yhlee: chess pawn with text "pwned" (chess pwned)
[personal profile] yhlee
Under construction - please feel free to recommend additional resources so I can add them! If you're interested in more resources on XYZ topic, please feel free to leave a comment or message me and I'll see what I can turn up.

Especially interested in resources for
- accessibility
- anything in podcast/audiobook format - I almost never do podcasts/audiobooks because I space out every five minutes or wander out of the room and lose the thread, but I know the format works well for others.

Assume everything is in English unless otherwise specified.

Last updated: 2024-05-24.

IMPORTANT: I'm recommending a number of resources that talk generally about general game design as separate from coding, if you want to do video games. (Among other things, I am a modestly terrible coder. I cannot offer support or troubleshooting on any coding/computer front.) If something is focused on video games/coding, I will explicitly mention that.

Also, if your goal is becoming a game design professional, we're happy to cheer you on, but I have no expertise to offer. :p We hope you report back, though!

Game design courses/textbooks/theory Read more... )

math
Sorry: you're probably going to have to get a general handle on probability/statistics for many (not all) types of game design. Read more... )

accessibility
If you have more resources on accessibility for games, I'd appreciate hearing about them so I can add them here!

Read more... )

Rapid prototyping
If you do nothing else with your game, do a rapid prototype + playtest.

Read more... )

Playtesting Read more... )

Board games and related topics Read more... )

TTRPGs and related topics Read more... )

LARPs and related topics
- Nordic Larp - I have minimal LARP experience, but Nordic Larp was the first time I learned of bleed in a formal sense.

consent/safety in RPGs
Note that there has been a fair amount of recent-ish innovation in this area but there is by no means a complete settled consensus as to how one should handle this (nor should there be, given that different gamers/groups will have different needs/preferences). Read more... )

Gamebooks and CYOA (choose-your-own-adventure) Read more... )

Interactive fiction (IF) and text adventures Read more... )

Video games (general) Read more... )

music/sound for video games
- Winifred Phillips' A Composer's Guide to Game Music is the gold standard for techniques specific to scoring for video games. The caveat is that she assumes you are proficient in composing.

- see also: resources: music and sound for video games.

video game design analysis Read more... )

ethics of games and game design Read more... )

game and game design miscellany Read more... )

---

Some of my own thoughts:
I'm not a professional, but I've done some smaller game design projects (Winterstrike for Failbetter Games, Ninefox Gambit RPG from Android Press, various small Inform 6 and 7 IFs and Twine games) and freelanced as a game writer/narrative consultant (Counterplay Games' Duelyst and Godfall, Alderac Entertainment Group's Legend of the Five Rings).

Orientation to game design.

Narrative in game design Read more... )

---

MASTERLIST OF CHALLENGES/TUTORIALS Read more... )

There will probably be a later challenge stepping through making a smol video game. Possibly also mini-challenges like "play a new-to-you game, write up your impressions." Feel free to leave requests/suggestions for future challenges in comments or by messaging [personal profile] yhlee. :)
yhlee: Alto clef and whole note (middle C). (Default)
[personal profile] yhlee
Preamble: Resources

Game design as a field you can find textbooks/resources on is young but there are a lot of resources available now, both online and as (often expensive) books.

See the sticky post: resources for game design.

Game Design Considerations: Where to Start Read more... )
yhlee: Alto clef and whole note (middle C). (Default)
[personal profile] yhlee
My sister and I started Sunderfolk [Game Rant review] last night, really enjoyed it! Joe and I may try it at home (he bought it to try when I get back). Co-op fantasy tactical battle RPG: vibes are Gloomhaven meets Redwall meets World of Warcraft.

The voice acting is on the twee side (I suspect this is ten-year-old friendly) and the writing is not exceptional, but the gameplay looks promising, especially for co-op that Joe and I (or my sister and I, while I'm visiting her) can enjoy together!

On the design side, I've made a bunch of progress on Ninefox VN vibes using Defold (game engine with a self-contained IDE) + Matchanovel (+ help from Halfstar, the dev of Matchanovel, and folks on the Defold Discord) and spelunking in Lua via CodeRunner and Panic Nova (I'm sure there are other options for interpreters/compilers for Lua). I'm having terrific fun and I love working in Defold. :3

What are y'all playing and/or designing?
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
I'll start: I have Fabula Anima JRPG TRPG on order at the game store. If nothing else, my husband and I will enjoy reading it and discussing it.

I'm hoping when my life is less on fire I'll also have time to resume Shing Yin Khor's beautiful Bird Oracle (keepsake game).

