{"id":404,"date":"2020-04-27T08:21:37","date_gmt":"2020-04-27T08:21:37","guid":{"rendered":"http:\/\/blog.tabletopdesign.org\/?p=404"},"modified":"2020-07-27T23:15:48","modified_gmt":"2020-07-27T23:15:48","slug":"sidequest-what-i-done-did","status":"publish","type":"post","link":"https:\/\/blog.tabletopdesign.org\/?p=404","title":{"rendered":"Sidequest: What I done did"},"content":{"rendered":"\n<p><a href=\"http:\/\/blog.tabletopdesign.org\/category\/sidequest\/\"><em>Sidequest<\/em> <\/a>#3, eh? Time for some next-level rambling, cause <em>boy <\/em>do we have a topic fit for that: my projects!<\/p>\n\n\n\n<p>See, while completely shitting on other people&#8217;s work is rude, completely shitting on your own work is actually a good thing. Being &#8220;self-critical&#8221;, <em>whatever that means<\/em>. Whichever way you spin it, if you have nothing but good things to say about your projects, I&#8217;d think you&#8217;re lying. It&#8217;s one thing to know you made mistakes, it&#8217;s another to be comfortable sharing those with the world at large for shits and giggles. Who knows, maybe someone will learn something from it.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The suspects<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">IDIOT<\/h3>\n\n\n\n<p>The first quote-unquote &#8220;serious&#8221; project I started back in 2016, which I just realized <em>isn&#8217;t<\/em>, in fact, 2 years ago&#8230; IDIOT was my RPG system. A response to playing Dungeons&amp;Dragons for the first time, and being less than a fan of the combat system, that is to say,<em> I fucking hated it<\/em>. So, me and my friend who actually spent the $$$ on the DnD thing decided to try streamlining things a bit. Still fascinated with Magic: the Gathering at the time, we decided that we could try using cards for items\/abilities etc.<\/p>\n\n\n\n<p>Eventually, IDIOT got its first draft thing, and by that point it was still more or less a DnD mod. However, since neither of us had any real experience with tabletop RPGs in the past, I think you can guess how well it went. Suffice to say, I quickly went back to the drawing board.<\/p>\n\n\n\n<p>Now, considering this was my first big foray into game design, there was an absolute metric fuckton of things I still had to learn, but things were moving along slowly. At some point before the second prototype, I decided to make the cards a reality, and for that, I had to create a template.<\/p>\n\n\n\n<p><span class=\"has-inline-color has-vivid-cyan-blue-color\">As always, the disclaimer here is that the artwork isn&#8217;t mine, but the rest of the frame is.<\/span><\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter is-resized\"><img fetchpriority=\"high\" decoding=\"async\" src=\"http:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/04\/tenacious-733x1024.png\" alt=\"\" class=\"wp-image-410\" width=\"424\" height=\"591\" srcset=\"https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/04\/tenacious-733x1024.png 733w, https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/04\/tenacious-215x300.png 215w, https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/04\/tenacious.png 744w\" sizes=\"(max-width: 424px) 100vw, 424px\" \/><\/figure><\/div>\n\n\n\n<p>4 years later&#8230; IDIOT still isn&#8217;t done. It kinda went off the deep end after that second draft, with me realizing that I didn&#8217;t really have the skill\/experience to do it properly yet. However, as of a couple months ago, I started to tinker with it again, only this time, it was <em>ever so slightly different:<\/em> IDIOT was no longer a system. It was now a framework for making systems.<\/p>\n\n\n\n<p>What that means is that it&#8217;s still a set of rules and mechanics, but it doesn&#8217;t go much further than the absolute basics. There is no setting or flavor attached to it, and it&#8217;s meant to be a backbone for creating setting-specific systems. All in all, nu-IDIOT is a far cry from the old DnD mod that never was. Here&#8217;s hoping I don&#8217;t fuck it up a fourth time&#8230;<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Uncharted Realms<\/h3>\n\n\n\n<p>Since we seem to have already started on the topic of &#8216;games InvertedVertex started but then realized was far too dumb to finish&#8217;, let&#8217;s look at the next one. Started about a year after IDIOT, Uncharted Realms was\/is a game where the goal was to explore, well, <em>uncharted realms<\/em>, and eventually claim them <em>(you&#8217;ll see why this is stupid in a minute)<\/em>. Mechanically, it came from a similar thing I tried with custom MtG cards at the time. After the MtG version crashed and burned spectacularly because I was a very stubborn moron who didn&#8217;t know how to take feedback, I decided that rather than pushing Magic&#8217;s system to its breaking point with realms, it was better to try and make it a separate game.