Dylan Ford
Bury your fallen party members. Alone. They will not be forgotten. An RPG I wrote for the annual 200 word RPG challenge.
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Today's Document
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@wraithdrof
Dylan Ford
Bury your fallen party members. Alone. They will not be forgotten. An RPG I wrote for the annual 200 word RPG challenge.
Playing with value for the first time. I learnt so much by this point that I decided instead of polishing it further, itâd be better to just start a new painting with all the stuff I learnt.
Like, âpaint the stuff in the back first,â which, yâknow, seems obvious now.
A lot has happened in the past week. I signed the lease to a house with two housemates, and I move in on Saturday; I performed a poem IâŚ
Sort of experimenting with medium.com - Iâve seen other stuff like what I write about on there. Iâm not sure what that means for my tumblr, though.
Cutting off diseased parts of the design
I'd like to get back into the habit of writing regular blog posts for Alchemy Punch. Partially because I think it's good to talk with fans and other developers as the game is being made, but also because development has largely shifted to a one-man affair. I don't like the idea of making big decisions without being forced to articulate myself, so I figured I may as well voice my thoughts on a public platform so others can comment or learn from them.
In fact, to be honest, this very blog post I was wondering whether or not to share as I donât know how readable it is. I usually like to write blog posts with a clear takeaway for people to have, but this might be more useful to someone who is just interested in seeing someone work their way through a problem. Maybe not! Alchemy Punch is a weird project.
I'm going to do a long story short to get you all to understand where I'm coming from:
Until Dawn thoughts and analysis
This is a post I figured I may as well post on tumblr, but this is just as much a reference for my own thoughts. I think, without writing down and working through design thoughts, itâs easy for them to be half-baked or be forgotten.
I played Until Dawn with a group of friends the other night. Very much enjoyed it, and I heavily recommend that you each take ownership of certain characters and pass the controller when itâs time for them to take action. It gets you super attached to the characters and makes it super easy to binge the game like we did, as you usually get a pretty good break from the tension whilst still participating in the experience.
Anyways. Iâm going to start off with some spoiler-free points. This game I found fascinating as it had a big emphasis on branching story, which is similar to The Blessings of Fey, a game I started in uni which Iâm finishing up at the moment. I really wanted to take a look at how they do branching story to see if I could apply any lessons learned to my work.
Iâm going to avoid talking about much of the game that doesnât involve decisions. However, I think there is actually just as much to say about Until Dawnâs theming and narrative design as the more ludic elements. In that, itâs very good. Again, I liked it.
SPOILER WARNING..?
This is sort of a weird spoiler warning. Iâm not really going to be using examples from the game, exactly, but as Iâm laying out what to expect from the game, Iâd consider it to be in danger of spoiling it. If youâre interested in playing it, please play it and gather your thoughts first. If you donât think youâll play it, then this post probably wonât totally ruin your ability to enjoy it if you do play it - I just wouldnât recommend it.
QuurÂ
developed by students of SUPINFOGAME RUBIKA Â | Â Platform: Windows Â
âA 3D action adventure game, in which your actions have a direct impact on the environment and the creatures. The world revolves around a colorful liquid, the Color, that acts as both the life and power source for the creatures of Quur and yourself. Â
"By using Color, you can either fight your way through the world, and watch how youâre slowly destroying it, or try to understand how the creatures behave, and embrace Quurâs ecosystem.â
[Download on itch.io] Â | Â [Visit the Website]
via PixelProspector
Update on what the hell has been happening with Honeyvale
Yeah yeah I donât post here often, but every time I visit I wish I had more free time to fill this blog with content. That actually will change soon! Uh, for better or for worse. Iâm doing a Poetry unit this semester and I need feedback on some of the poems. I promise you that theyâre not love poems. Thatâs the end of my promises.
Anyways, if you havenât heard, I do somewhat more official blogs over at HoneyvaleGames.com, and I made a post briefly going over whatâs up with Honeyvale.
Check it out!
Iâm also gonna do a post up there which is talking about the design of Bees Wonât Exist, and Iâm probably going to do a post (probably here, havenât decided) about my journey with level design this year.
Extrinsic rewards must have intrinsic value.
Even extrinsic rewards are really just the promise of future intrinsic engagement. For example: I don't want to have a PhD in rocket science. Why? It's an extrinsic reward. It is a reward specifically for a lot of hard work - maybe work I'd even enjoy. So why arenât I pursuing that career path? It's because I don't look forward to any of the benefits from that PhD, mostly because I'm unfamiliar with what those are. If, instead, the reward was money, that's a different story. But even then, I donât want money. I want to spend money. Stuff that is intrinsically engaging, even if that's just "the security that I can pay any unforeseen bills" or "the pride of owning a house". The key here is that the reward by itself is not actually what people want. It's what you get after the reward as a result. This is where a lot of gamified systems fall flat. OK, so I get XP for doing tasks. Why do I care? Because enough XP levels me up. Why do I care? Because levels give me a title. Why do I care? Because... those titles are cool?