In videogames, my sister and I hope to do the videogame port of Gloomhaven together. :D

How about y'all?
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
What are y'all up to in game-playing or game design/development?

I don't think "shitpost" is the correct term but mopey foxmoth [was] up at 2 a.m. having not eaten enough during the past 24 hours so you get what you get. Mainly, I am soothing myself thinking of Fun Playing Around in Hobbyist Gamedev after CROWNWORLD is turned in (likely by end of month).

I have a tracking number for my Playdate console. I'm excited!

Things I could hobbyist gamedev for, in terms of game engine:

- Defold. This builds for macOS, Windows, Android, HTML5, Linux. I'm likeliest to use it when targeting HTML5, with Lua and Matchanovel.

- Godot. This builds at least for macOS and Windows. I think you can target HTML5 but Defold is specialized for light/efficient HTML5 builds and Godot is not.

- Playdate console, which has an incredibly beautifully documented SDK for devs. This is the weirdo option in that I do not know one single person who owns a Playdate. Most of the people I know haven't even heard of it. But that's weirdly appealing: I could develop for a weirdo specialty handheld console for my household. In fact, the comparative rarity of the platform takes pressure of to ever release to the public vs. something that's just for me and my family, and that's hugely freeing!

I'm excited about handheld console devices generally. I didn't grow up with any. Read more... )

There are ways to make VNs in all three, which would be my starting point.

- Defold: Matchanovel
- Godot: Ink + e.g. inkgd, Dialogic, etc
- Playdate: NobleEngine + PlayVN
- also: Ren'Py + Python extensions

Right now I'm having fun, in stress relief, daydreaming about projects I could work on.

The mode I'm likeliest to find most personally rewarding is "visual novel" or "visual novel with a significant 'game' component."

Ninefox VN
Joe and I were discussing how a Mechabellum-lite-style autobattler may well be EASIER than card game as a tactical battle component, not because things like collision detection starting as a n00b will be "easy" but because I'm wildly likelier to find existing codebases to adapt to get some kind of playable result. Read more... )

Shuos Academy
The benefit of this is that this was Star Spy Academy before I had to cancel out of the contract with Choice of Games because my household was flooded out (2016). I still have the outline with all the mechanics and which had been approved by an editor at Choice of Games. About 50% of the game exists in ChoiceScript format! Read more... )

Winterstrike mk. 2
I do in fact have permission to refactor Winterstrike at all from Failbetter Games since Storynexus is technically defunct (though the game is, as of this writing, still technically playable). In this case I have the entire game text + mechanics export file, but I would want to rethink the mechanics for a standalone format. Read more... )

Ghostroad
This is the parser IF I started writing 20 years ago (not long after Moonlit Tower) in Inform 6. I started refactoring the code after Inform 7 was announced + released but ran out of energy. I still love the imagery and core conceit; it would be interesting to revisit this.

Guncrypt
:waves feebly at A Friend: I STILL HAVE THIS ON MY HD. I still have the outline. It's a comparatively compact game design-wise; if one were not married to the idea of preserving the original parser IF construction, an interesting wireframe would be (I believe) comparatively fast to prototype in Ren'Py or Defold + Matchanovel. I HAVE A BRILLIANT IDEA but I need to check in with A Friend.

(I have owed this game to A Friend for OVER TWENTY YEARS and yes, this is embarrassing and I owe COMPOUND INTEREST COMPOUNDED CONTINUALLY and yes I know what that is.)

Some of my itch.io games could lend themselves to simplified VN or text-based videogame implementations, with some thought about the design. Good candidates (IMO) include Blooded, Six Slots, and weirdly, Amiable Planet. (Disinclined to do that last only because, well, it already exists on the web.)
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
On tariffs and the tabletop/board games industry in the USA, which may be of interest:

https://www.backerkit.com/c/projects/cephalofair/gloomhaven/updates/20854?ref=bk-noti-project-update-20854

Explainer from Cephalofair Games (Gloomhaven), with links to other analyses.

I've tagged this "game industry: politics" because we're in the timeline where...that's a thing. [1] For those of you able to block tags, feel free to do so.

[1] It's always been a thing, but I'm extremely tired and I can't word better so this will have to do.

retro!

