Dev Log #3 Corrupted Frontier

When it comes to RPG game design, I think the hardest thing and the one that I’m still actively learning is character progression

DnD’s progression is leveling a class.

Cyberpunk Red’s is increasing rank and skills.

Corrupted Frontier’s…?

The game’s progression was split between player choice and player class. And I was very unhappy with this mix. When designing Corrupted Frontier I was not planning it around year long campaigns. This is why the amount of player levels have been decreasing. This is why I’m experimenting with a perk archetype system.

Instead of having classes that have a rigid progression, players will pick their archetype which gives them two core features. Then when players level up they can choose to either increase their skills or select an archetype perk.

I’m going to run playtests using both to see which are preferred 

On a happier note outside of my commitment issues with progression, the new dice system has been fully implemented into the game. 

This means as a core this only leaves the classes/archetypes before public testing can be done. 

So exciting.

  • Classes/Archetypes
  • Better mutations
  • Better miracles(magic)
  • Enemy stat blocks
  • GM tools
  • Premade adventures
  • Refining setting lore

Wow I thought this list would be longer. Who knows, as long as I don’t get bogged down by university the public playtest might release by the end of the year, but no promises.

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Also I want to say thank you to r/rpgdesign. As a solo dev sometimes you get stuck in your own head and they helped.

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