Over the weekend was the NM Game Jam. for those of you that don't know it's a 48 hour game development competition. In this competition we made a game that consists of 4 direction based mini games that move the pieces that you choose in the metagame. Here it is:
This time our team consisted of 3 programmers and 2 Artists. Their credits are listed below.
James Archuleta - Programmer
Aarom "Tomrel" Gresham - Programmer
Lupe Marquez - Programmer
Brooks Walch - Art/Music
Heather Burke - Art/Music
Monday, August 27, 2012
Sunday, August 12, 2012
Steamopolis: All set up
Yesterday I got Steamopolis in the mail. Overall it looks good, there is some minor things that I need to do to it before it gets released.
This First image is the game set up for a 4 player game.
This First image is the game set up for a 4 player game.
The next image is the game from the eyes of a single player's point of view.
Hopefully in the next week or so I can get a how to play video up on youtube.
Saturday, August 4, 2012
Steamopolis Box Art Preview
Just got done with box art for new board game. Really excited about it, and am way ahead of schedule to order my copy by friday.
This game will be released at the end of the month or begining of next.
Tuesday, July 17, 2012
Alternate Alcohol rules for Pathfinder.
While looking through the pathfinder rules I didn't find the rules on drinking right away. (It's in the Drugs and Addiction section in case anyone is wondering.) So I started to brainstorm rules for how I would design the alcohol system in pathfinder. When I found the official drunkenness rules I decided to post about my system as an alternative to the official rulings. I talked to my GM (I play a Drunken Master archetype from Advanced Players Guide in his campaign, hence why I was looking into this.) about what he thought and modified what I created with his input. The following is the version after taking input from my GM, and is available for any GM to use.
Alcohol
Drug[Ingestion]
Frequency: every time a drink is consumed where <number of drinks> exceeds your constitution modifier.
save: fortitude dc 10+<Number of drinks>
Every hour the <number of drinks> can be reduced by 1, but can never go below 0 in this manor.
upon fail get Buzzed condition. See below.
If you already have the buzzed condition it gets upgraded to the Drunk condition. See below.
If you already have the buzzed condition it gets upgraded to the Drunk condition. See below.
if you fail by 5 or more recieve Sickened condition, if you already have sickened condition it gets upgraded to nauseated condition. If you already have the nauseated condition it gets upgraded to unconscious condition.
the previous conditions last for a number of hours it takes for the <number of drinks> to equal 0.
Cure: allowing the <number of drinks> to reach 0.
Buzzed
[Condition]
+2 temporary bonus to Charisma.
-2 temporary bonus to wisdom.
Drunk
[Condition]
-2 temporary bonus to dexterity.
+2 temporary bonus to strength.
+2 temporary bonus to Charisma.
-2 temporary bonus to wisdom.
when attempting to move while drunk you must roll an acrobatics dc equal to dc 10 + 1 per 5 feet moved or fall prone.
+2 temporary bonus to strength.
+2 temporary bonus to Charisma.
-2 temporary bonus to wisdom.
when attempting to move while drunk you must roll an acrobatics dc equal to dc 10 + 1 per 5 feet moved or fall prone.
At GM's descretion you may award characters the following trait if they drink a lot in your campaign.
Drunken Resistance
[Trait]
[Trait]
this trait allows the player to switch the +2 to charisma with +2 to constitution in the buzzed state. (effectively raising their fortitude by +1)
Thursday, July 5, 2012
New Release: Vuzement Adventures
after months of working on it i'm pleased to introduce Vuzement Adventures. A board game that pits heroes against hordes of goblins. See link above.
The game features:
- A modular map so you can have different encounters each and every time.
- Rather then a static character sheet your abilities are drawn from a deck. and what ever you have in your hand is what your character can do.
- Several scenarios plus more that will be released at a later date for free at Zagix
- co-op vs player game play.
Tuesday, February 21, 2012
Global Game Jam 2012 Postmortem
Last Month I participated in the 2012 Global Game Jam, a competition to create a game in 48 hours. It was a great experience.