Apr. 6th, 2025 10:06 am
yhlee: Alto clef and whole note (middle C). (Default)
[personal profile] yhlee
Anbernic RG CubeXX running muOS

Anbernic RG CubeXX running muOS running PICO-8 running Celeste by OctogorbSlayer

Anbernic RG CubeXX handheld console running muOS, itself running PICO-8 fantasy console ($15 USD) running Celeste by OctogorbSlayer. :3

I did not grow up with handheld consoles (I barely grew up with console gaming at all) [1] so I am

(a) very excited
(b) trying to figure out how to jump correctly. :3

[1] We had a Nintendo that was a gift from some patient of my dad's, with Super Mario Bros. and Duck Hunt. My mom was AMAZING at Duck Hunt. I never got further than World 1-2 in the former and abandoned ship pretty early since my greatest interest, ironically, was the MUSIC.

I like my Nintendo Switch and Steam Deck, but they are LORGE and I don't have lorge hands. This is smol and cute and light, and I love it already. It'll also run "cartridges" for other systems but one thing at a time.

Splore also lets you code for PICO-8 in what looks like some variety of Lua, although I'm likelier to do that on macOS because, y'know, keyboard input. :3

What have y'all's console experiences been?
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
Been a minute again; I'm buried under a novel.

What have y'all been up to in gaming and/or game design and/or gamedev?

- Gabe Barrett's Find the Fun, aimed toward tabletop game design - and fulfillment/manufacturing considerations, which is sure A Mess right now vis-à-vis the US and trade war. :]

- Michael Futter's The Gamedev Business Handbook is terrific and eye-opening, and within 30 pages convinced me that I never want to start an indie game studio. Hard talk about businesss incorporation, cash flow, employer obligations to employees, etc. (yes, there are caveats all over to the tune of "please check with a LAWYER in your LOCAL JURISDICTION" for fine detail, especially at the current moment, whatever it is). I was saying to friends elsewhere that selling your house or remortgaging your house to fund an indie game studio, for me, is OH HECK NO mode (I know at least one person who has done one of these) and was also the moment that I realized that I'm more financially risk-averse than I thought I was. I'm still reading because I'm curious; I've been applying to game writing and narrative design roles (I made it to round 3/final round interview this past week for one role, although it is doubtful I will be offered the role and that's okitty, I know what to bone up on to be more competitive and the interviewers were great!) so this is now in a spirit of "I want to have a general understanding of how game studios work financially/business-wise as someone who is looking for work as an employee."

- Defold 101 [Zenva: free online video course with downloadable source code, assets, PDF materials; requires signing up for the website]. I've heard mixed reviews of Zenva's coding/gamedev courses generally, but all the ones for Defold (cross-platform open-source 2D-specialized games, coding in Lua) specifically are free. This one was super helpful for me as an orientation to the IDE! (Defold itself has a number of pretty good tutorials.)

- Beyond Defold, I finally figured out how to get Matchanovel (visual novel package for Defold) running - Halfstar, the dev, was incredibly kind and responsive when I ran into issues I couldn't work out how to solve by looking around the web, reading documentation, etc. Matchanovel is itself a WIP and some of the documentation for more advanced features isn't there yet or requires a higher level of Defold + Lua proficiency than I have yet attained, but I'm working on it! In particular, the sprite placement system is such a pleasure after wrestling with the genuinely BONKERS system in Ren'Py.

- Picked up The Beginner's Guide to Lua for Game Development [itch.io, $15 USD, about ~100 pages], which is honestly terrific as an intro to the language. It assumes you are starting from zero, which is not me (I had the two years of CS so I know basic mode OOP, control structures, etc.) but it's well-written and friendly. Also mad props tbh that it starts with a (brief) overview of Turing Machines and assembly to motivate "so why Lua" as a high-level language. It recommends working through the exercises with the Onecompiler online interpreter. And mad props that this comes in a PDF, a light mode HTML file, and a dark mode HTML file. I actually avoid dark mode like the plague in displays because it messes me up in migraine-adjacent ways, but I know people who are the other way around, and this is a terrific accommodation.

- I'm looking forward to exploring PICO-8 Fantasy Console:


Welcome to PICO-8!
PICO-8 is a fantasy console for making, sharing and playing tiny games and other computer programs. It feels like a regular console, but runs on Windows / Mac / Linux. When you turn it on, the machine greets you with a commandline, a suite of cartridge creation tools, and an online cartridge browser called SPLORE.

Get PICO-8 $14.99
Windows | Mac | Linux | Raspberry Pi
Specifications
Display 128x128 16 colours
Cart Size 32k
Sound 4 channel chip blerps
Code P8 Lua
CPU 4M vm insts/sec
Sprites 256 8x8 sprites
Map 128x32 tiles

The harsh limitations of PICO-8 are carefully chosen to be fun to work with, to encourage small but expressive designs, and to give cartridges made with PICO-8 their own particular look and feel.

