Loop

Hello, I'm Tobias. Every week I write about the development process of our game Paul. Paul combines turn-based combat, dungeon crawling and exploring in a hand-designed world. The devlog is on one hand for me to reflect on and document production stages, but of course also for all those who are interested in how Paul's world gradually takes shape.
The question I was primarily occupied with last week was pacing. I tried to flesh out the rhythm of the game : when does what happen, how long are the travel distances, when do story elements appear, when and how frequently do fights take place... This also includes further concretising the overarching game loop, one level above the level design. What happens before entering a level section, what happens afterwards. What is the "ever-recurring ritual of the game."
Just like in our analog Schafkopf round (= Bavarian card game). Someone shuffles and deals the cards (corresponds to the level beginning), then the game follows (corresponds to the gameplay in the level), at the end comes the scoring and a short discussion round (corresponds to the level end screen), every 3 to 10 rounds a new beer is ordered (random event). Right now I am working out exactly this ritual for Paul. Still with pen and paper for now, but soon with keyboard and monitor.
That's the current state. Let's see where it is next week.
And since every post needs at least one picture: Here’s one from the International Animation Film Festival in Stuttgart. I’m there right now to gather inspiration and meet up with some animator friends.

Best,
Tobi
Paul
Turn Based Casual Combat Game
| Status | In development |
| Author | Black Pants Studio |
| Genre | Strategy |
| Tags | Dungeon Crawler, Narrative, Turn-based |
| Languages | German, English |
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