if you remember from earlier, in this game: you are fighting abstract naval skirmishes and writing correspondence to loved ones. the naval battle dictates some of the circumstances of the correspondence.
Game Chef ’10 launches and i approach it with thoughts about a period tall-ship nautical game with emphasis on epistolary story telling.
Today, a playset I designed for Fiasco, “Transatlantic” was released as the September Playset of the Month.
I’ve been working offline with this still. Lack of feedback on line caused me to take development elsewhere. I’d like to revert back again.
I have tons of design questions and have killed a few darlings. For now, the Battle Flower is on hold. I haven’t found an application for it that isn’t specifically tactical and it’s not how i want the game to develop. I’m slowly building out an Origin Engine which is a tool for chargen that i hope will provide immediate color and hooks for play.
I’d like the Origin Engine to be something like a cross between set-up in Fiasco and more directly, chargen from Traveller. The OE will help color the game specifically in Silver Age comics. Having the setting and tone more pronounced before play is a good lead-in.
Still generally having a problem with pvp part of it and specifically what the shape the play will take. I understand that those are HUGE things and the meat and potatoes of game design. And that’s what’s held me up so much.
Hey, I’d been pondering about what sort of excuse I could find for why i’m not done with my rough yet but then i figured… fuck it. I got married two days ago and the past few weeks have been a whirlwind.
I’ve got about 10 pages of rules written and a handful of points i’m still trying to resolve. Though I’m going to miss the 30 day deadline, I’m confident i’ll inch my way forward this next week and have something up by mid-October.
Thanks all for the support. Hope you’ll take a look at it when it’s hatched.
A first draft of Meat game structure. Color coded for act structure. Y remains undefined and one of a few elements that will be pre-programmed. The graph is open to allow campaign style play.
My concession speech about not being able to make the 14 Day badge. Development continues and I reassess what needs to be completed and how to do that best before the 30 Day deadline.
Putting aside one damage track concept in favor of something a little more simple.
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