The Game Design of Elae

Hello everyone!

Elae was the first character we unveiled, but we thought that with the second set of Special Skills becoming available soon, it would be interesting to get back to her (you can watch previews of some of them, including Elae’s, in our latest episode of Playing Prodigy).

So with no further ado, let’s see what makes Elae a valuable asset for any Company of the Free People.

Elae Intentions Continue reading

Assembling the Team: the Game Design of a Company

Hello, I’m Marc, Lead Game Designer for Prodigy. It’s been a while since I wrote my last article, so I thought I’d do something a bit different this time. Today I’m gonna talk about the way we compose a Company, how I choose the characteristics of each of its members, what role they will play, etc.

To avoid any confusion (and because in the end, few people might know what my job entails), let’s make clear that I am only in charge of the functional aspect of the characters. I don’t work on their visual appearance (that’s for the Art team) or their story (I’m no writer). We all do take into consideration what the other departments need and also regularly take a collective step back so as to get a more global point of view. That’s key if we want to all walk in the same direction, especially on subjects as central as our roster of heroes.

Back to the current topic: elaborating the Companies is something that we began working on before we even started developing each of the protagonists you’ve come to know. Like everything else, things evolve with time, as we sometimes realize that stuff that worked in theory is not as awesome once implemented. The composition of our Companies remains one of the central points of the game design of Prodigy, especially since we have to keep in mind that other Companies will come.

Step One Continue reading

Mana, Harmony, Dissonance & active defense: the new systems, part 1!

Hello ladies and gentlemen!

We are very proud to announce that, after months of tweaking, re-thinking and re-tweaking, we have finally settled on an awesome system for Harmony and Dissonance (and stuff).

A quick reminder of where we were last time: we had an Attack and a Defense card, that acted as finishers for the arcana combos (you’d stack arcana cards to select a special move, then finish with either Attack or Defense, depending on the nature of said special move).
During shows or even on our forums, we teased a bit about what we wanted to do with them. We wanted to replace them by two other finishers, Harmony and Dissonance. Harmony would ensure a safe result of the action, whereas Dissonance would give a random damage bonus or malus.

And we went waaay further than that. Behold, the completely new system of mana squares, Harmony and Dissonance!


Continue reading