Developing, Designing and...procastinating.

This is a blog about my projects here on on the 'geek. I'm famous (well...in my mind) for starting up loads of projects, and never actually finishing them off. I kind of suck that way.

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Prototypes and playtesting - I need your help, guys & gals!

Peter Brichs
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Last fall, I made an alpha version of a prototype for a game. It is a cardgame about Vikings (well...it could be about anything. The theme is probably what you would call "pasted on"). The game turned out to be too difficult to grasp for the people who tried it, and I could'nt exactly figure out what was wrong with it, so I shelved it, with the intentions of letting it go to the back of my mind, so I could return to it with fresh eyes.

Well, recently, a couple of guys have started asking about my prototype, and so I've been coaxed into thinking of it again, and I think what made the game unplayable for my mates was the fact that the game wasn't all that obvious, with regards to the cards.

You see, the icons was drawn by hand, directly on the pieces of paper that I sleeved. And I think I might have to make a more pretty copy for when I play it again next time. Well, not necessarily more pretty, but more clear, that's for sure.

The game is, as I mentioned, a card game. In this game, you must try and get cards that are in the middle of the table. These cards are worth Victory points.

Each player has a hand of cards; these are different cards, and are used as resources.

A startig game setup. Go go gadget Paint skills!

Each resource has 4 symbols attached to it.

Example card. All symbols are just stuff I could easily whip up in Paint

Each Victory Point card costs a certain amount of resources. Now, the way you pay for these rescources is by playing cards with matching symbols, and putting them up next to each other. You only get the resources that match the side you've chosen to match.

For instance, if I had the following cards:

I could play the cards in these two configurations:

#1 would give you 2 blue squares, 2 red circles, 1 green triangle and 1 yellow

#2 would give you 2 blue squares, 1 green triangle and 1 red circle.

Does that make any sense at all, for anyone?
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Fri May 13, 2011 3:58 pm
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3D: The first developer's blog

Peter Brichs
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So, I mentioned in my first post on this blog that I'm working on a game design idea for a solitaire dungeon crawl called Deadly Dice Dungeon or 3D for short.

I've made a design document for this project. In this document, I've written up a short goal for the myself, with regards to the game (what it is).

My goal with this game, is to create a solitaire dungeon crawl.
I want 3D to include
-different kinds of enemies with different AI
-the enemies will be various specialty dice
-at least one pre-created dungeon
-an option for creating random dungeons (think the system from Advanced Heroquest)
-a level up system for the player character
-a class system for the player character
-(a henchman system? maybe for an eventual expansion. Not as important right now)
-tables with random events (i'm thinking 32 or 60 events (roll d6+d6 or d6+d10)
-a combat system that makes sense
-items & treasures, both in the dungeon and a shop the village. I can't decide wether I want items to be cards, or if I want to include a player sheet and have random items on tables
-a dungeon should be playable in 20-30 minutes

In the design document, I've also described a process for me to follow.

Step 1 - Write description of game, and what features I want to implement
Step 2 - Write rules
Step 3 - Playtest with current rules
Step 4 - Rewrite rules
Step 5 - Repeat step 3 & 4 until happy with result
Step 6 - Try and get people to playtest
Step 7 - Rewrite rules
Step 8 - Repeat step 6 & 7 until rules are clear
Step 9 - Release game on BGG.

I am currently on step 1 ~ writing the description of the game. I'm both writing the flavour text (the first iteration of what would go on the back of the box, I guess?) and the description of the game that will later get fleshed out to mechanics and rules.

Flavour text:

You've heard the rumours of the horrible, sanity-defying monsters.
You've seen the mutilations of cattle, the deformed, broken bodies of the villagers and the death that's scourged the land.
You've seen the broken heroes sitting in the local inn, holding their heads in their hands, crying and nursing their wounds.
You've laughed at the puny adventurers that didn't prepare properly, and you've decided to take matters into your own hands.

Deadly Dice Dungeon is a solitaire dungeon crawl with dice depicting the enemies. You will create your hero, and have him brave the dangers of the dungeon, whilst collecting treasures and fighting monsters and leveling him up.

Play the precreated dungeon, or create your own, either using your imagination or the random dungeon generator included in the game rules.

All you need to play this game are a bunch of specialty dice, the rules, and some pieces of squared paper. Deadly Dice Dungeon is a full dungeon crawl experience, in only 20 minutes
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Mon May 2, 2011 7:53 am
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w00t, first!

Peter Brichs
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Hey all.

I've had loads of ideas for blogs I could put up here on the geek, and in the end, I decided upon this - and a recipe blog, I'll be putting up a little later on. Possibly. More about this in just a bit.

What is this going to be about? Well, see, it's going to be about my projects - and how I never ever actually finish anything. Well, almost.

You see, I love being creative, and geeky stuff like gaming and the likes are right up my alley. I just never actually seem to do anything more than starting things up, before I get distracted by something shiny in a corner.

What do I mean? Well, come, gather around the campfire, kids, and I'll give you some examples.

Print and Play games
I love the idea of Print and Play games; free games that are available for the masses, only thing you need to do is put everything together. I love the idea so much, that I decided I'd start designing some games myself! Who knows, eventually, I'll get so good I might even start creating some games that would be publishable. You know, as a sort of practicing my skills (they do say that practice makes perfect).

I started designing games back in 2010, around january. In March (march 25th), the first game I'd done was available on the geek (Sneak Attack, in case you were wondering.)
So, how is this going for me?

- I have an ideas folder with +30 game ideas in it.
- I have one game in the prototype stage (a card game about vikings plundering a village), but I've not looked or done anything with it, since september 2010.
- I have promised myself that I will finish at least one game before this summer is over - another solitaire game, which coincides nicely with the solitaire Print and PLay contest that'læl start soon. The game I've decided to go ahead with is a solitaire dungeon crawl called Deadly Dice Dungeon or 3D for short.

I love role playing games. I have one currently in development. It's a pulpy zombie RPG, attempting to emulate the B zombie movies of yesteryear, called The Tombstone Terrors. I have not done anything with this since about last summer, I think.

I've thought about loads of stuff I could put in these blogs. I've had literally 10s of ideas for blogs that could be fun for me to write, and maybe for people to read. I ended up with this one. Not because I think it's going to be fun for other's to read, but because I think I need this kick to start doing stuff again

So, this is what this blog is about; it's about me having ideas, and never doing anything about them - and hopefully breaking the cycle!!! If you want, you're welcome to stick along. In the beginning, I'm going to have progress reports on my projects. As time goes by, I might start putting other things up on here, although I don't know what right now.
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Sun May 1, 2011 11:22 am
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