Wednesday, August 29, 2018

[work-related] A... mousepad?

It took me five hours to draw this map, and as you can see it's still far from being complete (I recoil in terror when I think about adding doors and secret passages but yeah, it's my task for today).

But it's not a map! At least not per se - it will not be published as one.

As it's the project related with my day job, I have a question for you - will you be interested with a mousepad with such design? Or maybe a playmat with much bigger old school dungeon map?

Most likely it will be available on this year's Essen Spiel gaming fair :)

PS. I will still produce small, cheap and ugly PDFs with my stuff. I just need to regain my focus on the hobby side of my daily activities (or at least gaming hobby, as I have lots of them). Yeah, excuses, excuses...

Friday, July 27, 2018

Tuesday, July 24, 2018

Slaughter of ideas, stitching parts back together

Still here. Still working on some shit, although due to the amazing weather it's extremely hard to sit behind the desk and write some stuff. But some changes are coming.

I decided to butcher some of my unfinished projects - namely the Charon Prime one, Battlestation Omega and other stuff, which became obscure even for me (to be honest, I had to dig through my tag cloud on the blog to even remember some of their names!). They originated from the very old idea, started in 2005. That year I gathered a bunch of my friends and started to create a setting. Unfortunately, there were too many of us and the game stuck in the development hell. It was virtually dead.

I've lost contact with most of the guys involved in the project but the ones I still got in touch with poked me with a "do it" stick from time to time, usually once in two years. But I was sure that for me the whY (that was the name of the game) is deceased for good. But somewhere in 2017 I came to an idea to revive the project and I knew how to do it.

So, back to the present time. I've restarted the project in March 2018. Since then, not much was done. But the vision is clear and this time I started from the right angle - I'm avoiding dragging too many people into this pit and try to focus on the larger image than over-developing the tiny portions of the setting.

How will it end? I don't know, as nothing is certain with my ability to focus and create games (or supplements, or anything that isn't a spoon carved from firewood lol).

Tomorrow (or somewhere in the dark future hahah) I will try to post some more ideas about the game. Wish me luck!

Friday, March 23, 2018

Perilous Frontiers!


So, I decided what to do next. Perilous Ages in Outer Space!

What you can expect from it:
  • Percentile, skills-lite mechanics;
  • Gritty critical hits;
  • Gonzo space monsters;
  • Random tables (I absolute love making them);
  • Huge delays of the release date and lots of empty promises!
Most likely I'll transplant some ideas and lists from the Bandits and Battlecruisers (I'm thinking about the monster creation and keywords lists).

Still I don't know what to do with the sector creation and space travel rules. I don't want to fuck you right in the wallet for transplanting these things over and over, from Terminal Space, through Bandits and Battlecruisers, into this project. And I don't have any ideas how to do it differently (actually I *do* have one idea but I'm not sure if it will fit), also, all these endavours  are very tedious and time-consuming.

Thus, most likely I will skip all these aspects of the game, just to focus on more planetary actions this time.

Or maybe you have some ideas how to figure it out?

Wednesday, March 21, 2018

Post #666 - additional stats

Yup, I'm still alive.

Posting new content was severely hindered by, well, mountain biking, Magic: the Gathering (coming back to this game might be a big mistake lol) and playing Fallen London. But yes, I am still amongst the living.

Speaking of Fallen London - this game inspired me to write this post. As it was mentioned in Bandits and Battlecruisers on page 10 - additional statistics can be used to add depth to the characters. Following stat blocks are inspired by the Abovementioned game (which I highly recommend if you're into text-based games - I guess you are lol).

Bizarre - you are not the ordinary man (or woman). Some peculiar quirks of your looks / behavior / aura that surrounds you are more that different from the masses.

Dreaded - people are avoiding you, not because of your reputation or deeds of the pase - there is something higly unnerving or even utterly nightmarish in your general appearance.

Respectable - aura of nobility surrounds you. You are the one who is destined to greatness.

Monday, November 13, 2017

Lunation: Board Game rulebook download (Alpha)

We decided to not wait until the very beginning of the KS campaign and show you the Alpha version of the Lunation rulebook :) Enjoy!
  • Text boxes with the red umm, text contain info about the future changes in the booklet;
  • Most of the rules are in their final shape;
  • General layout is almost final, however we encourage you to share your feelings and ideas with us :)

Monday, November 6, 2017

Lunation Board Game - approaching the Grand Finale...

It all started in May 2016, when I got the job I dreamt of for eighteen years. With only basic ideas of the game in my mind (planetary systems consisting of cards, custom combat dice and space combat of whole fleets instead of numerous types of ships), I started thinking. And it seems that I thought it out prett well ;)

Now, afer the several delays, in most cases not directly connected with the game itself, we are approaching the end - in the form of the Kickstarter campaign, which will determine whether we are good or we suck.

Game was tested extensively - to the point I was on the verge of throwing up! There was a moment (to be honest, three months-long moment!) I was unable to play the game - I was just sitting there, taking notes, asking and answering questions. Polishing and clarifying the rules, filling up the FAQ section of the rulebook, correcting the minor and major flaws in the game design, card design... you name it.

My work on Lunation is almost done - maybe except the promo vid for the KS campaign (I started to learn the basics of Adobe After Effects). And music, both for campaign video and bonus, Kickstarter-exclusive soundtrack. And texts for the campaign itself. Well, better get back to work!

Here is the main list of the not so obvious aspects and components of the game:
  • There will be no cardboard tokens in the box - all counters, First Player marker, Power points and character movers will be laser-cut from acrylic sheets. Most of them in fluo colors (yay!). Fleets will be made of resin.
  • As I mentioned before, game will feature custom Combat Dice, produced by Q Workshop.
  • We got rid of the gameboard - it was nice but game performs well without it. What is much more important, this will significantly reduce the manufacturing costs - and - what is even more important - the shipping costs.
  • Of course there will be lots of KS-exclusive goodies and add-ons, such as battle mats (if you want to have something to replace the now-missing gameboard), OST, T-shirts and posters :)
If you have any questions, feel free to ask! Also, for the IG users, follow us there!


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