<\/p>\n\n\n\n<p>Realms is, in its core concept, a game about movement\/positioning. The idea is for it to be a board game, where the board itself is made dynamically as the game goes along, through the realm cards. The first version of the game was still heavily MtG-influenced, and it had all the staples of dude-basher games: creatures, spells, combat. The only difference was that you could claim realms by sitting in them uncontested for a few turns, and you won through a &#8216;first to X realms&#8217; method.<\/p>\n\n\n\n<p>Needless to say, if you want a make a game about exploration and movement, <em>you don&#8217;t fucking make combat the key aspect of it.<\/em> That was about the point where I learned exactly how much of a game-breaker tracking complexity could be. Also, the value of early testing. Also, how important a well-defined scope was&#8230; you get the idea.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"488\" src=\"http:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/04\/iterations-1024x488.png\" alt=\"\" class=\"wp-image-412\" srcset=\"https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/04\/iterations-1024x488.png 1024w, https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/04\/iterations-300x143.png 300w, https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/04\/iterations-768x366.png 768w, https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/04\/iterations.png 1449w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption>The 3 different templates that Realms had through its multiple versions. Left is from its MtG counterpart, the latter 2 are ones I made for the game proper <em>(from the bad combat-focused version, and from the untested third version, respectively)<\/em>.<\/figcaption><\/figure>\n\n\n\n<p>Realms was my big learning experience, and since that first version, there were 2 other attempts, only one actually making it to playtesting. However, Realms is a game that I still feel is a bit out of my reach, and I&#8217;d want at least a bit more experience with design in general before I feel like I can solidify the ideas present for it in a single, coherent game.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">BossRush<\/h3>\n\n\n\n<p>First of all, I just want to make it clear that most\u2014if not all\u2014of my game titles are internal WIP shit. That being said, let&#8217;s move on to the next one. Stemming from a weird idea based on IDIOT&#8217;s ability system and playing Dark Souls 3 with a bosses-only mod at the time, I came up with the idea for BossRush: a co-op players vs boss card game.<\/p>\n\n\n\n<p>To say that BossRush has a turbulent history is an understatement, even in comparison to Realms. The game is currently on its 5th iteration at the time of writing, and unlike its predecessors, the versions didn&#8217;t fail because of complexity or clunky gameplay. No, they failed because of <em>direction.<\/em> That&#8217;s a fancy way to say that while it works as a game, it doesn&#8217;t have the feel I want from it. The goal is to have it be a fast-paced cooperative game, where players need to figure out how to defeat the boss while surviving its constant onslaught.<\/p>\n\n\n\n<p>The 4 cards from my<em> The Trials of Error (1\/2)<\/em> article image were from the first 4 versions of BossRush, shown here again for clarity:<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter size-large\"><img decoding=\"async\" width=\"1024\" height=\"373\" src=\"http:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/02\/20200215_173350-1-1024x373.jpg\" alt=\"\" class=\"wp-image-225\" srcset=\"https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/02\/20200215_173350-1-1024x373.jpg 1024w, https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/02\/20200215_173350-1-300x109.jpg 300w, https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/02\/20200215_173350-1-768x280.jpg 768w, https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/02\/20200215_173350-1-1536x560.jpg 1536w, https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/02\/20200215_173350-1-2048x747.jpg 2048w, https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/02\/20200215_173350-1-1920x700.jpg 1920w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure><\/div>\n\n\n\n<p>The first version is by far the most finished-looking, but in reality the final version was the most mechanically polished one. However, I did a public playtest of the first version at a local board game event, so I had to make it presentable.<\/p>\n\n\n\n<p>The main challenge of BossRush is figuring out how to make the entire gameplay flow smoothly and quickly. While v4 was good as a system, it completely missed the point of fast-paced action combat, and instead was a very tactical game that required you to think too far in advance, completely ruining the intended feel. The system itself might be better suited towards PvP, and I think I&#8217;ll look into that option soon-ish.