Creative Tools
PICO-8 has tools for editing code, music, sound, sprites, maps built right into the console. Create a whole game or program in one sitting without needing to leave the cosy development environment!

Shareable Cartridges
PICO-8 cartridges can be saved in a special .png format and sent directly to other users, shared with anyone via a web cart player, or exported to stand-alone HTML5, Windows, Mac and Linux apps.

Any cartridge can be opened again in PICO-8, letting you peek inside to modify or study the code, graphics and sound.

I ordered an Anbernic RG CubeXX as a ~retro handheld that should arrive today, and on which I plan on installing PICO-8, so we'll see how it goes! PICO-8 uses a version of Lua so that'll be fun. :)

Next up for me is probably Roberto Ierusalimschy's Programming in Lua 4th ed. (since PICO-8 and Defold both use Lua).
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
Howdy, it's been a minute!

I've been screwing around with development on a personal project visual novel (VN) with a tactics 2D game component (the latter is still in paper prototyping). I have a list of resources at the project site, although half of it is "links to investigate later."

Note that I'm a deeply mediocre low-intermediate coder, but I'm also not starting from zero on coding.

What I've found so far:
- Defold: Free, open source. Comparatively obscure although the devs and the community are active; not as many learning resources, free or otherwise. Specialized for performant 2D output, including for web (HTML5). Uses Lua, can be extended with C++ or C#. I'm investigating a VN engine for Defold, Matchanovel. This is the one I like right now but it's not a mainstream choice.

- Godot: Free, open source, increasingly popular although not quite as many resources as an older engine like Ren'Py or Unity. Uses GDScript (Python-like) or visual scripting (I have not used this because I suck at visual anything). Extremely good interactive tutorial that does start you from zero if you're unfamiliar with coding. That said, there are a fair number of free tutorials for this. For narrative scripting, you're likely to end up with Ink integration (see below) via Inkgd or GodotInk, or a plugin like Dialogic or Dialogue Manager. Apparently has good FMOD integration (audio middleware).

- Ink (Inkle Studios): technically narrative scripting middleware. Free. If you can code basic HTML, you'll find this comfortable. If you only want hypertext web output, this will work as well; it's more usually used in conjunction with Some Other Game Engine. Used for games like 80 Days and Steve Jackson's Sorcery!. On its own, this has some support for audio for web output (not sure about video or graphics); compiles to JSON by itself. For anything fancier, you'll have to implement in your game engine of choice (e.g. Unity, Unreal).

- LÖVE 2D: I haven't played with this yet. Scripting in Lua. IIRC Balatro was made with this?

- Ren'Py: If you want a "pure" VN or close to it, this is likely your best option because there are a ton of VN-specific defaults. Will require more work the further you get out of the VN box. Free, open source, extremely mature community with a ton of resources and tutorials. You can extend this with Python, but the scripting is IMO pretty straightforward. I think it's technically possible to use a Python API for Wwise integration (audio middleware), but for a typical VN, it has built-in audio support likely sufficient to your needs unless you're doing something exotic.

- Unity: Overkill for "pure" VN, but this is a professional game engine, also with a ton of resources. Uses C#. For serious work, you probably want to read up on the whole licensing term controversy (they rolled back a deeply unpopular pricing plan but at a threshold in sales that is unlikely to ever affect me). For a VN, you can combine this with Ink or assets like Naninovel (paid, terrific capabilities but sometimes spotty documentation). Integrates with FMOD and Wwise (audio middleware).

- Unreal: lol, the other big professional game engine. Specialized for 3D (?), but wildly overkill for 2D, let alone a glorified slideshow (VN, affectionate) so I have barely touched this. Kind of like swatting a fly with a Death Star.

Notes:
I have a "lite" background in coding but am deeply mediocre at it:

- essentially the first two years of a prospective CS major at Cornell before switching to math, which is what I got my B.A. in, because I hated debugging /o\ (joke's on me?)

- I'm unintimidated by math preliminaries/prerequisites for general coding, although discrete math (which shows up a lot in CS) was not my focus as a math major.

