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Crawler Update

Crawler Update published on No Comments on Crawler Update

It’s been a little while since I checked in here; I’m kind of ashamed to admit I’ve been a bit more active on Tumblr than here lately since I’ve been sort of trying to save the ‘real’ updates for this page. Anyway! As mentioned last time, I started testing out my dungeon crawler card game after a lot of stalling since I’d hyped myself up about it a lot and didn’t know what the heck I would do if my first run proved it completely unsalvageable. I’ve been kind of sharing my pitch around a bit more to see how interested some of the other people I know would be in it and was surprised to get some enthusiastic response. Imagine, people liking an idea *I* had!

Anyway, now that I’ve got my coursework for the week caught up and have time to pick at it again tomorrow. I have a pretty big overhaul idea I’d like to try, but in the meantime I may go ahead and make the original one downloadable to try (I’ve been using blank cards printed out so I could pencil in changes or make notes as I go so sadly I didn’t have anything to give someone who said they were actually headed off to a game night the next day.) Basically, since I was getting a little confused myself with there being Attack and Defense stats, then secondary ones for characters providing support, I want to see how implementing a single basic Support stat. I considered just keeping Attack and Defense added up for the whole party, but it would kind of eliminate some of the strategy in arranging parties because your total attack and defense would remain constant no matter who was doing the actual battle. Having a Support rating would be a good way to still kind of show certain character types work better on the front lines or from afar but keeping the numbers reasonable. One of my major goals is to keep things as simple as possible so there’s no need for a ton of extra items like chits, dice, and so on, though I probably will wind up including a set of counters just for simplicity’s sake. They might be a little messy but there’s something just more fun about having fake cardboard coins or blood splatters to track things with.

Stay tuned, hopefully I’ll be able to get on this pretty steady and have something playable by PAX time!

“Irrgarten” First Run!

“Irrgarten” First Run! published on No Comments on “Irrgarten” First Run!

I finally got around to printing off and testing my game tonight! I’m happy to say it isn’t immediately broken like I feared and it plays pretty speedy, which was something I was shooting for. It definitely needs some tweaking for balances sake, I was afraid of things being too easy and made some of the monsters OP- particularly my Harpies. (Monsters basically act like a status effect, and Harpies kidnap the ‘weakest’ party member, which with the sample parties [Fighter, Cleric, Sorceress and Thief apiece] meant the Sorceress was getting grabbed leading to a serious drop in overall damage output that made killing them impossible. The Cleric’s passive heal ability could also probably make the game run forever if not checked in some manner since it heals 1 HP turn- and damage is dealt basically 1 at a time. So at the least, monsters should have their defenses nerfed. So should the ‘encounter rate,’ too- I stupidly put more monster attack cards into the room deck than i made sample monsters. Player 1 spawned in a poison gas chamber then stepped into three consecutive monster panels (which queues them up so that party was effectively in battle the entire game.) Maybe monsters shouldn’t ‘stack,’ maybe i should change how moving and battling works.

Seems salvagable, anyway! I need to start players out with a handful of items so things are a bit more strategic and make the monsters a little fairer (Trolls having really high defense AND healing if you don’t damage them in a turn for one-what would I even do for boss monsters?)

Anyway, updates as they happen. Look forward to it!

Art Thoughts

Art Thoughts published on No Comments on Art Thoughts

eish_cal

ughshi

It’s been a while since I’ve done artwork on my laptop since the desktop is so much more powerful and drawing at the desk is more comfortable in the first place, but since I’m back to attending class on campus I took some time to update and er, attempt to recalibrate my stuff a bit. It seems I have gotten a little bit finer control over the past year doing it regularly since I had to firm up the pressure sensitivity on the Bamboo to get things closer to where they were- then after looking at my before and after pictures (above) I realized that my monitor colors are apparently way off and the screen was angled in a way that my proportions look skewed. To think I used to do *all* of my drawing that way.

I’m rethinking my ‘breaks’ a bit since I get to feeling rusty pretty damn fast when I step away too long. I wasn’t especially satisfied with any of my practice stuff today and wound up cutting stream so I could make early dinner and get some reading done. I was feeling pretty good about my body construction for a while, but lately I’m feeling kind of limited in posing again so I think I’m due to revisit drawing *actual* bodies again. Even though I’m not great with realism in general, dipping into that pool every now and then does seem to polish my skills up.

Hopefully, I’ll get to drop the game alpha bomb soon. Still dragging my feet on the statistic part a bit, but I did finally figure out some lore to use as a base to help tie things together a bit.

qmario

Also, finally got around to experimenting a bit in Manga/Clip Studio a bit. I dig the tools it has for setting up panels but I haven’t figured my way around the page management tool or figured out how to make the frigging thing let me work in full color yet. I presume I’m just missing it in the menu since some of the premade assets are in color but are turned greyscale when I place them. I uh, need to practice with that marionette tool a bit more if I’m going to use it, though.

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