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.
Wednesday, October 31, 2012
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.
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.
Thursday, October 25, 2012
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
PnP - Theme???
I'm somewhat in between going for a hacker/virus theme instead of mythical generals battling it out...Time to compare some things...
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
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| 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
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| Dice Master starting point |
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| 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
Tuesday, October 16, 2012
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