Design: Saharasha Part 1

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Hello, I’ve started a new design project.

Whilst the aim of this project is to create a new design for a mythic bird, its so far devolved into doodling random living birds. This is part of the research into coming up with a design I hope would be fairly unique; believable yet intangible (if that even makes sense). Unfortunately I’m going at a snails pace, averaging one doodle every business day. It’s only now that I’ve finished research & will move onto the concept/development portion of the process.

What is Saharasha? Well, some time in late December I… had a dream? More accurately I awoke & could only remember the flashing image of a great bird (like a Roc) with brown feathers & light blue highlights. A name like “Saharasha” stuck in mind. I’m not sure why, but it inspired an idea for a new mythic creature for me; a sort of Phoenix born not from ashes but the waking from a dream. Continue reading

Mini-Project 2 – Card Design

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Hello, I’ve gotten my second mini-project done for my application portfolio – an encounter card for a conceptual boardgame. I created this over the span of about twelve days, whilst I was dog-sitting in Te Anau for my parents. It was nice to hang out with three small dogs for a while, but that’s not what this post is about (there is however a weird story I may post about later). Anyway, the card…

Card Design

A Gryphon encounter card.

The idea for this card stems from an adventure storytelling game idea I’ve mulled around for a long time, & have only now bothered to create something for. Whilst this is meant to serve as an encounter template, I wanted to treat it as an actual card that may appear in the game, so I chose to do a Gryphon (which might have been too ambitious for me). Continue reading

November Life Update – Cutting Back

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Hello, I know it’s December now but this update is about things that happened last month. Besides, I might end up doing one more update before the end of the year.

It feels like I’ve delayed this update too much so there’s a fair amount of things I want to cover & try to recall.

Quick summary for those with little time:

  • Been thinking about my dreams & if I can ethically justify them in the context of the world at large (something I’ll delve into on a separate post).
  • I’ve had two sets of random guests stay over at my flat briefly. I’ll be talking about the first pair (the second largely kept to themselves).
  • Cancelled my D&D campaign.
  • I’ve taken a different approach to my game projects, & now I’ve found myself actually sticking to a project for once (yay!).
  • I also finally got around to getting most of these questions up in front of my house.

Continue reading

Thoughts on a Combat System

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Hello, I have another in-progress system I want to share. This is for the combat aspect of the storytelling RPG idea I mentioned last time.

It is a turn-based system that takes place on a grid battlefield, separate from the world map. I wanted to come up with something where movement & positioning were highly important; something that played like Chess. I also wanted to avoid hit dice rolls but still allow the opportunity to avoid an attack, so I’ve included a reaction aspect to it. Continue reading

Thoughts on a Conversation System

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Hello, I’ve been playing around with an old idea for a randomly generated storytelling RPG; I probably won’t be able to implement it for a good while but it’s still fun to think about it. One thing I don’t want it to be is a pure hack’n slash game (though I won’t stop the player from choosing to play this way). I want it to be viable to play as a silver tongue pacifist & for conversing with people & monsters to be as engaging as fighting them.

This is something very few games seem to try. The majority of the time you’re dealing with dialogue trees, persuasion checks, &/or picking the right line to get a better outcome. This can be good for dealing with explicit lines of dialogue, but it doesn’t make for a very engaging system & I sometimes find myself just button mashing the skip option on replays (an infamous example is visiting a Pokemon Centre).

The only games I can think of doing something different are The Sims & Undertale. Both of these games don’t feature explicit dialogue choices but rather more generic actions, like “tell a joke”, “compliment”, or “flex your muscles”. I feel this allows the player to better personalize the experience by letting them fill in the empty spaces whilst giving them more agency over their own character; rather than deciding which line best matches their persona.

It’s based on this approach that I’d like to do my conversation system. The system I have so far is incomplete but I feel it’s worth sharing. Continue reading

RM Hack’n Slash – Developing Concept Part 3.0

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Hello, I’ve had another reminder this week that I really don’t know what I’m doing when it comes to game projects. Rather than upload an informative post about task analysis like I planned to, I’ll tell you how I had an “oh shit” moment. Continue reading