Dev Diary: Tactical Map Feature Populating
Working on systems for Extraction Command zine game design...
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Introduction
I read a lot of different kinds of games. Here at the Glyph and Grok we look at anything played on a table and look for connections between the various mechanics implemented in things such as board games or war games and think about how they might be useful in a tabletop roleplaying scenario. We have many game ideas that flit about in the aether, but every once in a while one will stick in the grey matter and it will end up becoming an adventure idea or somesuch - this one is an idea for a game that could maybe be a one-pager, but more likely will become a zine game.
The premise is something between a small ttrpg and a board game that puts the player in the position of managing extraction missions on the surface of a foreign planet out in the cosmos. Something akin to the videogame Helldivers, but instead of playing as one of the brave soldiers on the front lines, you’re playing as the head of the operation managing the squads, intelligence, ordnance, and directing the movements on the field and then making decisions for the overall mission.
One of the main design objectives is to keep the component requirements low, So I am sticking to dice, cards, and pintables - and when we need more than 1 die for a roll try to make it D6s. By way of pintables, I am incorporating some of the NXY zoomable analog hex map designs from a post earlier this month. This brought to mind a key component of play in this design - how can we populate a hex grid relatively quickly in a fun way while providing a foundation for the other parts of the game?
The Thing
A major design tenet I’m applying to creation of this game is to target what I find fun and amplify it. One of the hurdles to fun for me, is long and tedious setup between me and the gameplay. I am certainly interested in setup that feels like it has pay-off, and part of the idea for this game is that each mission will have its own play map with features to make each mission different. Some war games do a really good job of making the placement of battlefield dressing fun, and some do not. In preparing for this write-up I actually did find it enjoyable to populate the example map, so I’m saying that’s a good sign.
So far, I’ve come up with a 6-option table that can be utilized with a D6 dice drop and it seems to be working pretty well. The process went like this:
Collect pool of D6s
Drop/Roll (drop/re-roll ones that go out of bounds)
Scoot rolled dice onto closest hex so they are on just one
Reference table for feature:
Roll a D6 to sprawl that feature with a directional hex
End the feature sprawl if a number is rolled that doubles back, runs into another feature, or runs off the map
NE:1, E:2, SE:3, SW:4, W:5 NW:
Draw the features, accounting for the directional sprawl and add access at the origin hex, and indicate elevation if needed.
I thought the space could use more stuff, so I did it again with 4 more D6s, and I like what i’ve got below after about 10 minutes - I think it’s ready for mission objectives and to test out some other game mechanics ideas with.
Finally
With Extraction Command, I’m looking to have it live in a space between board game and ttrpg where there is a solid foundation of systemic game rules, but allow for that bit of player interpretation in the roleplaying game world that will hopefully feel empowering.
I am thinking this kind of quick area map generation could be very useful in solo-gameplay settings of all kinds, and I will probably try this when I am populating and exploring my fantasy game world as well. Either way, this feels like a great step forward in designing Extraction Command, and I am going to use this as a base to try out gameplay piloting squads of units against enemy units and see if they can complete their mission objectives and where the fun is!
Thank you, dear reader!
Please like, share, and comment your thoughts.
Till next time!













This looks killer!