My deck building programmable action card game is still popping up in my thoughts. I like the science fiction theme I started with, but I have some issues making it all fit.
Sometimes I think it is an entire race/culture you are controlling, but then I have an issues with the mechanics of area control.
Sometimes I think a player controls a space ship, but then I have issues with some of the player interaction.
Sometimes I think of a completely different theme, such as sailing ships at the age of exploration.
I think that stripping out the theme and concentrating on pure mechanics may be the way to go for now, and figure thematic issues once everything is ticking well enough for testing.
A track for laying down actions and having them unfold is a must.
Powerful deck customization is also important, with the possibility of adding or removing multiple cards from the deck in one turn, searching the deck and combining cards for powerful combos, etc. - something that Dominion still does very well.
I also like the idea of adding customization to the player board during gameplay.
Now to figure out how the cards could interact.
Showing posts with label space ship. Show all posts
Showing posts with label space ship. Show all posts
Saturday, November 15, 2014
Thursday, October 30, 2014
Starfleet Manager
Been to Japan for the Tokyo Game Show. I enjoyed it, but it wasn't as good as the GDC Eu + Gamescom combo are for meeting people, getting my portfolio looked at or for collecting swag.
After a few more hectic, 10 bed dorm room, days - I headed out to Seoul, where I'm writing this post from my room at a serviced apartment hotel.
I like it here in Seoul, and could see myself staying, if one of the game studios I've been giving surprise visits to and dropping my resume at decides to embrace me into their midst, despite the usual work permit, language barrier difficulties.
Korea Games Conference is next week. A couple of weeks later I'll head to Busan for G-Star to wrap up my trip in South Korea. If nothing changes, I'll be out of options but to start making real progress towards becoming a freelance illustrator.
Watching people play on the Tokyo and Seoul subways has been delightful, people of all ages and walks of life enjoying the same thing I do (and some even pay money to do sod maybe I'll have a slice of that in the future.)
Seen a few people play sport manager games, and started thinking about taking the concept and adding a theme I'd actually be interested in: Science Fiction.
Grand scale space opera to be exact - instead of recruiting star players to my fantasy soccer team, what if I micromanaged the promotion of spaceship recruits?
Batting averages replaced by damage reports?
Diplomacy with alien species, research fund allocation, communications with other players?
Developing the world in which these stats would "live" would probably be the hardest part, and the main reason this will probably be just another pipe dream. Maybe I could connect it with my sci-fi programmable deck builder game, which I still think about on occasion.
Friday, July 25, 2014
Everyone likes lists
Things to possibly include in my game:
Galactic map - possibly modular
Tutorial - A short explanation of game mechanics that would double as a set-up randomizer
House of Representatives - area control type deal for various combos and end game victory points
Multiple victory paths - with some randomization available
Variable player powers.
Different ways to add cards to deck, i.e. playing an action that involves the house of reps may allow to add Politic cards, visiting cantinas may allow to add smuggler cards, visiting a starport for ship upgrades.
Player pieces moving around the board to collect cards and change spheres of influence.
Sunday, March 23, 2014
Mechanics That Don't Make A Game
Drafting is still playing a big role in my pipe dream game ideas, I find the possibilities of completely changing how you play the game via the cards you are dealt exciting.
I have a problem though, it's not enough to make a game.
Trying to come up with a thematic reason to start a game with a draft has lead to the concept of a master and subordinate, one of your cards will serve as your main character, with powerful abilities to help you during the game. A second card would have more limited abilities, based on what it could have had if it was chosen first.
This idea has also lead to find uses for other cards from the draft: a starting building, currency or even a map piece.
From there I started thinking of settings. Starship captains for a sci-fi flair came first, but didn't seem to hold together very well. Wizards with apprentices came next and is a stronger idea, I think, but I also like the idea of demons vying for control until hell freezes over and the game ends, which is what I am playing with right now.
Labels:
board game,
cards,
draft,
fantasy,
game,
game design,
magic,
map,
space,
space ship,
system,
theme
Tuesday, October 29, 2013
Building the plane while flying it
A saying I read in my copy of "Making Games," a magazine I picked up at GDC Europe, talking about Crytek's mo-cap pipeline for Ryse.
This came after the weekly board game night at the Technion in which I tried Mage Tower for the first time.
As these things often do, an idea was sparked: a game in which you build your spaceship as you fly through the vacuum of space, somehow similar to Galaxy Truckers in reverse.
Pieces added to your ship would work with one another in different ways, creating all sorts of interesting combos.
A drafting mechanic for crew is considered.
In short, this is just another idea in its diapers that will probably gather dust in a corner of my mind, like so many other before it.
This came after the weekly board game night at the Technion in which I tried Mage Tower for the first time.
