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Articles & Devlog

Communicating - Devlog #24

Communicating - Devlog #24

If you read the little introduction to Bug & Claw that I re-wrote a while back you may have noticed something hidden away in there– I grazed over some of the communication concepts. What I don't like about language options in some games is how similar they all are in application. There is more,...
February 25th at 11:08pm
Entomaran poetry - Devlog #29

Entomaran poetry - Devlog #29

The following poems are potential lore-builders and prompts for Bug & Claw. A dance at dusk In the shadows where creatures crawl, Silent whispers of the Iron Claw. A dance at dusk, a moonlit brawl, Mysteries unfold, unheard and raw. Unheard and raw, mysteries unfold, A moonlit brawl, a d...
February 4th at 4:20pm
Game phases: Examining point crawls - Devlog #28

Game phases: Examining point crawls - Devlog #28

As I continue to nail down the gameplay loop of Bug & Claw, I've been exploring point crawls (pun intended). Goals: Each "phase" of the game has straightforward mechanics. Where a "phase" means things like world travel, town activities, dungeon delving, and so on. The game is easy to u...
February 3rd at 9:23pm
Art by Hodag! - Devlog #27

Art by Hodag! - Devlog #27

I've been using the free time I have to work on writing, mechanics, layout of things like character sheets. While I know I will eventually make art for Bug & Claw, I needed help to envision some of the world. I'm happy to announce that I hired Hodag to help do some of the art for Bug & Claw! Check...
December 2nd at 7:12pm
Updated character sheets - Devlog #26

Updated character sheets - Devlog #26

After the iterations from the last post about enemy statblocks it helped catalyze even more updates to the character sheets. I was debating leaving some of the defences and injuries a bit more vague, but I realized the "crunchiness" of attaching numbers would aid the usability. Balancing crunch and...
December 2nd at 6:24pm
Designing encounters - Devlog #25

Designing encounters - Devlog #25

Over the last little while I've been diving into what encounters will be like in Bug & Claw. Naturally, a part of that is taking a look at the opposition. Enemies, whether other Bug-kin, animals, or other things. There are particular things that I like about the D20 system encounters, as well as O...
December 1st at 7:05pm
Roll under, with clarity - Devlog #24

Roll under, with clarity - Devlog #24

Some of the most important things to me as I work on any of my games is that they're simple, streamlined, and easy to understand. These principles are pretty common for someone who comes from UX and product design. With this in mind, one of the many things that I find complicated about a lot of gami...
November 12th at 10:43pm
100 items - Devlog #23

100 items - Devlog #23

What follows is a rough list of starting items for Bug & Claw. I think this list has caused me to rethink how the weight system will work. I want to simplify it so things can weigh 1, 2, or negligible amounts but can still be listed all together. The current inventory system looks cool but is less f...
November 12th at 10:11am
100 unique mutations - Devlog #22

100 unique mutations - Devlog #22

I've been working through the mutations that Bug-kin may have upon character generation. These may or may not be the same ones that you can receive on a moult if you have high infection. Many are cosmetic, while some offer advantages or disadvantages. Highly WIP, but if you've followed me for a whil...
November 6th at 9:13pm
Common vs uncommon NPCs - Devlog #21

Common vs uncommon NPCs - Devlog #21

As players traverse the world of Bug & Claw, they will encounter all sorts of interesting characters they can interact with. Here are a few. Common NPCs Bug-kin workers: Everyday bug-kin going about their tasks in settlements. Traders and merchants: Individuals involved in commerce and tra...
November 5th at 6:05pm
Fundamental ideas - Devlog #20

Fundamental ideas - Devlog #20

So far, the rules of Bug & Claw are based on these core premises. Perhaps more to come. Humans are gone, but their ancient footprint lingers– technology, destruction, and the occasional belonging. Bug-kin are aware that humans existed before them. That being said, not all of them are aware huma...
November 5th at 5:34pm
Quests and goals - Devlog #19

Quests and goals - Devlog #19

One of the problems with a lot of tabletop games is very similar to a common business challenge. You get a mix of personalities or play styles together and sometimes someone owns the space. To me, there are a few ways to tackle this. Sometimes, it's just making sure folks know what they're accountab...
November 1st at 7:35pm