But as a player, I don't know that. Even as an experienced gamer, I donât care what some random app gives me in âstrengthâ. I might care about cool titles, but how do I know that titles will be better? Can I brag to other people who will care? Apps that slap on XP and a level and assume users will dig it arenât doing anything more special than this. Extrinsic rewards must have intrinsic meaning. Thereâs a reason why there isnât a term for extrinsic engagement. Itâs because nobody really cares.
Starcraft 2 scene. No plans to make this playable here, just seeing if I can make an interesting scene.
Why D&D combat doesnât work on itâs own
Relax, Iâm not going to trash D&D.
So once every blue moon a few of my friends and I get together to play a session in a campaign I run. As a game designer, Iâm always trying to experiment with the sessions. And for the end of this adventure, I wanted a truly climactic battle!
But I had tried this once or twice before, playing by D&D fifth editionâs rules. Every climactic fight would be too easy and end too quickly. By the rules of D&D, these were not easy fights, but a few lucky hits would find their mark.
This makes it difficult to make a climactic fight. It needed to feel like a struggle, that the players got through by the grit of their teeth. So I made my own custom encounter, with rules for if the character died, and environmental hazards, and multi-stage boss fights, custom powers that theyâd get, and so on and so forth.
It was fun, but even after a lot of hacking, it still wasnât quite where I wanted it.
So I decided to break the fast of Drof Dev on a day where I actually had an excuse not to do one.
(via https://www.youtube.com/watch?v=u1VIncE292Q)
90% of the polish of this picture was put into the bricks HEY this isn't just a picture of something which was in front of me!
What Dungeon World and Dance have in common
I recently played a game of Dungeon World, which if you donât know is a pretty cool tabletop roleplaying game set in a Dungeons & Dragons-esque universe. I wonât go over all the mechanics, but this is how 90% of all moment-to-moment interactions play out:
Player: I do this thing!
GM: Alright, youâre doing this move, and rolling this stat
Player: *rolls poorly*
GM: Ok, well then I get to make this move, which means this happens
Player: Oh no! I do this thing!
What I find interesting about it is that while the player moves usually have mechanical effects (e.g. doing damage) the GM moves are pretty much all in the title. When the GM takes the move, âput someone in a spotâ, they literally just describe that happening, and then wait for the players to react before taking another move.
So in essence, the moves just describe certain tropes of the fiction which play out well. âNothing happensâ isnât a GM move because itâs not interesting, so the GM isnât allowed to let nothing happen when a player rolls poorly. But for now, letâs just focus on the move system from Dungeon World, since thatâs all I want to talk about for now.
Much more happy with this one and it took nowhere near as much time. Ruby from RWBY. Again, similar concept for a char in 3D animation - will probably go with this one.
Assassin's creed sketch from one of the posters. Not super proud of it or anything, but this was supposed to be waaay more rough than it was. Drew it because one of the ideas I have for my 3D project looks like this guy.
Hollow KnightÂ
developed by Team Cherry. Â
A hand animated action adventure game being developed for PC, Mac, Linux, and Wii U (and possible more). Â Iâm so in love with the art, and Iâm definitely a little biased with this post as I backed the game on Kickstarter last year.
âAs the enigmatic Hollow Knight, players will journey through the depths of Hallownest, a vast and ancient kingdom buried deep underground. Though long fallen to ruin after a dimly-remembered catastrophe, explorers and thieves still brave its dark roads, its caverns and towers, searching for riches and wonders.Â
âLately though, something has changed. Villagers and explorers venturing into the caverns have stopped returning. The caverns throb and tremble with a savage energy. A sweet and sickly poison is drifting through the hollows, sending creatures mad with rage and robbing explorers of their memories.â
[Follow on Steam] Â | Â [Follow on Tumblr]
via /r/gamedev
Awesome Totoro/Hollow Knight fan art by Super Sini.
Alright, gonna use this to upload some of the things that I work on. Thisâll probably require a semi-proper attempt at re-organizing everything.
The plan is to have this be kind of a stream-of-workflow - my work in various stages. This will probably mostly include art, but expect a combination of that with development - features getting done, etc. The final versions of art will go on DeviantArt. All of the above and along with my every waking thought will go to my twitter.
That might be a lot of work, but thatâs for future-Dylan to decide!