As these things often do, an idea was sparked: a game in which you build your spaceship as you fly through the vacuum of space, somehow similar to Galaxy Truckers in reverse.
Pieces added to your ship would work with one another in different ways, creating all sorts of interesting combos.
A drafting mechanic for crew is considered.
In short, this is just another idea in its diapers that will probably gather dust in a corner of my mind, like so many other before it.
Labels:
board game,
cards,
draft,
game design,
GDC,
sci-fi,
space,
space ship,
system,
theme
Saturday, June 29, 2013
Enjoying Star Control 3
I know this game gets a lot of beef, especially from fans of Star Control 1 and 2. There's no denying that Accolade mistreated Toys for Bob which is a shame. I'd like to see what these guys would have come up with as a sequel.
Maybe we'll see a new Star Control in spirit if not in name yet.
Star Control 3 may not be considered canon by the hardcore fans. It may have problems, such as from sitting around in the same spot waiting for fuel, weak AI on enemy ships, and the Syreen losing all sex appeal, but I'm having a hard time not playing it.
After playing little else outside of social games, I no longer have to worry about waiting an hour or two to regain my energy so I can go back to the game to click on a few more things. Instead I struggle with quitting the game, as I tell myself I'll only go to one last planet before I go to sleep.
I enjoy the story, the voice acting (set my phone notification to "We are the Mycon, we respond,") the funky puppets, and the wining the fights when the computer provides more challenge than just trying to stay as far as possible.
I wonder to myself if I'll ever be able to spin quite a delightful yarn, while thinking of the different directions I could take.
I think when I finish the game, I'll start playing Shadow of the Colossus, which I never got around to, before I check out the Ur-Quan Masters and what the fans have done with the source code.
Maybe we'll see a new Star Control in spirit if not in name yet.
Star Control 3 may not be considered canon by the hardcore fans. It may have problems, such as from sitting around in the same spot waiting for fuel, weak AI on enemy ships, and the Syreen losing all sex appeal, but I'm having a hard time not playing it.
After playing little else outside of social games, I no longer have to worry about waiting an hour or two to regain my energy so I can go back to the game to click on a few more things. Instead I struggle with quitting the game, as I tell myself I'll only go to one last planet before I go to sleep.
I enjoy the story, the voice acting (set my phone notification to "We are the Mycon, we respond,") the funky puppets, and the wining the fights when the computer provides more challenge than just trying to stay as far as possible.
I wonder to myself if I'll ever be able to spin quite a delightful yarn, while thinking of the different directions I could take.
I think when I finish the game, I'll start playing Shadow of the Colossus, which I never got around to, before I check out the Ur-Quan Masters and what the fans have done with the source code.
Tuesday, June 11, 2013
Space ship design language
Above is an image from Master of Orion 2, showing one color option for the ships which you can choose.
I am currently working on some of my own ships designs, following the long standing tradition of designing such vehicles with a unified design language.
The benefits of using such a system are as clear as figuring out who is friend or foe.
Thing is, when you look at current and past transportation technology things don't quite work out that way.
Fighter jets look quite different from commercial airliners. Different colors and camouflage patterns are used for the same aircraft even when used by the same people.
I think extraterrestrial intelligence may end up working along similar lines: form will fit function, yet we won't mistake it for anything we've built here on earth, just as they won't mistake our vehicles for their own.
I'll continue to design my ships for the human player, but this is food for thought. Maybe I'll stumble onto something.
I am currently working on some of my own ships designs, following the long standing tradition of designing such vehicles with a unified design language.
The benefits of using such a system are as clear as figuring out who is friend or foe.
Thing is, when you look at current and past transportation technology things don't quite work out that way.
Fighter jets look quite different from commercial airliners. Different colors and camouflage patterns are used for the same aircraft even when used by the same people.
I think extraterrestrial intelligence may end up working along similar lines: form will fit function, yet we won't mistake it for anything we've built here on earth, just as they won't mistake our vehicles for their own.
I'll continue to design my ships for the human player, but this is food for thought. Maybe I'll stumble onto something.
Sunday, May 26, 2013
Thoughts going out to space again
Been walking on the beach, thinking how I couldn't extract a decent sound from X-Com UFO defense to serve as a notification on my phone. I managed to extract the bubbly button sound I wanted, but it's full of hiss and sometimes doesn't play correctly (that might be the phone or the conversion from .wav to .mp3)
Then the "We are the Mycon" bit from Star Control 3 came to me, and I thought I would try to get my hands on that (proving even more difficult to find, now that I'm home,) which got me thinking about this wonderful series of games again.
If I did something similar, I would like to make ships much more difficult to obtain, with a lot of questing and politics to go through to add one to your fleet. They, in turn, would be much more powerful, customizable and unique to each species. Combat would need to be changed as a result, so the quick melee battles where you bounce like crazy around the screen would have to be replaced with a turn-based or a slower real time system.
