Showing posts with label Input. Show all posts
Showing posts with label Input. Show all posts

Tuesday, July 17, 2012

Codename Game Videogame

I've discovered I'm actually terrible at creating puzzle games, which rather puts a damper on this idea. If anyone is good at that let me know, since this is probably my favorite game to write for. Also, if anyone is down to resume/restart the TG, let me know, I need to test some revised games that would work better for a computer game adaption.

Saturday, October 1, 2011

Huge Change for URPG 3e

I'm changing Allies to Adaptability. And now the hybrid 'Life' stat that used to measure Resources+Allies is the 'Cunning' stat, which covers Resourcefulness+Adaptability. I'm planning to drop most of the concepts associated with Allies (such as Ally slots, and calling in Allies) entirely, or at least largely detach them from the stat. This also means I'll likely be rewriting several classes, most importantly Tactician and Strategist (since they're already complete) but also Wizard(not too much) Hero(may require a total change) Diplomat (probably a total change) and Captain (Probably to something more similar to Scoundrel, speaking of which, Scoundrel will probably also be changing, now that Genius =/= Adapting)
If you have any questions/comments/suggestions, I'd be glad to hear them, since this is going to be a big change to one of the core mechanics, making even more of a difference than Spirit or Coda.
Also, if you want to see the work in progress, here is 3e character list. The characters who's names start with "3e" are the ones I've finished updating. Please ask about anything you don't understand, as that'll give me a good idea of what to put in the updated rulebook.
P.S. I forgot to mention what Adaptability is good for! It'll mostly be about finding opportunities. So sort of a combination of luck, observation, and charisma. You will still get allies(in a sense) because when you enter a situation, Adaptability is gonna let you run into more helpful people, etc. I haven't worked it out mechanically, since I'm still brainstorming, but I figure it'll probably be something like letting the party sum their Adaptability points, and use them to pick what sort of advantages they want. idk, it's still very rough.

Friday, September 30, 2011

Videogame

So, I'm getting back into programming videogames (this time using not-GameMaker) I'm currently working on an RPG-themed time travel game, but I'm open for suggestions if there are particular kinds of games people would like to play. Also, I'd love help if you're interested in coding/arting/play-testing/etc.

Lastly, any recommendations as far as language? I'm using Java now, because I know how to use it, and it runs on anything, but I figure if I want to make a more complex game, I'm going to have to use a different language.

Thursday, September 29, 2011

Wiseman Council: Ready to go?

Alright, I need a final list of sign-ups, so sign in below. I'd also prefer a 'favored contact' so just say "Facebook, email, AIM" w/e (don't actually post your e-mail, comments aren't secure)
I've finally worked out the core mechanics. This is going to be a territory claiming sort of game (like Risk, in a very loose sense) except the 'territories' are the loyalties of various people.
I'm going to put up a full chart of people online, once I get it finished, and each player is going to get a semi-random assortment of loyalties to start the game with. Different people have different functions, and most of the important 'people' are actually organizations, and are composed of multiple loyalties.
There won't be any 'attacking' in a Risk sense, most of the game will be an attempt to gather information on other player activities, and to coordinate major actions without giving your intentions away. The ultimate goal of the game is to control a majority of the Senator characters (or possibly a military coup alternate win condition)
Each day I'll give you a summery of the activities of all characters whose Loyalty you have, any activities that are public or that effect your loyal characters, and any messages directed towards you.
You will then send me any activities you want your loyal characters to carry out.
I'll be creating a more detailed rules list around when I publish the Loyalty Map. It should be a pretty simple game in play, though keeping track of who you suspect of what might require some note taking.

