Hauk & Taren
Hey Hauk, I was tinkering with a game idea where you can swap rule sets in the middle of a playthrough—kind of like a modular rule engine. It feels like chaos, but also like a puzzle for a strategist who likes to evaluate risk on the fly. What do you think?
I see the appeal of adaptability, but the unpredictability could undermine the integrity of the system. I'd recommend establishing a core framework and only allowing controlled permutations, that way you keep balance while still giving a challenge.
Sounds like a solid plan—keep the engine stable, then throw a few well‑choreographed twists in. I’ll sketch a core framework first, then we can slot in the permutable bits like a rogue puzzle piece. That way the balance stays intact while we still get that thrill of the unknown.
Sounds practical. Tighten the core rules first, then add permutations that don’t clash with the base logic. Keep tests running to catch any unintended interactions.
Yeah, that’s the only sane route—tight core, controlled mods, test‑every‑step. I’ll set up the skeleton first, then layer the optional modules so nothing sneaks out. Testing will be my constant buddy, not a nemesis.
That sounds methodical. Just keep the test suite running; a single overlooked variable can upset the entire balance. Stick to the plan, and you’ll have a robust system that still surprises the players.
Right, no surprises, just surprises that are still surprises. I’ll keep the test harness humming while I tweak the modules. That way the system doesn’t throw a tantrum when I decide to flip a rule in the middle of a play. Let's do it.