Hey there folks.
A friend of mine has something up for an ENnie again, she's particularly awesome. So go vote for it! Even if you haven't checked it out, I have an it's awesome and we all know whatever I say goes, right? Right?
It's called the Rose-Bride's Plight and it's up for Best Adventure.
The URL for voting is here. Go vote for other stuff too, but make sure you give that nod to the Rose-Bride's Plight! Hurry up, voting closes August 1st!
Friday, July 24, 2009
Thursday, July 16, 2009
Dex Con
DexCon. What can I say about DexCon other than I love this place. It's where I get to see a lot of people I only get to see twice a year and hang out with them for several hours at a time.
The biggest thing I'm going to talk about here though is the CyberGen LARP that I run. Seriously, it's amazing amounts of fun. I don't know how this managed to get as big as it has over the past little bit but apparently people like it. We had 30 people doing stuff and the most I can remember about what happened was that things happened. I think there was a hospital break out. I think possibly a bus got tipped or something but ultimately it was awesome because the players made it so.
I might go into more detail later about Dex Con and the LARP but I just wanted to get that out there.
The biggest thing I'm going to talk about here though is the CyberGen LARP that I run. Seriously, it's amazing amounts of fun. I don't know how this managed to get as big as it has over the past little bit but apparently people like it. We had 30 people doing stuff and the most I can remember about what happened was that things happened. I think there was a hospital break out. I think possibly a bus got tipped or something but ultimately it was awesome because the players made it so.
I might go into more detail later about Dex Con and the LARP but I just wanted to get that out there.
Tuesday, July 14, 2009
DCG - Alpha 3 - Project Updates
The good thing about this Alpha is that we haven't found a whole series of problems that requires me to print up a whole bunch of different cards. This is feeling to be closer and closer to an actual Beta set which means that I might just release it as Beta and then start working on making it better through general public Beta and then release it as a full game in a year or so of Beta testing, or a couple of months of solid beta testing.
That way we can make some extra cards and then start releasing the services that I think will make some money for us and the artists.
Changes made after Dex Con:
1. Combat rules have changed. I didn't like the whole "army" thing and made it like "magic" attacking. Except that instead of the player, you attack cards. Kind of like how they're doing it with planeswalkers.
2. Splitting up the Deck. I think I may go with a two deck format where you have 35 cards in each deck. That number is arbitrary, but it's what I'm going with right now. One deck is Effect Deck (placeholder name) which has nothing but fast effects. One deck is the Resource deck which is filled with everything else. When you want to draw a card you may draw a card from either deck. I may change the number of cards drawn, but right now that's what we've got.
3. Command skill. Changed what it does because there were no longer any teams. Now it allows you to draw look at X cards in the fast effect deck and use them for the combat.
4. Turns. I may have it so that turns are at the same time. More in an Allegiance style because the my turn, your turn didn't work out so well. First player again got way too much of an advantage. The other thing is that this will help with multiplayer games.
That way we can make some extra cards and then start releasing the services that I think will make some money for us and the artists.
Changes made after Dex Con:
1. Combat rules have changed. I didn't like the whole "army" thing and made it like "magic" attacking. Except that instead of the player, you attack cards. Kind of like how they're doing it with planeswalkers.
2. Splitting up the Deck. I think I may go with a two deck format where you have 35 cards in each deck. That number is arbitrary, but it's what I'm going with right now. One deck is Effect Deck (placeholder name) which has nothing but fast effects. One deck is the Resource deck which is filled with everything else. When you want to draw a card you may draw a card from either deck. I may change the number of cards drawn, but right now that's what we've got.
3. Command skill. Changed what it does because there were no longer any teams. Now it allows you to draw look at X cards in the fast effect deck and use them for the combat.
4. Turns. I may have it so that turns are at the same time. More in an Allegiance style because the my turn, your turn didn't work out so well. First player again got way too much of an advantage. The other thing is that this will help with multiplayer games.
Sunday, July 5, 2009
Origins
It's been a little behind but this is basically my run down of Origins.
First of all I love Origins. If given the choice between Origins and Gen Con I'll take Origins everytime. The people are friendlier, the gamers are a little bit more fun and you're able to get to see what people are developing because they have those games. Heck, that's what they're tryign to do. They're trying to sit down and come up with really interesting ways to get people to come to Origins.
The other one is the day pass. You can pay 3 bucks and show up and walk around the dealer's room for the whole day. This is great, if I lived in Columbus I would so show up every single day and play games. That's like 12 bucks for a full day of gaming for four days because you can hop from table to table and just play games all weekend. Best idea ever.
What's happening though is that for some reason Origins was a lot smaller this year. I can understand some reasons. The economy sucks, it's still too close to Gen Con in both location and time frame (though the time frame is getting better), no one has anything new to sell at Origins, etc. At the same time, I don't get it because to me Origins is a much better playing experience. I've had a great time at Origins and I have yet to have a great time running at Gen Con.
We still run at Gen Con. You need to be where all the people go, I just think we'd all be better served if more people went to Origins instead.
We still run at Gen Con. You need to be where all the people go, I just think we'd all be better served if more people went to Origins instead.
Monday, June 15, 2009
Multiple Projects
Doing a lot of things at once is both a blessing and a curse. When you get bored with one thing then you can move onto the next thing and so on and so forth. The problem happens when you've got too many projects on the go. You end up hoping from one to another with no end in sight.
Then what's worse, more and more get closer to getting finished and then they're all at the finish line.
Nothing is scarier then actually completing a project.
Then what's worse, more and more get closer to getting finished and then they're all at the finish line.
Nothing is scarier then actually completing a project.
Monday, June 1, 2009
Alpha Version 3
The nice thing about Alphas is that you will find what's wrong with them pretty quickly and then need to fix them.
The bad news is that for a DCG/CCG that means you're either modifying a lot of cards, or making up new ones. I tend to go for the new ones, which is bad on me but I think makes it easier to test. I'm not above modifications, but wholesale changes need to be made ... well, wholesale.
Things are shaping up a bit more. I still need to make the game deadlier, right now it's really hard to attack anything or anyone which means that I think I need to give people attack abilities more often. That way you're not stuck with a bunch of people who sit there looking "pretty." I am toying with making attack a permanent stat, but then I think the game loses some of the strategy.
Decisions, decision, decisions.
The bad news is that for a DCG/CCG that means you're either modifying a lot of cards, or making up new ones. I tend to go for the new ones, which is bad on me but I think makes it easier to test. I'm not above modifications, but wholesale changes need to be made ... well, wholesale.
Things are shaping up a bit more. I still need to make the game deadlier, right now it's really hard to attack anything or anyone which means that I think I need to give people attack abilities more often. That way you're not stuck with a bunch of people who sit there looking "pretty." I am toying with making attack a permanent stat, but then I think the game loses some of the strategy.
Decisions, decision, decisions.
Tuesday, May 19, 2009
Reasons to Perform
Great. Now that I know someone's reading this I'm going to feel the need to post more.
There's something to be said for having a reason to perform.
I will still be rambling and/or not re-reading most of what I write, mainly because I don't see the point of that. This isn't being submitted in places. ^_^
More on Alpha Testing later.
There's something to be said for having a reason to perform.
I will still be rambling and/or not re-reading most of what I write, mainly because I don't see the point of that. This isn't being submitted in places. ^_^
More on Alpha Testing later.
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