Monthly Archives: October 2017

2 posts

Designing Elle’s Magick Fletching Jig

Almost everything in Elle, including player experience and damage types, is separated into six different elements: Stone, Wind, Cold, Fire, Thunder and Mind. With the appropriate elemental experience, Elle can craft multi-piece arrows with various elemental damage effects. This meant I needed to find a fun way for the player to access all of these effects that doesn’t confuse or overwhelm them.

My original idea was to limit the combinations the player could use and hard-code each resulting arrow effect. Essentially these would be effect recipes as opposed to arrow recipes. You would choose the effect you wanted, and if you had the required materials you would just plug them in. While this allows for quite a bit of control from a design perspective, it doesn’t have many reusable parts, which can be limiting, and more importantly, it’s likely to get stale quickly for most players.

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Procedurally Generated Islands

Duality is a recurring theme in Elle – Nature/Technology, Past/Future, Spiritual/Worldly, Yin and Yang and what have you..
Fittingly enough, the vast majority of Elle is played in two types of areas:

1. Procedurally Generated (“Random”) Islands – Floating islands where you practice your survival skills and harvest supplies for the adventure ahead

2. Hand Ruins/Orb Ships – Towns & Dungeons where you advance the story and do battle

Well, we recently completed the island generator:

For all m’nerds, here’s a quick rundown on how it works:

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