A blog that records game design ideas, showcases art and webcomics, and talks about everything in between
Tuesday, July 31, 2012
(Belated) Design Diary Monday: Deception
Monday, July 30, 2012
Missing Two Deadlines in a Row
And I just thought I'd link this up with my g+ since I've just read about that today! Not exactly the best face to show after a month of (mostly) consistent day-a-blogging.
Oh well, there would be a burst of contents, since I'll be doing my design post, a make up art post, and a rant post all in a matter of hours. Well, the art post would come even later, actually...
Thursday, July 26, 2012
Rhythm Thursday: Drum Variations (Paranoia)
Wednesday, July 25, 2012
Webcomic Wednesday: Future Sight P6
Tuesday, July 24, 2012
Rant Tuesday: I Don't Want to Rant about Dark Knight Rises or the Shooting
The movie was fine. It was... good, I guess? It certainly didn't leave an impression like The Avengers did, or Inception, if we're talking about a movie in Nolan-verse. I think the movie worked up until the Lazarus Pit sequence... everything was logically hopeless up to that point. And then the writers realized they've written themselves into a corner and things started to unwind in increasingly comical manner, until the ending when it pretty much ended up like this:
(I still can't believe none of the friends with me got the reference when I mentioned it)
...and the shooting that'll forever be associated with this movie. Whenever inhuman tragedies like this happens, I really wish there's a way to erase the identity of whoever is responsible... not for their sake, but so that their names would never be recorded anywhere in history... in a generation where every voice wants to be heard but few would be heard, I find that rewarding these extreme acts of depravity would fast become a dangerous slippery slope.
...on the other hand, I find it extremely difficult to sympathize with the victims and those related to the victims of these events. I'm suppose to feel sad, I think, but I don't know any of these people, just a name and a vague description. I know how I'm suppose to feel, but whatever feeling I have is not going to be genuine. And when am I - when can I - be happy again?
Monday, July 23, 2012
Design Diary Monday: Brainstorming Solutions
The first order of business is to try and see if the pirates card game, in any form, is salvageable. I had a chance to watch some of the Pirates of the Caribbean movies over the past few weeks, and I was reminded of the things I wanted to portray:
- Hunting for legendary treasure (Aztec gold, the compass, the heart, what have you)
- Deals and betrayals
- Satisfying broadsides making ships explode
- Jack needed the Dead Man's Chest to avoid his fate of servitude
- Will needed the Compass from Jack to secure Elizabeth's Release
- Elizabeth acquired the Letter of Marques but needed the Compass in return
- Jack agreed to trade the compass for the chest...
- Player 1 is after item A
- Player 1 has B but for some reason cannot directly reach A
- Player 2 is after item C, and he can trade B for C
- Player 2 now has the option to get A so he can trade with Player 1 for B, or steal B from player 1, or negotiate with a player 3 directly for C instead...
Friday, July 20, 2012
Art Friday: The Black Knight's Last Stand
Thursday, July 19, 2012
Melodic Thursday: Chip Church
A very simple melody. I've never quite figured out how to spice these basic pieces up a little though.
Wednesday, July 18, 2012
Webcomic Wednesday: Future Sight P5
I have immense trouble drawing any character that looks to the right, mainly because I'm right handed and I've never made any effort to spend even amounts of time drawing people that faces different directions. This is also one of those pages where it's just suppose to be two people sitting around and talking about a bunch of stuff, so it's kind of rough to think of a layout that won't bore everybody to death.
I really have to draw more people facing right.
Game Design Bonus Tuesday: Steampunk Feminists Vs. Zombies (The Card Game)
Concept
- Zombies. The players are defending their homes and zombies are knocking at the door. If they take down all the players, the players all lose. The game escalates as more and more powerful zombies are being thrown at the players as the game progress.
- Steampunk. In order to fight back, the players assemble various makeshift weapons from household items... while engineering plans for more efficient and powerful steampunk weapons and barricades can be assembled, the players have limited rights to wield advanced weapons and have restricted access to the machines to assemble the items. Which leads to...
