file:~/Workspace/modules/scad-paths/src/main/scad_paths/core.clj::if (= (ffirst models) :points
- To like the lightning https://en.wikipedia.org/wiki/Terra_Ignota
I’m trying to think a little about the “feeling” of Ascension. On the one hand it’s obviously about power, influence, dominance, etc.. That’s great, but I wonder if we can also bring a little bit more subtlety and add twist. I think connecting to history will help in this regard. Maybe you think it’s about power/influence/etc. but maybe it’s also something a little deeper and a little more timeless. It could feel somehow ineluctable in a way that points to some deeper truth.
You could also try to communicate something about the banality of evil, perhaps? Like what appears to be evil actually isn’t. Maybe it’s possible to gain by better understanding the true motives of other characters in a way that helps you understand where they’re coming from. Maybe there’s some you could model misunderstanding and miscommunication. Can we make characters feel misunderstood? Again it would be really cool if it connected to history somehow. Players see the good in their characters somehow asymmetrically. This starts to get at the banality aspect of evil.
- Straw bale wall construction
http://monumentmasonry.com/masonry-news/straw-bale-blunders-and-errors/straw-bale/
We could consider using blokcly as a builder interface. There’s also a thin Clojure wrapper called blockoid. Could use as interface for creating layouts perhaps, if not everything. See also clj-tiles and the demo.
I want to create a place can play simple games and talk, like a family living room. A place where anyone can make a little game to play with their fiends and family. A place to relax.
Chase small rewards everyday. Make sure you’re solving problems at a daily rate. Never go more than a day without solving at least one problem. Recognize your limits
There’s a rambly but maybe interesting discussion here. Here’s a tidbit:
Brandon: In regards to your first printed game, Go Fish Fitness, how long did it take you to make it?
Garret: From concept to fulfillment, 10 months…
- 1 month to finalize the initial design and prototype
- 2 weeks to contact and come to an agreement with an artist
- 1 month of vacation (he was on vacation, my wife and I were welcoming our most recent child into the world)
- 2.5 months to complete and finalize the artwork
- 1.5 months to prepare the print files, finalize the box art, and print sample production copies
- 1 month to prepare for the Kickstarter.
- 1 month to run the Kickstarter.
- 1.5 months to manufacture and distribute
- Core Engine: minimum et of rules.
- Mechanics: Constraints that create obstacles.
- Rules: Regulate how mechanics are implemented (???) Meta mechanics? Principles?
- Internal Narrative: rags to riches, etc.
- External Narrative: sales pitch.
https://brandonthegamedev.com/start-to-finish-publish-and-sell-your-first-board-game/
https://boardgamedesigncourse.com/advice-i-wish-i-had-when-i-was-working-on-my-first-game/
Take Away:
- Share your idea
- Show it to people! (feedback)
- playtesters!
- Work consistently!
- Don’t worry about the first game!
- This may mean that your first game is just an expansion or knockoff of an existing game.
- It’s good to have a portfolio demonstrating progression anyway
From the comments:
- Know why you are making the game.
- Should we be trying to make money? Why not exactly?
- GTIN (US) or EAN (Europe) Can be found at this website: https://www.gs1.org/standards/get-barcodes
2.