<\/p>\n\n\n\n<p>By now, it might seem like I don&#8217;t really have any games that make it further than the post-first-test-trashpile. However, you&#8217;d be dead wrong there, because&#8230; <\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Neon Arena<\/h3>\n\n\n\n<p>This game. This fucking game is a statistical anomaly. A bolt from the blue. It started with trying to think of an asymmetric siege board game idea with a friend, when I had the bright idea of trying simultaneous turns. About 2 days later, I decided that something like that was better suited to some kind of arena-combat only game, so I went over to my friend&#8217;s house with a barely coherent concept in mind, and went back home with Neon Arena.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"681\" src=\"http:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/07\/arena-copy-1024x681.png\" alt=\"\" class=\"wp-image-982\" srcset=\"https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/07\/arena-copy-1024x681.png 1024w, https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/07\/arena-copy-300x200.png 300w, https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/07\/arena-copy-768x511.png 768w, https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/07\/arena-copy.png 1145w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure><\/div>\n\n\n\n<p>Notice how I didn&#8217;t say &#8216;first version of Neon Arena&#8217; there. That&#8217;s cause there is only one version, and it&#8217;s the current one. I&#8217;m not superstitious, but I don&#8217;t want to jinx the damn thing either. I think the reason Arena hasn&#8217;t failed so far is because it&#8217;s far too simple to fail. The game&#8217;s a Quake-style arena shooter played on a square grid. Players have movement\/attack tiles in hand, which they secretly organize 3 of for each turn, before simultaneously revealing the planned actions and resolving them.<\/p>\n\n\n\n<p>Stupidly simple, quick to play, and most importantly, exciting. It&#8217;s a simple little game for when you want to unwind and convince your opponent that you <em>totally read their next move<\/em>, when you&#8217;d never admit you shot in their direction completely by accident.<\/p>\n\n\n\n<p>Now, not having crashed and burned yet doesn&#8217;t mean that Arena hasn&#8217;t had its share of nightmare periods. It took me a long while to figure out the best way to reduce the randomness of it while not eliminating it completely. This is the game that taught me how important having different-value actions is, and that homogeneity only leads to samey gameplay. It is also <em>by far<\/em> the most tested of all games I have made so far, mostly because theorycrafting in a game where you can&#8217;t do solo tests doesn&#8217;t really get you anywhere.<\/p>\n\n\n\n<p>I&#8217;ve been doing all these 4 games more or less at the same time, actively only working on a couple at any given time, though. However, the last game I want to talk about is a bit of an oddity as well.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Project: Confluence<\/h3>\n\n\n\n<p>At some point in summer 2019, I discovered a little game called <em>Android: Netrunner<\/em>, and I was immediately fascinated by it. A major card game that isn&#8217;t a dude-basher? Asymmetric gameplay? Holy shit that was cool. And it was sci-fi! I think you can guess what happened next.<\/p>\n\n\n\n<p>I work as a software developer, and for a while I had entertained the idea of making a game inspired by programming. I figured it had to be a card game, cause then you can combine cards to &#8216;write&#8217; programs. I immediately started working on the new idea.<\/p>\n\n\n\n<p>By this point I knew better than to do some of the major mistakes I had with my earlier games, or so it seemed. I made the first prototype for Confluence&#8230; and it didn&#8217;t survive the first match. In my quest to explore the idea of &#8216;what if players had different win conditions that they picked at the start of the game&#8217;, I had forgotten the #1 rule of gameplay: <em>Games need to create conflict between the players.<\/em> I had no intention of fixing Confluence at that point, so it was left in the idea drawer for a few months. But then, late 2019 came along, and I remembered that weird game I tried making over the summer.<\/p>\n\n\n\n<p>The goal for the new version was simple: Create conflict by enforcing restrictions. Long gone was the fully-freeform program making, in favor of a much easier to manage fixed-slot system. Gone were the dumb per-player objectives, replaced with a set of global objectives that were the same for both players. The game&#8217;s formula was finally simple: &#8216;use your cards to make programs to try and complete objectives. First to X points wins.