Our team page: http://globalgamejam.org/2012/vampires-zombies-and-werewolves-oh-my
First of all. one thing to be excited over, we had a team. 2 Programmers, 1 artist, and a designer that we turned into a sound guy.
so in our game you may pick one of 3 factions the werewolves, the Vampires or the Zombies. at which point you need to gather humans from a central location to spawn. more of your kind. In this game of Rock Paper Scissors the Vampires have a slight advantage over the Zombies, Zombies have a slight advantage over the werewolves, and werewolves have a slight advantage over the vampires.
I've been meaning to post this for a month now. but have been pretty caught up with other things... More to come later on that.
Our team page: http://globalgamejam.org/2012/vampires-zombies-and-werewolves-oh-my
First of all. one thing to be excited over, we had a team. 2 Programmers, 1 artist, and a designer that we turned into a sound guy.
so in our game you may pick one of 3 factions the werewolves, the Vampires or the Zombies. at which point you need to gather humans from a central location to spawn. more of your kind. In this game of Rock Paper Scissors the Vampires have a slight advantage over the Zombies, Zombies have a slight advantage over the werewolves, and werewolves have a slight advantage over the vampires.
I've been meaning to post this for a month now. but have been pretty caught up with other things... More to come later on that.
Thursday, October 6, 2011
safeCall new and improved.
jQuery Project page
Some other day in the not so distant past, I found a need to have my safeCall plugin also be a safeGet as well. and this task was extremely simple. all the code had been written already for it in the safeCall function. I just had to stop it from calling it at the end and have that be the return. one other thing I noticed jQuery frowned on my attaching my mSafeCall and gSafeCall directly to the jQuery object so instead I created the safe namespace in jQuery so I took off the safe from both of them. and added the gets. and I borrowed a concept that stands at the root of jQuery; the ability to chain.
the call above will be equivalent to calling TestObj.funcRoute.CallMe('hi') with the exception that the safecall will not break if TestObj, funcRoute, or CallMe haven't been intitialized.
$.safe.gCall( Context, FuncPath, [...]);
Onward to the new functionality.
Some other day in the not so distant past, I found a need to have my safeCall plugin also be a safeGet as well. and this task was extremely simple. all the code had been written already for it in the safeCall function. I just had to stop it from calling it at the end and have that be the return. one other thing I noticed jQuery frowned on my attaching my mSafeCall and gSafeCall directly to the jQuery object so instead I created the safe namespace in jQuery so I took off the safe from both of them. and added the gets. and I borrowed a concept that stands at the root of jQuery; the ability to chain.
lets use the following js object for examples it shows just about everything we need it to show:
var TestObj = {
funcRoute: {
CallMe: function(msg) { alert(msg); },
CallMe2: function() {
return {
NestedCall: function(msg) {
alert(msg);
},
NestedGet: "I'm way down here!"
}
}
},
varRoute: {
VarA: 5,
VarB: "Hello world"
}
};
note: the following four functions return a Safe object. so to get the return value/ value of the get you must call the object returned's value member. More on this later.
$.safe.mCall( Context, FuncPath, [...]);
this function listed above calls a function nested inside a javascript object. Starting from the Context. this is formally $.mSafeCall. the parameters are;
Context: this parameter is the starting point of the path and it is also the "this" for that function.
FuncPath: this parameter is the path to the function. starting from the context that you passed in.
Additional Params: any additional params that you pass into the function will be passed into the function you are calling.
example:
example:
$.safe.mCall(TestObj,'funcRoute.CallMe','hi');
the call above will be equivalent to calling TestObj.funcRoute.CallMe('hi') with the exception that the safecall will not break if TestObj, funcRoute, or CallMe haven't been intitialized.
$.safe.gCall( Context, FuncPath, [...]);
this function listed above calls a function nested inside a javascript object. Starting from the window object. this is formally $.gSafeCall. the parameters are;
Context: this parameter is the "this" for that function.
FuncPath: this parameter is the path to the function. starting from the window object.
Additional Params: any additional params that you pass into the function will be passed into the function you are calling.
example:
example:
$.safe.gCall(null,'TestObj.funcRoute.CallMe','hi');
Onward to the new functionality.
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