I have passable low-level hobbyist acquaintance with
- BASIC (lol)
- Inform 6/7
- Java
- LISP/Scheme (technically, Dylan with LISP-like syntax as a dialect of Scheme)
- Pascal (lol)
- Python
- Twine

which is to say, I am not great at any of these languages and have to look up a lot, but I'm familiar with common syntax conventions, concepts like basic control structures, data structures, object oriented programming and inheritance, etc. so not starting from zero either. I'm still sitting here pining after higher-order functions!
yhlee: Alto clef and whole note (middle C). (Default)
[personal profile] yhlee
Bird Oracle: Day 2 )

and

an oracle casting

Shing Yin Khor's Bird Oracle, Day 3.

Still a beautiful experience! :D I enjoy the whole aesthetic of a fictive narrative plus constructing your own oracle of objects. It's soothing and meditative, which is what I wanted out of this; also I may have laughed hysterically at the specific, ah, symbolism of Day 3's oracle casting in "message from the universe" terms.
yhlee: Alto clef and whole note (middle C). (Default)
[personal profile] yhlee
The Bird Oracle is one of Shing Yin Khor's "keepsake games" (where gameplay results in something you (can) keep) - my first encounter with this style of game and their work, although I still haven't played it, was their embroidery-based "embroider a map representation of a friendship" A Mending ($50 USD).

Khor describes this as "A keepsake journalling game about fortune telling, multi-level marketing schemes, and becoming a bird."



Today was Day 1; there's a part I haven't addressed yet but it's okitty. I found this a beautiful, restorative, contemplative experience (using the PDF) at a time when I needed those things.

The cards were a "randomizer of eight things," for which one could use slips of paper, a d8, etc. I went with L5R cards (mostly). I will be swapping out base Mirumoto Hitomi for the XP version by and by, but I'm really pleased with this. Read more... )

If you're in L5R, you can probably figure out the associations but I'm happy to explain for the curious.

I did back at a luxe tier and expect that will arrive by and by; Khor has been extremely transparent with updates. But the PDF is plenty.

Looking forward to Day 2!

Note: Jeeyon Shim also does games in this style (I don't remember who originated the term, probably either Khor or Shim or both, and I'm too tired to look it up), but I stopped preordering/backing Shim's stuff around the time Shim fell now years behind on a couple fairly luxe Kickstarters for their games due to illness. I sympathize with this but their stated solution was "but because I need to pay the bills, I will create even more preorders" (some of which are also now years overdue) and I'm at "This is starting to give me pyramid scheme vibes structurally although I believe the intent is good" and noped out. In full disclosure, I backed two things of Shim's, one at a spendier level and one at a luxe leve; I'm at "this is a donation to the creator" and not expecting either of those items to arrive. That's fine, but I'm also no longer preordering further items for the items that are likely never to exist.

ETA: Apparently both Shim and Khor co-coined the term "keepsake games"! I'm ill so haven't chased a cite but this is roughly what I remember last time I read up on this.
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
(I'm dealing with Circumstances and may be scarce; apologies. Don't want to discuss details here, thank you!)

Recent gaming! What have y'all been playing lately?

recent games
- On [personal profile] rydra_wong's recommendation, Slay the Princess (visual novel) on Steam Deck. Probably this is best largely unspoiled: it's fairytale horror, but I'm a comparatively squeamish player/viewer and this was fine. ('Ware the content notes if that's a concern.) It features beautiful "pencil sketch" style art that works well for the theme and I especially enjoyed how the main musical theme was altered in ways to complement the gameplay. (I brought this in to a smol but cheery "videogame music of 2024" listening hangout at my postgraduate program and the people in the video games/sound design programs agreed it was terrific.)

If you're the kind of player who enjoys Creature of Havoc by Steve Jackson (Fighting Fantasy gamebook), Slouching Toward Bedlam by Star Foster and Daniel Ravipinto (parser-based interactive fiction/text adventure; you can play in-browser at the link; the button is in the top right of that page), or Doki Doki Literature Club (visual novel, also horror), you might enjoy this.

- I got sucked into Balatro on Steam Deck, iPhone, and iPad :p and Max Gladstone claims he wasn't the vector of transmission so it might have been [personal profile] yeloson or someone else? I genuinely don't remember. This is a poker-themed roguelike where, as you go, you alter the deck, alter modifiers that affect scoring, etc. You don't need to know how to play "real" poker - I mean, it might initially help a tiny bit in having a sense of the odds for hands in a standard poker deck, but the game tells you everything you need to know and I suspect it's easy to pick up.

