Developer Diary Part 6: Events25 Oct
In Rogueship, game events are the main delivery mechanism for background story, and more importantly, for the general character of the universe. Events which the players encounters set the mood for life as a space trader and contrast the otherwise analytical trading gameplay.
Because the events occur randomly, they’re an even better counterpoint to trade which can be relatively well optimized by clever players. What’s more, they can be and in fact are used to influence commodity trading strategy.
For example. while technology and industrial commodities are widely traded and thereby reliable cargo, there are more events that negatively effect these commodities and target players who try to specialize. Guild Regulators are an especially glaring example and act as the direct challenge to those who would profit from the fluctuations in the market index on contraband.
Beyond influencing trade, events serve as the core content in Rogueship. Ranging from static encounters which resolve automatically to combat with pirates which verges on a minigame, events expand the basic gameplay in simple and hopefully somewhat emergent ways. A measure of variety can be introduced to the game without threatening the core gameplay or balance too much.
This design also works well with the incremental updates encouraged by the App Store, making it natural to enhance Rogueship simply by adding more events.
More than anything, the events mechanic in Rogueship is inspired by the event card decks found in many boardgames. These have always served as a source of suspence and excitement in the tabletop setting, and the intent is for events in Rogueship to do the same. Every time an event is about to appear the player should enjoy a brief rush of anticipation and dread. Rogueship has the advantage of further being able to weight the events, or rather, give players a way to “stack the deck” to their advantage by increasing or decreasing the likelihood of certain events. In other words, events give the player another way to tactically manage risk. And if they don’t, it makes sure they know the ruinous consequences of a heedless acceptance of fate.
Read Part 1: Design Foundation
Read Part 2: Gameplay Foundation
Read Part 3: World Foundation
Read Part 4: Commodities Trading
Read Part 5: Combat

