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A VISIT FROM A FRIEND

Ompei is a famous man in Indonesia. I was honored that he came to visit me.

2020 JANUARY

New Year and already problems on the horizon

A virus breaks out in China and everybody thinks it is not exported to the whole world? That doesn't sound very reasonable.

Then let's see what else we can do before we all get affected :D

This month I had a visit from Indonesia. My friend Ompei wanted to talk to me about a t-shirt project for which I will provide some designs for free. It's really great to see someone from a country with whom you have so many positive memories.

I found it great in Indonesia, although it was very stressful and I got food poisoning. I almost died of it. Nevertheless it was great. :D

IT'S FUN NOT HAVING TO WAIT ANYMORE!

My computer is ready now! The performance is great and the lights are really good fun. I only paid attention to the hardware data and whether they fit together perfectly when putting the components together.

When the computer was turned on for the first time, the thing suddenly started to light up! I was quite surprised. The RGB products have really gotten better and more numerous in the last few years.

a computer like a xmas tree. its beautiful!

mindmapping for fun and profit!

VISUALIZING ALL THE TIME

Here you can see an attempt to categorize all angels and monsters. This is information that the player doesn't necessarily see. It's just a guide for myself to get a clear line into the active and passive skills. There are skills that are clearly on the angels side and skills that are clearly better suited to demons. For example, increasing range of motion is more appropriate for Angels and direct damage is more appropriate for Demons.

To give the game some consistency in the asymmetry, the skills are strictly separated for level 1 and 2 Angels and Demons (12 out of 16 monsters). For level 3 Angels and Demons (4 out of 12 monsters), the skill separation blurs to emphasize the special power of these creatures and give the system a small edge.

After that I started to develop a system for the skill cards that makes also use of this skill mix:

The games engine are 5 different Decks: The Armageddon Clock, the Battle Card Deck, the Digging Deck, the Resource Deck, and the Quest Deck. When a player plays a skill, the cost is simply where the card is discarded. There are, so to speak, 3 cost levels, measured by the accessibility of the card after discarding:

cheap (most skills):

The card is discarded into a player's own discard pile. For 2 action points, a player can discard all cards in that discard pile back into his hand.

medium cost:

The card is not discarded into a "private" discard pile, but into a public pile where BOTH players can find the card.

high cost:

The card is completely removed from the game immediately after playing.

However, this is only the first idea. The system will require an insane amount of testing and change loops. Apart from that, I have to invent over 500 different skills that have to be spread across 192 cards. Well... get to work!

Januar 20 01

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