Real-Time & Turn-Based: A Tale of Two Combats

Hello again everyone! So I know that you’re all dying to learn more about how the game will actually play, so this week’s blog post is all about how combat is going to work in Project Resurgence! Continue reading Real-Time & Turn-Based: A Tale of Two Combats

Design Pillars: Exploration, Encounters, Advancement

Hey guys! Welcome back to Design Time with Rob! Today I’ll be getting into specifics on the three central pillars of gameplay in Project Resurgence.  I know you’re all dying to know exactly what kind of game we’re working on, so I hope this high level view of the design will give you some additional insights.  So without further ado, let’s dig right in. Continue reading Design Pillars: Exploration, Encounters, Advancement