Version 0.12 - Update Summary


Much has changed since the last time I dropped an update here :)
In addition to general work on polishing, streamlining and balancing the game, here are the main elements that I find worth mentioning:

  1. The Shift to Hexes
  2. Size & Stability
  3. Arena Design
  4. Pressure Plates
  5. Activation Redesign
  6. Hype


1) The Shift to Hexes

Torque Arena started as a "non-discreet" game, meaning that stuff on the table was positioned and moved by manually measuring everything in centimeters. Then it moved on to standardised and simplified measurement tools. Now it has landed on the use of hexes (a discreet measurement unit) on a predefined hex-grid map.

True, a small amount of tactical possibility has been sacrificed. You can't move 100% freely anywhere within the arena. But in my opinion the benefits greatly outweigh the costs, especially considering the movement range allowed by hexagons.

That said, the game mechanics allow for effortless conversion of hexes into centimeters or inches, so this "change" is largely a matter of presenting a standard/official version of the game, and then allowing veterans of tabletop miniature wargames to optionally adapt it to their own taste.


2) Size & Stability

While proper rules for terrain are still in development, some groundwork concepts have been introduced. These simplify and standardize all the current interactions between seekers, totems, torque, and the arena perimeter, and should make the future introduction of terrain elements a breeze. The idea is to, eventually, have obstacles and elevation count in ways that are simple, yet impactful.


3) Arena Design

While the fundamental shape of the arena has never really changed (an elongated hexagon) its size has been progressively reduced. The aim was to remove as much "useless" space as possible, while also preserving enough space to allow for maneuverability. It also makes the game more kitchen table friendly, which in turn helps accessibility by making most important game elements visible at a glance by all players.


4) Pressure Plates

I always wanted the game to feel like a team-centric sport. The mechanics for Activation and Readiness offer an incentive, but it often happened that some players would focus on the activation of one or two of their seekers, partly forgetting the rest of their crew. Moreover, with enough aggressiveness and luck a player could theoretically be able of winning the bout on their first activation.

Both problems have been fixed by introducing "pressure plates" that, positioned along the arena's mid-line, are needed to "unlock" the totem and allow seekers to sunder it. This makes players engage with their whole crew as multiple seekers are required to control strategic areas, handle the torque, and rebuff rival efforts to do the same.


5) Activation Redesign

The activation mechanics have been streamlined and standardized into a procedure that, while sufficiently simple to remember and follow, takes care of various bookkeeping, balancing and pacing tasks.

  • First, a well managed crew will "rally", healing some of their accumulated fatigue.
  • Then, the torque scatters randomly if unclaimed.
  • Finally, a chosen seeker will spend fatigue to be activated and perform an action.


6) Hype

This is a new resource that is tracked both for each individual crew, and for the overall bout.

For crews, Hype can be accumulated to produce Edge in a tactical way: instead of relying on lucky dice rolls to generate Edge from time to time, players can plan ahead a little bit and perform specific actions to accrue Hype, and in turn Edge.

For the bout, a certain level of Hype will slowly accelerate the pace of the game, as the torque becomes more unruly and pressure plates get locked in the "open" position. 

In campaign play (still under development) this metric will also influence the amount of rewards both crews will reap at the end of a bout.

The shortlist of Hype actions represents actions that are already possible within the normal rules, but are given an extra layer of meaning due to the Hype they generate:

  • Stomp : Clash a fallen rival.
  • Mob : Clash inflicting 2+ interference.
  • Hurl : Throw targeting a rival.
  • Grit : Interfere while fallen.
  • Fling : Have the torque move 6+ hexes with a Throw.

- - -

That's it for now.

Lots of work has gone into the exact wording of the rules, aiming at clarity and usability.
The same can be said for the design of the prototype arena, seeker activation tracks, and Edge/Hype meters... although I'm no graphic designer, so don't expect "nice" materials, only "functional" ones 😅.

On the to do list of future developments there are:

  • Terrain Rules
    • placeable terrain elements (barriers, holes, etc) and their play interactions (climbing, falling, altitude)
    • different arena terrain types (sandy, overgrown, swampy, etc)
  • Campaign Rules
    • bout outcomes (win/loss state, Hype amount, usage state of special in-bout events) will affect campaign progression
    • plug & play structure focused on "solo play" in-between bouts should allow players to engage with campaign-play in autonomy
    • "flat mechanical progression" should offer interesting mechanical options while preserving the underlying game balance, avoiding problems of power-creep and supporting the plug & play structure, allowing campaign-play with occasional players
    • the narrative should focus on the exploration of your own crew and their community, producing interesting choices through in-bout events

At least, these are the plans. We'll see what the future holds.

Files

20250319_TorqueArena_PLAYTEST_v.0.12.pdf 1.7 MB
34 days ago

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