Gravelly protagonist voice

So this week I haven’t done much. I’ve been sounding like Adam Jensen from Deus Ex HR, which I never asked for, and my spine has been feeling wonky so I haven’t been able to sit up straight for any prolonged period of time.

I did, however, do some things where one of them is finishing the cards.

Ironically I had the most trouble with the boxes… huh.

 I’ve made them in what I think to be easily recognizable. After one knows the cards one won’t have to read the description, Three boxes will mean 15 currency, a wrench 5 HP and so on. There will be only four of each (36 cards in total) and will cost 10 Currency each. So even if one manages to pick all the +15 C cards and has managed to get the other player down to 5 HP (which would give 145 C + 20 C from the cards) one would only be able to buy 16 Chance Cards (20 if one counts the Currency ones).

Four of the cards would end up doing nothing (The +10 C ones), the + 5 C ones would make you lose 20 C if one got them all and that leaves us with eight cards. And just for the sake of it both players are at 145 C. The + 5 C ones would turn the 145 into 125 and I still haven’t counted in the repair and specialist cards. I also haven’t counted in the use of shields. So while it is possible to potentially be able to buy (12 + 2 + 2) cards when there are only eight left I think that it will be a rare occasion of that happening, as said I haven’t counted in the shields. Although I just might change it to be 45 cards, that way it’ll be impossible to end a deck.

I also fiddled a little with the board

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Them Graphics

So this week has been all about making graphics… and a presentation. I have some WIP stuff up.

The chance cards with placeholder graphics

WIP board. The ships are the same right now, will change one of them visually

Printed it out on a bunch of A4′s. I guess I’ll have to get the board on 2 quadfolds

Will see if I slaughter a ruler or something for shields

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Slow week

This week I got to rewrite my design document of sorts so that it’s more in line with what other people would like. Too bad that I’m really awful at writing how other people want it >.>

Been playtesting even more and this time with the chance cards added… which were made out of paper and there was one of each and I just shuffled everytime I took one. It all worked decently well. The fact that my targets still were squares did make it a bit iffy at times though. I’m seriously considering lower max HP to just 100 because as it is now it takes a while to whittle down all the 150 points. But I have to first test how it works with round targets (as it’s  intented) which I guess I’ll have to get hold of a huge cardboard piece or the like and draw on it. The placement of the stuff seems to be quite ok though.

Also, PICTURES!

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Writing and hoping for the best

So, this week I did some economics tests, flicked some candles and sent in a bunch of text hoping that it’ll all be accepted and allowed to continue to exist.

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Pretend economics!

I’m surprised I didn’t die of boredom, it wasn’t that bad as I thought it would be testing my economic system with a die and generalized assumptions.

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ANOTHER project

So… so, so soooooooo… Right. The “Boundless” project was put on ice due to the majority of the group having a huge report to compose for their exam, or somesuch. Not really what I’d want but… what can one do?

Well, what I did was figure out a new game design which involves flicking small round mini-pokerchips between the players, simulating a space battleship battle. It doesn’t really sound that exciting, I know, but I’m thinking of different hit areas, upgrades, HP, and chance cards.

Hitting the opponent does different amounts of damage to their HP pool and that same amount of damage is converted to currency with which one can buy a specific upgrade or pick a chance card for a specific sum and then let chance decide if the card is worth less, more or equal to its cost. Even thinking of having different calibre shots. Still working on the details and things aren’t yet nailed down, mostly only hand hold.

So far it’s only 1 v 1 battle only. I would like to have free-for-all with 3 or 4 players but I haven’t had the time yet to test how it is between two players, so maybe having more would slow stuff down, we’ll see. I really, really hope it’s deemed good enough!

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Saved by “Boundless”

Well, not being in one’s home region does put up some obstacles to internet connection.

Anyway, GGC seesms to be saved! Thanks to my dear friend Holger I got into a group for this course, pretty neat I say. I was actually expecting to just be a normal grunt this time around but only after spending less than an hour with the group I was suggested as a Lead Artist. Could be because I talk like I know what I’m doing and could be because I seemed confident enough in my 2D skills.

The game idea seems to be feasable enough with it being a 2D platformer. I put up some initial concept sketches and an alpha colorscheme which the rest of the group seemed to find pretty enough and didn’t regret appointing me as Lead Artist.

Seeing as this is a 3′rd year group I hope that they’ll get greenlighted so that we can continue on this. I just hope that I didn’t take on more than I can manage with my role but I’ll keep me to my role this time around and do my appointed job well. I do however hope that our designer can get the concept document done. Not so much for us in the group maybe, seeing as we seem to be pretty unanimous, but so that them “higher-ups” let us do our thing. But I guess it could be good to have it around in case someone wants to do something else from our vision.

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