History was far from my favorite subject in school, I saw little more than a series of dates and dry facts to remember so I can pass the next exam and then forget about it.
It wasn't until college that I enjoyed sitting through a lecture. Maybe it was because I completely stopped taking notes which I would never go back to, started listening to what was being said, and imagined how it could be.
Outside of school I enjoyed history from books, documentaries and from certain games. What boy doesn't like to watch a warbird strafe a convoy over remembering the date some politicians signed a pact?
I also wasn't a huge fan of learning about Israeli history. I haven't felt like I belonged here ever since I was 14.
These day I find myself thinking back about what I know about Israel's history, trying to think of what I can use to make board games.
The first such idea that came to me was a push your luck game about the clandestine immigration of aliyah bet, as the refugees of the holocaust crammed into old ships and sailed to Israel, trying to overcome the British blockade to realize the Zionist dream.
Just trying to leverage my heritage to my advantage. I also wonder if I could get support from the government to help with the creation process, the marketing and the finances.
Thursday, December 12, 2013
Saturday, November 23, 2013
Stray Thoughts
Can't escape from working all week at the day job, missing out on board game night. It's not worth it, I hope I find something better soon and it fades into a story to tell strangers.
A few thoughts about games have come up. The first is in the board game space, in which I'm currently thinking of creating multiple different games, but each a part of the same world, using the same characters and visual style to tell different stories connected together.
The Silicone Valley and the Reverse Galaxy Truckers come to mind as an example. What if one of the "Neckbeards" you can use in your recruitment agency turns into one of the crew members you can draft for your ship.
The second idea I'm occupied with is inspired by the success of Multiplayer online battle arena games. I never tried playing DOTA or LoL, but I suspect I would suck. I would feel much more comfortable with a turn based strategy game. I think this idea is an extension of older ideas for an online TBS, with the current incarnation involving building a team belonging to a faction (similar to miniature games.) This team could be broken up and used in several simultaneous asynchronous games.
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
Wednesday, October 9, 2013
Oni Touge
Been thinking some more about the endless drift concept, which I'm currently leaning towards calling Oni Touge.
What if instead of a single right or left button I would use three for each side.
Looking at the following example, a player would need to start a left turn by pushing the "D" button, making his way towards the "A" to increase his turning rate as necessary, even going over to "L" through "J" at a hairpin turn, with the space acting as the break to keep him/her from flying of the road.
Releasing the keys would return the wheel to center. Not sure if pushing a button out of sequence (like starting a right turn by pushing "K") should have any effect, a penalty, or a similar result as if "J" was pushed first.
Saturday, October 5, 2013
Endless Drift
So what sort of idea can I come up with that isn't quite so generic? An endless tōge to race down, drifting around the corners, trying to avoid dropping down the cliff or smashing into the mountain, skidding over loose debris.
A pumping eurobeat soundtrack, cars and achievements to unlock, scenery changing around you from typical Japanese mountain to fire and brimstone in hell... ;)
Left, right and brake, the only 3 buttons you would need as the car builds up speed without any player input.
A camera which gives exciting views and enough information so that the player can react to what's coming up.
Tuesday, October 1, 2013
Blast From the Past
One of the first X-Com clones I thought of year ago was one based in a fantasy setting, in which you play as the leader of a guild of thieves.
Been thinking about this concept again, and I think it has more meat than the usual spiritual and recent successors to the classic from the 90's.
Instead of intercepting aliens, you would send your band of thieves underground through sewers and tunnels to sack various locations, whether they be residential, commercial or industrial.
Other missions will provide the opportunity to recruit new people to your cause, stop rivals from taking over your territory or defeat monsters threatening your base.
Unlike X-Com where you hired people for the exclusive position which they filled (soldier, scientist, or worker,) in my game people would fill different roles - if you take your blacksmith out to a mission, your ability to forge new weapons or armor will be limited, especially if he is wounded or killed. If you allow your wizard to research spells, she won't be able to come on a mission with you, and you may miss an opportunity to learn new magic.
Recruits will start with stats that will lend them towards particular roles, and they may become more specialized or diversified as they gain experience.
Finally, I thought of a variation on the color based magic system similar to D&D, Magic The Gathering and Tolkien's novels, changing primary colors to such things as brown or grey magic, enabling control of such elements as mud and mildew.
I think this game is a pipe dream, but wanted to write it down anyways, in case I or someone else finds a use for it.
My High Tech recruitment / Silicone Valley board game is a more attainable goal, and sill on slow burn in the back of my head. I need to try to come up with a flow chart of how things could work.
Instead of intercepting aliens, you would send your band of thieves underground through sewers and tunnels to sack various locations, whether they be residential, commercial or industrial.
Other missions will provide the opportunity to recruit new people to your cause, stop rivals from taking over your territory or defeat monsters threatening your base.
Unlike X-Com where you hired people for the exclusive position which they filled (soldier, scientist, or worker,) in my game people would fill different roles - if you take your blacksmith out to a mission, your ability to forge new weapons or armor will be limited, especially if he is wounded or killed. If you allow your wizard to research spells, she won't be able to come on a mission with you, and you may miss an opportunity to learn new magic.
Recruits will start with stats that will lend them towards particular roles, and they may become more specialized or diversified as they gain experience.
Finally, I thought of a variation on the color based magic system similar to D&D, Magic The Gathering and Tolkien's novels, changing primary colors to such things as brown or grey magic, enabling control of such elements as mud and mildew.
I think this game is a pipe dream, but wanted to write it down anyways, in case I or someone else finds a use for it.
My High Tech recruitment / Silicone Valley board game is a more attainable goal, and sill on slow burn in the back of my head. I need to try to come up with a flow chart of how things could work.
Wednesday, September 25, 2013
Time For Myself
It seems as though the stress of work has been impeding my thinking, and I haven't been dreaming up game mechanics while I was working everyday.
With the new guy coming in I've finally had some time away from the office, and as I let off some steam the game ideas came back to me.
The first direction I went was to my hi-tech recruiting / Silicone valley game. I came up with some ideas to streamline gameplay and come up with a clearer goal.
At the start of the game, players will take turns placing a CEO to give them their first special ability, place a worker at the lowest rank at a tower of their choice, and start with a worker in the pool/
Each player will have a set number of cards they may turn per round (with one of the bonuses possibly being an extra card,) with the final goal being to be the first to have a control a certain amount of CEOs.
After thinking about this game, I started thinking about XCom and how the base building aspect of the game wasn't as strategically deep as the combat, and how I might that could be amended.
This lead to thinking of a different theme, and I came up with harvesting souls in hell, not that that hasn't been done before such as in Disgaea or Dungeon Keeper, but I might continue exploring that.
With the new guy coming in I've finally had some time away from the office, and as I let off some steam the game ideas came back to me.
The first direction I went was to my hi-tech recruiting / Silicone valley game. I came up with some ideas to streamline gameplay and come up with a clearer goal.
At the start of the game, players will take turns placing a CEO to give them their first special ability, place a worker at the lowest rank at a tower of their choice, and start with a worker in the pool/
Each player will have a set number of cards they may turn per round (with one of the bonuses possibly being an extra card,) with the final goal being to be the first to have a control a certain amount of CEOs.
After thinking about this game, I started thinking about XCom and how the base building aspect of the game wasn't as strategically deep as the combat, and how I might that could be amended.
This lead to thinking of a different theme, and I came up with harvesting souls in hell, not that that hasn't been done before such as in Disgaea or Dungeon Keeper, but I might continue exploring that.
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