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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Struggling with a new game idea  (Read 2859 times)
Callan S.
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Posts: 3588


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« Reply #15 on: July 03, 2007, 11:36:48 PM »

Hi Jake,

Have you considered just inserting a mechanical backbone to your game to begin with, then attaching to that? For example 0 - 100 your at the start, 101 to 200 points is the middle, 201 to 300 points is the end, heading to the final conclusion. Then think about what would earn points at each milestone - you already seem to have some in mind
Quote
The first act is where the  players get to know each other, so the first act is all about going on dates. During this act the players also need to start establishing the war as a background element,and they'll want to flesh out their town. Once the players feel like they've done this they'll be ready to move to the second act. The second, third and fourth act all have their prerequisetes for completion as well. Players can't move from the third act to the fourth until they've established how the war is destorying their lives, their friends and their town. Additionally, the weaponized character must reveal his secret to the other character.
All of which could earn various amounts of points, perhaps even randomised amounts so as to make uncertain just how much will need to happen.


I'm wondering if you'll find the idea alien, as most groups are incredibly used to deciding amongst themselves when this sort of progression happens. My idea is kind of like riding a rollercoaster, while a group deciding when it occurs is kind of like pushing the rollercoaster.
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Philosopher Gamer
<meaning></meaning>
Jake Richmond
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Posts: 220


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« Reply #16 on: July 04, 2007, 02:02:30 AM »

Quote
Have you considered just inserting a mechanical backbone to your game to begin with, then attaching to that? For example 0 - 100 your at the start, 101 to 200 points is the middle, 201 to 300 points is the end, heading to the final conclusion. Then think about what would earn points at each milestone - you already seem to have some in mind

I feel like this is what I'm moving toward kind of with the acts and the sacrificing of hope, but it's still not clear to me how well this will works. Meeds playtesting, I guess.


jake
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Jake Richmond
Member

Posts: 220


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« Reply #17 on: July 21, 2007, 12:14:58 AM »

I'm looking for play testers for The Year We All Died. You can download the current play test version of the game below. I would very, very much appreciate anyone who could take the time to test or comment on the game.

http://www.atarashigames.com/ghostshark/TYWAD%20Playtest.pdf

Jake
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Lance D. Allen
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Posts: 1962


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« Reply #18 on: July 21, 2007, 08:31:15 AM »

Jake,

I'm getting a bunch of errors accessing the .pdf. "Wrong operand type" "Wrong number of arguments for a setcolor operator".. One or the other of these shows up on every page, and they all show up blank to me except the last page that briefly showed the atarashi logo.

Anyone else getting this error, or is my acrobat just acting up?
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~Lance Allen
Wolves Den Publishing
Eternally Incipient Publisher of Mage Blade, ReCoil and Rats in the Walls
Jake Richmond
Member

Posts: 220


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« Reply #19 on: July 21, 2007, 09:11:20 AM »

ugh. I have no idea. Here's a link to the word doc that contains the same info.

http://www.atarashigames.com/ghostshark/TYWAD test draft.doc

Jake
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Lollo
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Posts: 7


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« Reply #20 on: July 23, 2007, 09:58:48 AM »

Hi Jake. Great ideas.

This very neat idea reminds me of Doubt, a nice "jeepform" by Fredrik Axelzon and Tobias Wrigstad.
You can certainly borrow some ideas from the Jeep guys.

(and/or you can also read a very complete actual play of that game in this thread).

I definitely can see your idea easily trasformed into a succesful jeepform.

Ciao :-)
Lorenzo Trenti
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Jake Richmond
Member

Posts: 220


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« Reply #21 on: July 24, 2007, 04:40:15 AM »

THanks for the link Lorenzo. I wasn't familiar with Jeepform at all. That was very, very interesting.
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