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Game design thoughts #10

@lewis-weinberger

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@lewis-weinberger

Gameplay

  • attackers have their own line-of-sight, guards only visible within?
  • line-of-sight to reveal map tiles?

User interface

  • more obvious signalling when it's a player's turn
  • somehow ignore keys during waiting phase?

Game setup

  • guard placement at the start of the game
  • procedural generation of maps, player positions and targets

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