Lessons Learned and Classes Made


Getting close to the end of Devtober, and there's definitely been some lessons learned.  One of the biggest being that I definitely work better with other people, even if I'm nervous about doing it. I have been... struggling during this whole thing. It's hard to go easy on yourself sometimes, even during an event that's all about taking it easy and finding your own better ways of developing games.

   I've realized that I need help when it comes to working on my projects. I struggle while alone, and getting help from my friends, even this late into the jam, has been a tremendous help even if just for my own mental health. But more importantly it helps get myself out of my own head and just... create. I've been struggling with trying to make what I have look good when it's not even at the stage of being a prototype. But having other people with me to help has definitely helped kind of just...calm down that aspect of myself.

   The other thing I've learned is to not just delete something if you feel like scrapping it. Just let yourself write, and even if you're going to replace something with a new version, save what you already wrote - even if it's just keeping it in the writing equivalent of a junk drawer. 

   I'm...still struggling to get into that habit, especially when I already feel stuck on my writing. I've even been staring at this page for a while just... trying to think of what to write, what to talk about.

   I have made progress, a few more steps closer to getting a playtest ready for this. I don't think I'll have it done before the end of the jam but... that's okay. This has been about learning more about development, and learning better habits. And I think just... accepting that something is going to take longer than I thought is just gonna be one of those things.


 ________ Creating Classes

Coming up with what sort of classes the players get to play as has been a bit of a wild ride. Even from the start I had some ideas about what I wanted to do, but plenty of these ideas ended up coming from a friend of mine. She's been... honestly an amazing help. Giving a massive list of various short ideas for classes. It honestly just... made me incredibly happy to have my friends invested in this sort of idea already. ^_^

There's currently only five classes so far, but I do have ideas for a couple that I might try to do in the future. But for now, here's a preview of the classes I do have.

   The Socialites are charismatic individuals, they’re celebrities, artists, performers, and negotiators. They use their influence to manipulate others, and get what they want.

    Enforcers are those that rely on physical prowess and intimidation to get what they want, usually at the behest of an employer.
   
A Ghost is anyone and no one, one face among many. They use their skills as hackers and thieves to get what they want.

    The Technician is a flexible inventor, adapting on the fly with their mechanical companion and an array of homemade devices.

    The Broker has many friends in many places across the city. No matter their specialty, they’re the middle men with the contacts to get you exactly what you need.

Each of these  classes starts off with the two unique Skills that make up the beginnings of their toolkit. These skills act like an intro and a base for the rest of the class's skills that the player can unlock later as they progress.
   But the other main ability that all classes start with is the ability to trade success for Skill Points, letting them stretch their pool a little further before taking a rest.

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