It’s the end of 2014, and I’ve fallen behind on the blog (again) because of taking some teacher certification tests. Unfortunately, I didn’t get around to everything I planned to do this year, though there are some exciting things I did get done as well as things that will be going on.
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
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.
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.
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.
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.