There's functionally no narrative and it doesn't need one. The interface is retro in style, charming, extremely easy to navigate. It's addictive, fun, can be played in snatches, and the random combos can be very satisfying.

currently playing
- Fights in Tight Spaces - again, I can't remember who rec'd this to me! The go-to people I tend to think of as delivering game recs to me are [personal profile] yeloson and Max Gladstone, but it could have been someone else. :p

This is a "special agent" fighting deckbuilder (think James Bond, I guess, for those who have watched or read any James Bond [1]), but with a spatial (isometric square) small-group tactics component. You'll have cards that do movement, attack cards, defense cards, and of course cards will combine some of these elements; your task is to kill all the opponents (and sometimes, for bonus, to save allies), who have decks/moves of their own.

Hilariously, I died EIGHT TIMES using the second deck that unlocks after the starter deck (Counterstriker), which even TELLS YOU in the name how to play it if you're not paying attention to the MECHANICS of what's in the deck. The core strategy for Counterstriker is:

- lots of maneuver
- lots of block (defense), much of which deals a lot of counterattack damage after YOU'VE been hit
- a small amount of attack

The primary way you deal big damage is by building up block (to protect yourself from taking damage from incoming attacks), maneuvering so enemies can only hit you one or two at a time but DEFFO placing yourself where they can hit you, and not...really attacking all that often.

I kept dying because I couldn't deal enough damage because I was trying to deal damage on straight-up attacks AND AVOIDING BEING HIT AT ALL. I radioactively hate being hit! But if you play this deck correctly (and get lucky on card draws, position carefully, etc.), you DEAL damage by BEING HIT, NOT taking (much) damage because your block is high, and COUNTERATTACKING AFTER THE HIT. And it's right there in the name of the deck but I had to convince myself to STAND THERE TO GET HIT.

(In real life, I'm 5'4" and have the upper body strength of an overcooked noodle, so. :p)

I haven't gotten far into this game, but it's delightful - extremely clean, well-thought-out graphically minimal interface but it evokes the "secret agent mission" feel, cartoon violence (I'm pretty wimpy and this was fine), a pleasure to play and explore. I think the best comparison is if you took Sirlin Games' Yomi (originally a fixed-deck fighting card game with physical cards, still available; there's a digital version too, and a sequel in the works?) and gave it a small tactical grid element. (I like Yomi a lot although I know others differ.)

[1] I have to specify this as to this day I have never watched or read a James Bond anything. /o\
stepnix: Purple shepherd's crook (pastoral)
[personal profile] stepnix

I'm gonna run a homebrew jam for the Far Roofs!!!

This was surprisingly easy to set up! We'll see how it turns out. Sharing this around would be appreciated, since my social media presence is... very limited

yhlee: d20 on a 20 (d20)
[personal profile] yhlee
Turing Machine board game with a Cdrama?-based figurine as adornment

I picked up Turing Machine, which is a cryptology-themed board game (including a solo mode!). I will report back! I'm curious as to whether having just enough number theory to be dangerous (to myself) is an advantage or a detriment in gameplay. :3

(I suspect my mom would destroy this in three minutes. She did punch-card programming in uni and she can take an Rubik's Cube in any state and solve it in 5 seconds no matter how many times six-year-old Yoon :kof: tried to mess it up for her. XD )

(I would report back earlier but I have to attend a webinar in 15 minutes, etc.)

If anyone else has played this (or games similar to it), please let us know!
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
Desolate is a solo board game that runs off cards, a few cubes on a couple trackers (also printed on cards), and some dice. It was an early holiday gift from my sister, as I've been looking for small-footprint solo games to keep my hands busy during long (great! but long) webinars. I still adore Dungeon Solitaire, which I still need to write up for this comm; but I wanted some variety. :)

Functionally, this is a sci-fi themed solo dungeon crawler. What I like about it is that it runs off a comparatively small number of cards/dice, so it really doesn't take up much space and it's got enough variety to be engaging without being overly complex.

The three key stats are health, ammo, and oxygen. Your goal is to collect 5 power cells to power your shuttle so you can escape this desolate world you've crash-landed on, and win immediately; you start at 0 power cells. If you go to 0 health or 0 oxygen, you lose hte game.

There are three card types:

- Items: You draw three and keep two. These are things like starting with extra ammo or extra oxygen or other powers.

- Exploration: You will draw two of these face-down and reveal one. Right-side-up, it'll either reveal a room type or an alien to fight. If you like the reveal, you discard the other card unseen. If you don't like the first one, discard the first and reveal the second, and you're stuck with whatever it is. Different room types do different things, e.g. Sickbay restores 2 health; Engineering gives you 1 power cell. When you run out of Exploration (completing a "level"), you lose 2 oxygen and, if still alive, reshuffle and start over.