&#8217;<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"450\" height=\"627\" src=\"http:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/07\/conf_test2-copy-1.png\" alt=\"\" class=\"wp-image-984\" srcset=\"https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/07\/conf_test2-copy-1.png 450w, https:\/\/blog.tabletopdesign.org\/wp-content\/uploads\/2020\/07\/conf_test2-copy-1-215x300.png 215w\" sizes=\"(max-width: 450px) 100vw, 450px\" \/><\/figure><\/div>\n\n\n\n<p>First playtest passed. So did the second. On the third, we already felt that one of the game&#8217;s mechanics, the one that was supposed to provide the conflict between players, didn&#8217;t really work. A couple of days later, we tested using the same cards, but with their effects house-ruled to fit the new mechanical changes.<\/p>\n\n\n\n<p>It worked. Even with the wonky cards that had to be played in a way that often went against the text of the card itself, the game was stable, playable, and fun. So, after fixing the cards and exploring a bit of the design space, I shelved Confluence. I had to quit while I was ahead, and give the game a couple of months room to breathe. It was one of the most important lessons I had learned with my previous projects, and I&#8217;m still waiting for a good chance to resume working on it.<\/p>\n\n\n\n<hr class=\"wp-block-separator\"\/>\n\n\n\n<p>Well, there we are. State of my projects, April 2020. Each of these has enough material for an entire series of articles to be written on it, and I may do that at some point, to use the games as specific examples for topics I want to talk about. As I&#8217;m writing this, I&#8217;ve had a bit of a game design hiatus due to work these past couple of weeks, but I want to get back to BossRush, seeing as the newest version is different enough from the previous ones that it might just be crazy enough to work.<\/p>\n\n\n\n<p>Until then, I leave you with not one, but multiple songs, one for each of my games  <em>(except IDIOT)<\/em>, as the main songs I associate with developing each of the projects:<\/p>\n\n\n\n<figure class=\"wp-block-embed-youtube aligncenter wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<div class='embed-container'><iframe title=\"Percival - Jomsborg\" width=\"1440\" height=\"1080\" src=\"https:\/\/www.youtube.com\/embed\/942VAnJDyyM?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/div>\n<\/div><figcaption>Realms<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-embed-youtube aligncenter wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<div class='embed-container'><iframe title=\"(Remastered) Dark Souls III Original Soundtrack Full - Slave Knight Gael\" width=\"1920\" height=\"1080\" src=\"https:\/\/www.youtube.com\/embed\/fqQ1Xum8uNI?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/div>\n<\/div><figcaption>BossRush<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-embed-youtube aligncenter wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<div class='embed-container'><iframe title=\"Turbo Knight - Rasengan\" width=\"1920\" height=\"1080\" src=\"https:\/\/www.youtube.com\/embed\/6tHrhzCIyHs?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/div>\n<\/div><figcaption>Arena<\/figcaption><\/figure>\n\n\n\n<figure class=\"wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<div class='embed-container'><iframe title=\"D.Kay &amp; Epsilon - Barcelona (High Contrast Remix)\" width=\"1440\" height=\"1080\" src=\"https:\/\/www.youtube.com\/embed\/QMcZy2FYRxM?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/div>\n<\/div><figcaption>Confluence<\/figcaption><\/figure>\n\n\n\n<p><strong><em>This is InvertedVertex, signing off.<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Sidequest #3, eh? Time for some next-level rambling, cause boy do we have a topic fit for that: my projects! See, while completely shitting on other people&#8217;s work is rude, completely shitting on your own work is actually a good thing. Being &#8220;self-critical&#8221;, whatever that means. Whichever way you spin it, if you have nothing&hellip; <br \/> <a class=\"read-more\" href=\"https:\/\/blog.tabletopdesign.org\/?p=404\">Read more<\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[5,13,3,17],"tags":[8,19],"_links":{"self":[{"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=\/wp\/v2\/posts\/404"}],"collection":[{"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=404"}],"version-history":[{"count":0,"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=\/wp\/v2\/posts\/404\/revisions"}],"wp:attachment":[{"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=404"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=404"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=404"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}