

  • Visual storytelling through art

Overview

Moonrise Hope : Tactics RPG aims to provide deep grid-based tactics through interlocking systems and emergent complexity. Specifically, it aims to provide a style of tactics that rewards plays for proactive out-of-the-box thinking. I believe that player creativity is the driving force behind the fun of tactics games.

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I also strongly believe that good strategy is more than just the possibility space. Player must be able to parse the game state in order to tell if their tactics are effective. This is something I believe many strategy games do poorly - full of +1% bonuses and incremental changes whose effect cannot be felt. To ensure the player knew when their strategies were effective - I implemented the stunning system.

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In Moonrise Hope - if you get past a enemies armor and deal damage - you stun them - forcing them to lose their turn. This is a extremely advantageous state for the player - and one that is immediately relevant. Not only is this a great reward for the player that makes them feel clever - it is a excellent feedback mechanisms. Due to how strongly stunning can be felt - the player will know that their tactic was effective and remember it.

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Moonrise Hope is also an RPG with a character driven narrative. I have designed the systems to help inform the player about the characters and the world. As an RPG it also features RPG Progression, which I have hashed out in spreadsheets to ensure a steady flow of novel content.

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Responsibilities

Lead Designer

  • Determine focus of our game and write out design documents

  • Design systems for tactical grid based combat

  • Enemy behavior

  • World and level design

  • UX and UI design

  • Progression systems

  • Balancing

  • Cooperate with Troy Adams, my co-designer.

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Artist

  • Animate characters and effects

  • Environmental assets

  • Visual storytelling

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Co-developer

  • Implement gameplay features through code

  • Troubleshoot game to find and fix bugs.

  • Coordinate coding with lead developer (Troy Adams).

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Design Process

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Ideation and Documentation

Our combat system has gone through eight major iterations, each one documented in our team's google drive. Ideation would typically consist of a brainstorming system with the team, then I would sit down on my own time and hash out the specifics of the new design.

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"Paper" Playtesting

I used the virtual tabletop web-program Roll20 in order to playtest iterations of our game before committing to implementing it.

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I would recruit friends or family otherwise uninvolved in the project to test for me. I would quietly observe, and prepared a list of questions at the end of each test. I also had my partner run a game for me each iteration so I could get a feel for it.

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Such playtesting and iteration was crucial in cultivating our game's experience.

Progression Planning

As our game is still in development, the progression system has not been fully realized. However, special attention has been placed in ensuring the new content is introduced at a good rate. We have tuned the narrative arcs, character level ups, and introduction of new challenges and monsters to facilitate a good interest curve - alternating between tension and rest.

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Team

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Troy Adams

  • Project Lead​

  • Programmer

  • Codesigner

  • Writer

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Computer science graduate of Abliene Christian University. Passionate, intelligent, faithful, super kind, probably one of the world's best humans. My inspiration. Click his name to see his work.

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Timothy Ebert

  • Composer

  • SFX

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Student at University of North Texas.  Not only is Timmo a music maestro, he also brings valuable insight to the story and design as well. He brings a cheerfulness and lightheartedness to the team it would otherwise lack. Also probably one of the world's best humans.

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