What's interesting here is if you turn the card upside down, it has a "crate" with two things (e.g. +1 ammo, +2 health). For a small crate, you pick one of the two things; for a large crate, you get both. How do you get crates? Well, that brings us to the third deck.

- Conflict: If you've revealed an alien, you have to fight it. The conflict deck acts as a randomizer to modify how tough the alien is and how much damage it does. If you win, it'll either award you a small crate (easier aliens) or large crate (harder aliens).

The deal with ammo and fights: Say an alien is toughness 4 (off the alien's stat card) + 3 (off the Conflict deck) = 7. You have to roll 7 or better to kill it outright, BUT it will always do damage to you first (additional number on the first Conflict card you drew). You roll 1 die per ammo spent, so if I wanted to roll 2 dice, then I lose two ammo. Say I roll 3 + 2 = 5. Then I deal 5 damage to the alien, whose toughness is now 2. I draw a new Conflict card to see what damage it does before the next round, wash rinse repeat until one of you dies. :)

Some reviews suggest that the first two expansions make this game even better; I will deffo investigate down the line! But it's pretty much what I had hoped for: a fairly quick-playing, lightweight solo board game that doesn't take up too much desk space or require a ton of bookkeeping.
stepnix: Blue gear and sigil (magician)
[personal profile] stepnix
Big fan of card-based TTRPG systems, big fan of mapless tactical combat, finally had enough ideas come together that I feel like I have a mostly coherent baseline to iterate on

Drabble )

Commentary )
stepnix: chibi Shin Godzilla (Default)
[personal profile] stepnix
I fully believe that you can't *really* know a mechanic's implications until you see it in the context of the total system, and then see that total system in play. But also I'm hoping that making a habit of sketching out little things will help me sketch out bigger things too

Drabble )

Commentary )
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
Yet Another Roguelike Tutorial - in Python 3. I'm on Part 3 of 13 and having terrific fun. This requires you to be somewhat comfortable with the command line, and I'm on macOS running this from the shell (Terminal). So far all the tutorial code runs, although some of the attributes/functions are deprecated and the interpreter will tell you what to swap out, which is very straightforward.

This either requires some basic Coding 101 experience or else the willingness to jump in and learn. The tutorial does explain syntax/code, but there's also a generalized assumption of basic familiarity with coding in general. I don't think the language you know signifies; most of my extremely dated and fairly minimal coding experience was in BASIC, Turbo Pascal (...yeah), Dylan (...yeah), Java, and (I guess) Inform 6 and Twine. That said, if you do know a bit of coding, the tutorial is very well-written and clear. I think it's probably a bit tough as a starting point if you have ZERO coding familiarity.

I am dying to find out if one can integrate sound into this (there appears to be some kind of WWISE/Python interface thingy) but one thing at a time. Mainly,

(a) I wanted to grapple with smol steps in coding a smol game,
(b) most game coding tutorials get bogged down early on actual graphics management, and a text-based roguelike simplifies some of that,
(c) I really love roguelikes! I lost so much time to OAngband and Zangband back in the day,
(d) my husband is having THE WORST time at work for reasons that are work-related and not his "fault" but still,
(e) my husband looooooves games and I finally realized the way to his heart will be through janky roguelike coding. XD
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
From an email I sent to some folks new to TTRPGs - we did an intro to Starfinder 2E beta, on which I will post later when I'm not falling over tired.



Some VERY simple cheap micro-TTRPGs for y'all's perusal, to get a sense of what's in the design space. Inherently, one-page (etc.) TTRPGs are going to be rules lite and a lot (not all) of them are much more tongue-in-cheek.

HONEY HEIST
https://gshowitt.itch.io/honey-heist

Honey Heist is a surprisingly successful one-page RPG. Here is the plot:
1) You have a complex plan that requires precise timing.
2) You are a GODDAMN BEAR.


LASERS AND FEELINGS
https://johnharper.itch.io/lasers-feelings

You are the crew of the interstellar scout ship Raptor. Your mission is to explore uncharted regions of space, deal with aliens both friendly and deadly, and defend the Consortium worlds against space dangers. Captain Darcy has been overcome by the strange psychic entity known as Something Else, leaving you to fend for yourselves while he recovers in a medical pod.

What happens next? Play to find out!


NICE MARINES (I love this one)
https://gshowitt.itch.io/nice-marines

YOU ARE A SPACE MARINE: an immortal giant genetically engineered to be the perfect instrument of war. You and your squadmates are oathsworn protectors of the Astral Commonwealth - and one another. The iconoclasts of the galaxy shiver in terror at the very mention of your name.