Tuesday, September 27, 2011

First major 3e changes

Capacity (that 'strength' stat)+ Level will determine your Spirit per turn.
The elements are going to be greatly streamlined and focused, becoming more like attack 'types' (eg. slashing, bludgeoning) This means I'm going to need to create a new method for creating X.
The X are going to come in greater variety, so cases like Quezacotl (beating an X at relatively low level) will be possibile again, though require at minimum some specialized tactics and resistances.
In the line with this potential need for more customization, I'm considering letting you switch (Wis+Gen) skills/perks between each battle. This would probably slow the game down though, so I'd definitely like to hear more ideas.
Damage Types: Weapon, Atrophy, Force, Corrosive, Shock, Effect
 Codas are a set of rules of absolute superiority. Something of a higher Coda can effect everything lower than it, but something of a lower Coda cannot effect anything of a superior Coda. Various effects and item modifications can be used to increase and decrease Coda.
Codas:
(I)maginary, (S)ensory, (P)hysical, (M)agical, (T)rue, (D)ivine, (R)eality
Stat Changes:
Capability will now govern Spirit, in addition to melee damage
Resources is now Resourcefullness, and that'll require a lot of changes, but basically it makes Resources a better stat.
I'm currently trying to find ways to increase the utility of the Allies stat.

Ulitmate RPG 3rd edition

Hey guys. Taking suggestions for URPG 3rd edition (and the last remaining classes)
The main new mechanic is going to be "Spirit"which is a currency for buying actions. You get probably around 10 per turn, and depending on preference and class, you can use it for a few powerful moves, or several weaker ones. I imagine this'll add a bit more math to the game, but should increase flexibility and allow me to better quantify the balance of the game, so all the classes, backgrounds, and skills should be more equal.
I'll be creating the 3e documents separately from the current 2e documents, but I'll be putting links up on here once they're cleaned up enough for people to read them.

Sunday, September 25, 2011

Super Space Wars

Current Player list: Dillon, Will, Sema
Current Series list: Doctor Who, Star Wars, Schlock Mercenary, Transformers, The Hitchhikers Guide to the Galaxy(special case), Warhammer 40k, Battletech(Mech Warrior), Halo, Mass Effect, Starcraft,

Comment if you want to play but aren't, or if you have any series you're familiar with that fill the requirement (war in space) that you don't see above.

I'm also still willing to consider other genres, as long as a majority of the players are familiar with them. The window on changing is closing though, so if you have any ideas or support for another genre (crime, afterlife, etc) speak up quickly.

Monday, August 29, 2011

GIVE ME YOUR FEEDBACK

Alright, almost ten posts in. Lets find some focus. What is good? What is bad? What do you want more of? What don't you care for? I'm pretty down with doing anything, as long as it's original, not a re-post from elsewhere. My main focus atm is going to be posting up ideas for new games, particularly cool ideas I have, and resources/links for completed or testing-phase games.
Oh, and I'm loving Labels, you can find the Label list in the bottom right corner of the page, and at the bottom of each post, there is a list of the Labels. You can click on those to get only the posts relevant to your particular interests.

Your Ideas Here!

Just post any game ideas you have. I'd be happy to help you improve them, or I could critique them. If they're good, I'd even be willing to develop them for/with you.

Sunday, August 28, 2011

Some Definitions I'm Working On

All these are: Virtual activities with multiple but finite outcomes.

Test: Evaluation of [1,∞) skills. 0 Players.
Strategy: [1,∞) meaningful decisions.
Player: Real agent selecting one or more strategies.
Game: [1,∞) Players.
Wager: Some real change results indirectly from one or more outcome.
Gamble: A wager in which the wagered outcomes cannot be predicted before the game.

My Cracked Article

I'm looking for any and all information on small statues depicting people who lived amazing lives. Currently I have "The Sandow" (Mr. Olympia) and "The Oscar" (Academy Awards). I'm aiming for five before I write an article.

Open Highschool Murders

Here is a link to the current info page for Open Highschool Murders
Link
All suggestions welcome.

Universal Murder Engine 2

Here comes UME2. Comments, criticisms, suggestions? I'm going to design it to be mostly like UME, only taking away player choice, simplifying the scum choices, and increasing the cost of night actions in general.
Also, the original concept for UME was that it could also be applied to generating murder mystery characters. Should that still be a goal? It wouldn't do much to help me, but I'm no longer the only one creating murder mysteries.