Wednesday, December 5, 2018

Making a Game 2

My office drones come in all colors.
Also, they work weekends for free.
Okay, so last time we worked on making a depressing office simulator board game. Lets look at some basic game play elements. I need to have a tile laying system so we can play office workers. I'm thinking that you draw from one deck, and play anywhere on the office. You want to play yours farther from the breakroom/bathrooms, and closer to the printers and the office supply. Some actions in the game will let you play extras or even force opponents to remove workers. The tiles will have to be placed to that the workers can leave, but I think maybe making it worth more to make the cubicle farm maze like should be an option. I can already see some neat options here. But I think this is just something you do while playing the actual game. Some extra player interplay as they do their thing.
I think everyone starts a project from either a dice role or from a card deck at the beginning of the game. Cards could let me go more projects with funny names and a greater variety of what the goals are. This would both add replay value, and add some good humor. We could have projects range from "Upgrade accounting software" to "Develop new flagship product." The points values could be more targetable for each one, and some could have a random amount of points with a random size of the project. On the other hand, keeping it to a table you roll dice on makes it easier to make the projects as you can keep the list very generic. I.E.

Monday, December 3, 2018

Fiction Day

This was going to take not giving a shit to a new level. Fred looked at the orders sheet from corporate. It looked like they wanted nothing more than to pretend that the economy was still in one piece and they still made some money.

Sighing, Fed set the sheet down. The office he was standing in didn't really belong to anyone, but the staff was required to come in and do some reports every day. On yet another day, the store was understaffed by people who didn't know how much effort was required to do the jobs they asked for. He hurriedly filled out some reports, showing he did close out the safe correctly, watch the cameras, and pulled some boxes from the back. Finally, he went out and pulled the lever behind the counter. It was big and silver with a red handle. It could have come from a cartoon, it was so out of place on the wall. Fred hung out while registers came online, avoiding the eyes of the customers outside the store.

"The store opens at 10, they can just freaken wait." Fred mumbled to himself. It probably wasn't smart, the systems were coming online, and the mics could come online at any point. The high-pitched dings of the registers sounded as they came online one after the other. Fred quickly wound his way out from behind the counter, it wasn't goo
d for him to stay back there. He checked his watch, looking to see how much time he had. The time said 9:57, just enough for him to run down a few aisles making sure there was nothing on the floor. He would never hear the end of it if a customer got stuck halfway through the store. The loss in profits alone would endanger his job.

Wednesday, November 28, 2018

Making a Game

Standard meeple army
Okay, its time to make a game. Specifically, a table top board and or card game. This series going to mostly be a design diary, but if I get a really strong interest in moving forward.... Who knows. Lets get started.

First things first, I need some basics. I could go with a very complex or a very simple game. I'm going to try to keep it simpler. First, its just me play testing this game later. I cannot play test enough for a complex game like say Warhammer 40,000 or Magic the Gathering. So no to tactical miniatures, and collectible card games. I want to stay away from lots of tokens and draw decks. some are fine, too many can make the game take more time to set up and clean up than to play. Long setups can stop a game before it starts, and long cleaning ups will cause either lost pieces, or be the last thing you remember about a game. I want player turns to be relatively quick no more than 1 min or so per turn, with a total playtime of 20 to 40 min. Longer games will likely run afoul rules complications and such. Do I want a board for this game? I suppose I will find out later.

Wednesday, November 21, 2018

Ralph breaks the Internet

So, I saw Ralph Breaks the Internet last night, and enjoyed it pretty well.

Taken in a vacuum the show comes off endearing, mostly well thought out, with some pretty good morals/ life lessons being thrown in. However, It does not compare as well to Wreck it Ralph as I wish it did. It hits many right notes: Making fun of Disney, Internet Culture, showing off the duality of how the Internet can be both used and misused. Showing how it brings us both together and apart. More so it does all of this without even hinting about Adult content out there.

The movie throws enough Internet culture out there that almost anyone can find some meme they like. The crew clearly know what buttons to push to show "we know this culture and we can show it off." Again, it does better in a vacuum as it felt a bit more forced and used as advertising rather than a homage like it did in Wreck it Ralph.

The show does take some liberties with how the Internet works, but it makes for a very good primer for what you should and shouldn't do while on the Internet. More Spoilery points below the break.


Tuesday, November 13, 2018

Keyforge Review

Taken from Fantasy Flight Games Website
used without permission
So, Spent some time playing Keyforge since the pre-release this weekend at my local Brick and Mortar. It was fun, we played a sorta tournament thing and I ended up undefeated over 4 games. Turns out with some games later this week I still am. So that almost never happens. My track record with card games like these is normally weak deck building so this might be a place where I really shine, who knows. But lets get into some immediate thoughts on the game.

First, some info: The game is played with pre-constructed decks built by computer algorithm. The whole process happens at the factory, and each deck gets a custom generated name and card back as well, to enforce the not changing decks. The game play spends quite a bit of time finding ways to do common things card games do and doing them absolutely opposite. I and most Magic players will find they are always doing things the wrong way, for instance: