Been tinkering with ideas for another shot at a game project. Basically, I want to try and make a less on the nose The Guardian Legend homage featuring a half-dragon who wanders the countryside trying to help people out with monster infestations. I… like drawing her a little too much considering the other projects I’m “supposed” to be working on.
Speaking of, it has been a while since I brought up Irrgarten, hasn’t it? I’ve been kicking around what works and doesn’t between the major revisions and I’ve decided to more or less ‘roll back’ the game to the old style and ditch the secondary stats so it can play nice and fast again. I liked the idea of the marching order a lot but in practice each player getting four actions per turn plus monsters’ turns was getting ridiculous without some kind of initiative rolls or something going on. When I get some time, I plan to buckle down and get a playable v3 out for people to try out, then maybe, just maybe- figure out how to get this thing *produced.*
I had a pretty good time this weekend. The getaway alone was badly needed, but to spend it among gamers, dorks, and creators was just great. I think I feel more at home at gaming events than when I went to anime cons, it’s hard to put my finger on why. But I did get into anime via games, sort of, so you could say I have more roots in games than that.
The first thing I did Sunday was squeeze into the throng at Nintendo’s booth to try out Star Fox Zero, and got a strong impression of… eh. I don’t totally hate the idea of tilting the gamepad for precision aiming, but then when you reach the boss, the camera locks onto it, and well, you see- a fighter jet tends to constantly move forward, which is a lot different than other games that try this because you’re usually controlling a character who is able to do things like side strafe, or just stop fucking moving for a second. You’re forced to use the first-person view on the tablet, which restricts your field of view but is about the only way to really tell what the hell you’re doing while occasionally glancing up to make sure nothing’s coming from your side. The only thing I can think of this accomplishing is making the fight look neater for other people in the room for you. It also reminds me uncomfortably of the first-person missile aiming they crammed into Metroid: Other M, and reminding people of Other M is probably unwise.
Tokyo Mirage Sessions: #FE was also on display alongside Kirby Gets A Robot and Monster Hunter Generations, though Capcom cheated a little by putting MonHun in their booth too. I’m on to you…
I didn’t really see as much stuff in the vendor floor that I just *had* to have this year. I got the Barbarossa card game out of a combination of morbid curiousity and wanting to prove to Dan that it really does exist. I was happy to finally play AEGIS for real with the makers. It was a little complex, but I imagine a few games in once you get a feel for the units, it becomes faster paced. I’ll probably share some links and stuff as their project enters the Kickstarter phase, so brace for the shilling. I gotta do what I do for that combining-robot fix.
All in all, I didn’t really test Irrgarten much after the first test run brought up a couple serious flaws and playing by myself in the room afterward I realized that turn order needs to be more of a thing since ‘do everything then tally the end result’ seemed to be harder to keep track of. I kind of instinctively want to remove a character who’s lost all their hit points even though they’re supposed to ‘exist’ til the end of the round. I’m thinking next revision I’m going to see about combining item cards and tokens into one entity so there’s less chits needed, and maybe it’s time to cave and incorporate dice since even though it’s technically more ‘pieces’ to the set, six sided dice aren’t especially rare or anything.
Oh, funny story to wrap this all up with. I got picked for a bag search on the way home, and sat off to the side looking at the x-ray trying to figure out what set it off. I had the charger to my older laptop, which is outdated and massive, my 3DS with charger,and the rest was basically t-shirts and other laundry save the uh, copy of Barbarossa I picked up.
“What’s this at the bottom anyway? Cards?”
Yyyyeah. So I was sitting off to the side of the TSA agent watching him run the sniffer all around the box of cards, then turned it over reading it rather intently. “It’s a gag gift,” I said.
“You’re ok, go ahead.”
So apparently, novelty playing card games are something to be careful about taking through airport security. Little protip for anyone else who decides to go on the road with a copy of Tanto Cuore or whatever stowed in their bag.
After class tonight, I’ll have some time to breathe and work on my own junk, so stay tuned the next few days, and if you’re not already, feel free to follow TheThreeTwo on Twitch or plain ThreeTwo on Picarto for my gaming/drawing streams.
I know it’s been a long time between updates, but I sort of overwhelmed myself trying to do everything at once, floundering and eventually scaling back to a more modest goal of getting the new card data ready, inserting the art I had ready, and revising the rulebook.
This is a pretty dramatic change from the first edition, so I’m hoping the new battle system will go over. About the only real negative feedback I got from the original draft was the Supporting system was kind of blah, and in my personal tests that was the most annoying thing to track from turn to turn. Overall, I’ve tried to rebalance the stats of monsters and characters to make it easier to get hurt and better convey the attrition factor in a dungeon crawl.
Go ahead and give it a try, if you like. If you have any feedback or suggestions, please let me know in the comments.
Facebook’s been nagging me about a lack of updates on my page lately, so I figured I was about due to make a condensed update of what’s been going on around here lately. I’m still picking at Project Irrgarten off and on, and do have the second draft rulebook done along with some dressed up card templates for the items and characters, but wound up hitting kin of a wall trying to come up with a new set of items in keeping with the idea that each should be important and valuable- i.e.; filling out the sheet with “filler” items was running against my intended goal for them in the first place. So basically, I’m in the process of trying to come up with enough “named” weapons to give all the classes stuff to play with.
I’ve already done a little bit of testing with the new battle rules using the old cards, so it’s really not been as drastic an overhaul as it sounds. The main reason I haven’t gone ahead and uploaded a new .zip for testing is I wanted to put more art assets in. I may go ahead and put a ‘rush’ update up in hopes some more people will try out the new rule set- I haven’t really had a lot of opportunities to test with other people yet, sadly, and setting up a virtual tabletop sounded a little over my head. Since one of the biggest things I did run into with a face to face test was that it was hard to tell the different sets apart when they’re face-down, I’m definitely going to make the next card set double sided.
I’m thinking that I’m going to keep the starting character set fairly modest, probably no more than 30. The rooms are really okay for the most part, but I’d like to add traps that play with the party’s marching order to the mix and maybe do something about those springboard tiles since they have a tendency to pop up consecutively (maybe I’m just a bad shuffler.)