Wednesday, October 31, 2012

Changes?

I think I mentioned before that I was unsure as to the theme of my game-- mostly because the idea of trickster gods duking it out doesn't really have much to do with the game mechanics. I'm also in a big "Escape the room!" mode and I think I really need to get it out of my system.

So instead...the heads of major mythologies stick a bunch of "criminals" in a dungeon of sorts. Using the "prisoner's dilemma", they would have to cooperate or betray each other to get out.

Or maybe just take over

I FEEL LIKE I AM SHOOTING MYSELF IN THE FOOT but I need this here so I can remember what I thought of. Goodbye.

Tuesday, October 30, 2012

PnP - Theme

We're touching up on theme, motifs, and symbols--which is great because I'm a huge sucker for stories...and now I'm having a difficult time picking one as an example of a strong, unifying theme...

Let's go with


If you've never played 999, the easiest way to explain it is to say it's kind of a mix of the films Saw and Cube. This game's a visual novel using "choose your own adventure" styled mechanics with a point and click interface that has you solving puzzles and trying to unravel the plot.

Wednesday, October 24, 2012

Arduino - Blinking LED

This exercise started with turning an LED (Light Emitting Diode) on and off repeatedly to create a little blinking effect.

Friday, October 19, 2012

Wednesday, October 17, 2012

LP - Dungeon Dice Monsters

Today I decided to revisit DDM (the GBA version in this case) and take notes on certain rules in game:

Turn Order

  • Roll dice
  • Summon / Make paths
  • Movement
  • Combat
  • End turn
Summoning
  • You need to roll at least 2 summon dice of the same level to summon a monster
Attack / Level 1 Summon / Level 1 Summon

Paths
  • MUST be on an adjacent square to another path that you own
    • The first one must always be next to the Dice Master
  • Can be placed in whatever direction you like
  • Cannot be placed over other paths-- not even your own. They must fit perfectly on the grid
Dice Master starting point
Incorrect monster placement
Correct monster/path placement
Monster after being placed on the board

Actions

  • Defined by number of dice rolled with that given command, or "crests"
  • Monsters can activate their special abilities so long as you have enough magic crests
  • Any monster can kill the Dice Master
    • Every attack takes away one heart
    • Dice Masters have 3 life points