I'd also find a way of incorporating research, because research in games in the bomb.
Tuesday, March 19, 2013
Back to Outer Space
The latest on my game oriented mind:
I think it was a side banner about Scarlet Blade (A MMORPG filled with CGI boobs? What were they thinking and why do I want to play it?) that lead to me check out the latest on MMORPGs. Found a video on one called ArcheAge, in which I saw a bunch of characters running around doing the usual fighting fare, but then went on to build a house and a sail boat.
Also saw a video about EVE online ship sizes, and I'm currently reading Elisabeth Moon's Victory Condition.
So, I've been thinking about a game where guild leaders build massive ships, recruiting members to fill various rolls aboard it. I guess I've seen attempts at it before, and it would be hard to pull off (everyone wants to be at the top.) but it might have some merits.
I think it was a side banner about Scarlet Blade (A MMORPG filled with CGI boobs? What were they thinking and why do I want to play it?) that lead to me check out the latest on MMORPGs. Found a video on one called ArcheAge, in which I saw a bunch of characters running around doing the usual fighting fare, but then went on to build a house and a sail boat.
Also saw a video about EVE online ship sizes, and I'm currently reading Elisabeth Moon's Victory Condition.
So, I've been thinking about a game where guild leaders build massive ships, recruiting members to fill various rolls aboard it. I guess I've seen attempts at it before, and it would be hard to pull off (everyone wants to be at the top.) but it might have some merits.
Sunday, March 3, 2013
4X: Player Boards - Ships
Made a rough mock-up of the spaceship player board (each player will also have a board representing a colony.)
Each ship will be separated into 6 main areas:

-RESEARCH: Each player will start with one scientist meeple, moving it around according to the area which they want to research. Possible effect on this area might include additional scientist or blocking a wedge.
-FIRE CONTROL: Combat may only be initiated when this module is available. May be upgraded with add-ons that provide combat benefits, such as modifying dice rolls or drawing additional cards.
-SENATE: (maybe I can think up a better name) Necessary for political maneuvering, such as alliances or spying. Add-ons will allow for more of these actions, as diplomats (and spies?) can be dropped of on colonies belonging to other players.
-CARGO BAY: The trading module. Can store various goods to be traded with other players or otherwise. I need to do some thinking about this mechanic. More space for goods can be added.
-CONSTRUCTION YARD: Needed to build colonies, ship add-ons, repairing damage, etc. Add-ons would add more of these actions.
-BRIDGE: The core of the ship, destroying this module will force the player to rebuild a ship at his home planet. I don't want any player knocked out of the game, especially due to an unlucky roll, so how much he suffers would need to go down to play testing. Might just go back home and lose one turn to rebuild, or lose goods and add-ons as well. This part might have some add-ons as well, perhaps parts that would protect the bridge or additional improvements.
I may rearrange the parts, as they are linked to combat. Once you lose a fit, your opponent rolls a die to determine which module gets disabled. With a dice modification mechanice, a roll of 2 might be changed to a 1 or 3 to disable a different area according to the winner's wishes. No such ability would apply when losing to anything other than another player's ship.
Each ship will be separated into 6 main areas:

-RESEARCH: Each player will start with one scientist meeple, moving it around according to the area which they want to research. Possible effect on this area might include additional scientist or blocking a wedge.
-FIRE CONTROL: Combat may only be initiated when this module is available. May be upgraded with add-ons that provide combat benefits, such as modifying dice rolls or drawing additional cards.
-SENATE: (maybe I can think up a better name) Necessary for political maneuvering, such as alliances or spying. Add-ons will allow for more of these actions, as diplomats (and spies?) can be dropped of on colonies belonging to other players.
-CARGO BAY: The trading module. Can store various goods to be traded with other players or otherwise. I need to do some thinking about this mechanic. More space for goods can be added.
-CONSTRUCTION YARD: Needed to build colonies, ship add-ons, repairing damage, etc. Add-ons would add more of these actions.
-BRIDGE: The core of the ship, destroying this module will force the player to rebuild a ship at his home planet. I don't want any player knocked out of the game, especially due to an unlucky roll, so how much he suffers would need to go down to play testing. Might just go back home and lose one turn to rebuild, or lose goods and add-ons as well. This part might have some add-ons as well, perhaps parts that would protect the bridge or additional improvements.
I may rearrange the parts, as they are linked to combat. Once you lose a fit, your opponent rolls a die to determine which module gets disabled. With a dice modification mechanice, a roll of 2 might be changed to a 1 or 3 to disable a different area according to the winner's wishes. No such ability would apply when losing to anything other than another player's ship.
Labels:
4x,
board game,
combat,
game design,
player board,
research,
space,
space ship,
system
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