However: support forces have not arrived following the recent liberation of Vannis, leaving you in charge of a diplomatic envoy dedicated to rebuilding after the conflict. You have no idea how to do this.

However: you’ve got one solar week until your superiors arrive to inspect the city, so best get to it!


CALTROP CORE (literally the whole engine runs on d4's and there are a lot of user mods, which is the whole point)
https://titanomachyrpg.itch.io/caltropcore

Ever wondered how to make your own TTRPG? Welcome to v1.2 of Caltrop Core, an introductory game design system using the humble and sharp d4! Developed with [profile] aghostofeli and [profile] n_quests on Twitter, it's extremely simple and bare bones so anyone can make a game with it, regardless of your experience level! It can have as much or as little complexity as you like.
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
What have folks been playing the past month or so? Sorry to have been so scarce; my master's program has just started and we had some work/weather stuff.

(My husband is ADDICTED to Shogun Showdown on the PC, lolsob.)
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
This is maybe off the beaten path, but I downloaded the Dungeon Year Design Journal [itch.io from Pandion Games, PDF is pay what you want, including free; the print version runs $17 or $38 depending on whether you get the smaller weekly condensed or larger daily one). (There are some pics of sample pages at the link.)

The premise of this is that you design a dungeon (or setting) one day at a time. For example, one day might be a dungeon "room," another might be an NPC, another might be an encounter table of sinister NPCs, another might be a table of potions. There are a few notes of guidance/encouragement, a tracking calendar where you can check off days (not tied to a specific year, just day/month), and a whole bunch of inspirational tables/oracles of prompts for when you get stuck! For example, there's one for steampunk, one for items, one for NPC personality traits, etc. These run off d66 (= you roll two six-sided dice, one for the tens digit and the other for the ones digit, giving you 11-16, 21-26, ..., 61-66).

I have been distracted by school and other things, but this is super cute and super fun! I did decide to keep things in a smol A6 notebook instead for portability but I love the concept. Picture of one of my entries, an NPC.



I was inspired to pick this up when I heard of it because in 8th grade I kind of did this! (During Algebra I class, in fact. Shhh.) I had a notebook and I just drew maps and listed keys and treasures and teleporter traps and things. I had so much fun. :) But of course you could do a cottagecore woodland setting or a gaslamp fantasy; it doesn't have to be an aggro hack-and-slash dungeon (and in fact the prompts encompass a range of genres/moods). I'm so excited to keep going!
yhlee: d20 on a 20 (d20)
[personal profile] yhlee
Note: this was generated in connection with a TTRPG work for hire for a client, so it's slanted that way; if I were playtesting (say) a crunchy hex-map miniatures wargame, I'd slant questions differently. Feel free to modify/adapt/use as you see fit - and if YOU have questions you think could be helpful, please suggest them in comments! I was trying to keep this to a single double-sided sheet of paper so as to not make it feel like HOMEWORK.

(That said, goodness knows gamers, we love to COMPLAIN lol.)

Playtest Questionnaire for Delightful Playtesters!

Game:
Playtester name/pseudonym (for credits – “Anonymous” is fine, if you prefer!)
Playtester contact info (optional, if you’re willing to answer follow-up questions):
Date of Playtest:

1. How much time did it feel like you were playing for vs. how long you were actually playing?

2. Did you feel like you were making friends or enemies with the other players?

3. Could you play the game again without looking up the rules too often?

4. What did you wish had been explained better in the rules? What did you wish you understood when you started playing?

5. What was your strategy? (“Chaos ball” is a valid strategy!)

6. How much did you feel you had a say in the outcome of the game? Did your decisions feel meaningful?

7. Did anything hold you back from seeing your plans through, and if it did, was it fun or frustrating?

8. What feelings did you have as you played? Were there high points/low points/stories you’d recount to friends/family?

9. How would you describe the game’s theme or vibe in a few words?

10. What kinds of players/situations would you recommend this game for (“people who love spaceships,” “teenagers,” “great for low-brain weekend evenings,” etc.)?

11. What games have you played that are similar to this one?

12. Did you notice any accessibility issues, e.g. font too small or hard to read, sections of the rules not labeled clearly, needs page numbers, colors difficult to distinguish?

13. Is there anything else you’d like to say about your experience? Are there other questions you wish I’d asked? (Please feel free to answer them as well!)

Thank you so much for your time and assistance!

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