- Feminism. Since all the player characters are female, in order to win the rights to use advanced machinery, the players have to risk leaving the safety of their homes to hold rallies, conventions, and assemblies in order to advance their rights. At the final stage, the players unlock the right to build the "Enigma Machine", the ultimate anti-zombie doomsday weapon. Once it's built and deployed, the players all win the game.
Components
- Leadership determines how quickly the feminism track moves when she makes assembly and speech actions.
- Engineering affects the speed she assemble and disassemble items.
- Vitality determines the number of damage she can take before she is eliminated.
Game Rules Draft
- The objective of the game is to eliminate the imminent zombie threat. As a cooperative game, all players must work together to achieve a common goal. The players all win together or they all lose together, even if some of the players are eliminated during the course of the game.
- In the beginning of the game, each player selects a character.
- Put aside the "Enigma Machine" plan card. Separate the advanced zombies from the normal zombies. Shuffle and form the zombie deck, materials deck, and plans deck. Put the "Enigma Machine" at the bottom of the plans deck.
- The game begins. Draw zombie cards equal to the number of players and distribute them equally between the players. This is the initial horde.
- Each player take turns in order:
- Activate Machinery. As long as there's coal to power steam generators, power can be generated to activate steam powered weapons and barricades. These activation effects do not cost player actions. The coal is spent in the powering process.
- Take Actions. Depending on the state of the game, the following actions may be available to the player. Each player can take up to 3 actions per turn.
- Scavenge: draw a material card or plans card and add it to the player's hand.
- Trade: hand a material a plan, or an assembled item to another player.
- Speech: the player spends the remainder of his or her actions to advance the feminist cause. Make a leadership check and advance the track accordingly. As milestones are reached on the track, the corresponding class unlocks occur immediately.
- Assemble/Disassemble: Once the class I blueprints are unlocked, the players earn the right to disassemble materials and assemble them into basic machinery. A plan can be turned into an actual item as long as the materials are available for that player.
- Use Items: use a material for its base effect or a machine for its activated effect. Items that are automatically activated cannot be manually activated on the same turn.
- Zombie Attacks. Make attack rolls for all zombies currently attacking the player, and add additional zombie cards in front of the player afterwards. When the zombie deck runs out, increase the zombie cards drawn per turn by 1, reshuffle all the eliminated zombies and add 5 advanced zombies to form a new zombie deck, and continue to draw up to the necessary number of zombies.
- If a player takes damage equal to or more than the character's vitality, that player is eliminated. The zombie that is attacking that player will spend a turn on the deceased player, then on the next turn that player's character is removed, and all zombies attacking that player redistributes to the remaining players evenly. Any remaining materials on that player can be scavenged; any functional machines are considered broken and must be repaired with an Engineering check (after the machine is scavenged). The players lose the game if all player characters are eliminated from the game.
- To win the game, the players must reach the end of the feminism track, and with the plan in hand, one player must assemble the Enigma Machine and spend the required power and actions to activate it. When it is activated, all players win the game.
Tuesday, July 17, 2012
Rant Tuesday: Verily, This Lack of Taste Buds Can Turn Bothersome
Lately, I've been concerning myself with one of the more innocuous attributes I have: I usually don't have a strong preference for anything at all. Aside from several choice items in each category, I have no problem with most types of cuisine, movies, art style, women archetype, games, tv shows, music, fashion choices...
I've always thought that not having a preference is a good thing, a sign of having tolerance for all the strange differences we possess and not being a bigot about certain beliefs, but lately I'm terrified by it. It's like not having tastebuds, or not being able to feel pain. If I can't tell good games or good art from bad, how would I ever arrive at a point where I know I'm making good games or creating good artwork?
I don't think that sense of preference can ever be learned. If I'm born without it instead of just having to discover or rediscover it, then I think I've found something to be afraid of for the rest of my life...
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So I've been a proud owner of an HTC Vive for about two months now, and I've had my share of demos to friends and family alike. W...











