I’ve been working on a few projects recently, and I figure that now’s as good a time as any to officially announce a couple of them, as well as give a status update. I’ve been doing a little bit of work on YMICAE, but I’m nowhere near where I had hoped to be; I basically got in a few hour’s coding, then schoolwork picked up, then I finally got around to doing a little more coding a few days ago. Like DiceLord, which also needs work, I’m probably going to rewrite at least a substantial part of the system. Continue reading
The Problem of Conceptual Separation
I know that I’ve been majorly off schedule recently, but it’s mostly because of having relatives for the holidays and not being able to get some good writing time, so I’m going to try to be writing ahead for a while to keep things going.
One of the greatest problems that tabletop game designers (and, less frequently, video game designers) have is with conceptual separation between game mechanics, the behaviors they are supposed to be a response/encouragement to.
Writing for a Game Design Competition
Designing and writing a game in a short timeline can be daunting, but with proper organization and a solid effort it is far from unachievable. The key to making a game in a very short time is to do a little bit of preparation and outlining ahead of time; an hour or two of prep makes the rest of the design and writing go by very quickly.
The First Loreshapers Game Design Contest
Loreshapers is my new pet project, and I’m starting things off big—two contests for game design! Read below the break for more details.
Wreck Racers, a 24-Hour Game
I’m sorry for the fact that every time I’ve been trying to get this blog fired up again I’ve let it slip. I just finished classes for this semester, and it’s been a lot more draining than I expected. I’ve still got a few more things to do over the break, but I’m hoping that I can get on top of things enough to let me keep this blog going well.
Since 1km1kt’s 24-hour game competition seems to have fallen through for this year (though, ostensibly, it could still be held this year, since it is a 24-hour competition and there’s still a couple weeks left in December), I’ll be running my own competition starting in January. More details to come later this week, once I get them finalized. The main purpose of making Wreck Racers is to provide a model for potential participants, since the contest will (hopefully) extend out of the usual 1km1kt community.
Project Update: The Future
Okay, I recognize that I haven’t been exactly the best about keeping up on things in the blog; most of this is because life is kind of hectic right now with stuff that is going on, and I’ve got a lot of other writing that I’ve been doing that gets in the way of my time. Fortunately, I defend my thesis/creative project on the 14th (the one I made XMICAE for), and that will open me up for a variety of fun and interesting endeavors. I’ve got a lot of other stuff that will make updating at my normal pace difficult for a while, but by mid-December I should be back to three weekly posts, and maybe four (I’m no longer a reviewer at DriveThruRPG, so reviews may not be a weekly thing). Continue reading
Review: Middle Earth: Shadow of Mordor
Middle Earth: Shadow of Mordor is an action-adventure game set in Middle Earth, which is most famous from the Lord of the Rings trilogy and the Hobbit. As far as game inspirations go, it is most clearly inspired by Assassin’s Creed and the Batman: Arkham series of games, which it manages to blend together with a mix of the former’s intriguing stealth and the latter’s brawling fisticuffs, and add some of its own twists to the mix.
Back From the Dead
I’ve been really bad about updating this blog, so here’s a brief overview of things that I’ve had going on:
I’ve been working on a number of tiny side projects, none of which have ever really been taken to fruition; d20m was a hybrid modular d20 system that I need to polish up a bit and then release the core elements of, and The Gods Left Them, which is a post-apocalyptic science-fiction game that needs a setting rewrite. I was also doing a weekly video game stream, but lack of time really began to interfere with that and I stopped doing it.
The main thing I have to show for the time since I last wrote is my honors project, which has continued along more or less as planned, though a little more slowly than I would have liked because of class. I’m still using XMICAE, with all the slowness that comes with that, but I’ve made a couple of improvements to the code and stability. I plan to release XMICAE 0.1.1 eventually, though I don’t feel comfortable with releasing all my content to the public until after I defend my thesis (just to make sure that people know it’s mine). If you’re interested in seeing its current state, though, you can check out xmicae.homoeoteleuton.com.
Finally, over this weekend I made a mockup of a game, tentatively titled “The Inky Depths”. It’s a steampunk tactical game with roleplaying elements, plus giant mech suits and a needlessly complex system. I’m including its 72-hour build here, and I hope to eventually polish it and put it up on 1km1kt (as it stands it’s not really “finished”), but this is its “rough draft” if you will. The Inky Depths Rough Draft can be downloaded here. The main changes that will come in the upcoming days are to fix some things that came as a result of deadlines (I was going to do this as an early entry for 1km1kt’s 24-hour competition, but it dragged out to about 72 hours of time and 16 man-hours of work (which should be a testament to just how messy my weekend was),
Project Update: XMICAE 0.1.0
XMICAE 0.1.0 has undergone some testing and finishing, and I have to say that I’m happy with where it has come. The roll system should work fine, so a lot of what remains is going through and putting in some end of life support for the platform and whatnot. This means documentation writing, which shouldn’t be too horrifying, as well as cleaning up my production folder. I’ll leave all my test files in there so that people can mess around with them if anyone wanted to extend/learn from XMICAE. Continue reading
Project Update: Rolling On
XMICAE 0.1.0 is ready for release once I finish a few tasks, namely fixing an issue with the interplay between XMI and the roller (which use separate methodologies) and polishing up the documentation so that it’ll be usable, especially since I went through and changed a lot of the things, and because the roller wound up utilizing only a partial feature set. Notable as well is the fact that I decided not to have the roller have the ability to load files—instead that task is relegated to XMI, which should now neatly load any number of files you specify with a <load> element (similar to an action, but it can’t hold variable changes, only files to be loaded). Continue reading
