Unit Movement System
The Problem:
Introducing a lot of systems and information the player needs to know before playing the game puts a time gated barrier between the player and the game's promised experience that can be demoralizing to overcome.
The Process:
We knew that we wanted to build a game with turn-based combat, so I looked at a couple different games that implemented those systems and how they made their tutorials. Afterwards, I conducted some paper playtests with the team to determine which system felt best.
The Solution:
I ended up using Chess as the basis of our unit movement, due to a couple distinct advantages. First, Chess's ruleset and piece movement are quite well-known, reducing the time we needed to spend teaching the player how to play. And second, there's a lot of good documentation on how to recreate Chess movement, which I could easily adapt for our pieces' new movements.