The last couple of games were both brutal massacres with over a dozen deaths. They were both close games that went to sudden death, and they both ended with the usual result of Chantelle claiming victory over all of her colleagues. Whether it is by coming back from last place to clinch victory in sudden death or by pulling off daring escape moves and killing two opponents in a single turn, she certainly seems to have things figured out with her dominant strategy of ‘rolling exactly what she needs’. Commiserations go out to unlucky Joe, Rew and Ben who narrowly missed out on victory after playing good matches.
So we have played the game a lot. To the point that all the pieces are getting a little dog eared. The good news is that everyone is still enjoying it. The bad news it that the digital version is still waiting to get under way properly. We also have to decide on which platforms we should push the game, and which game modes to allow into the first version. Until then, we have to finish BOOMBA! and complete some work for a client we like.
Something is bound to happen at some point. See you then.
We had to halt development on the video game for a few weeks as we were moving office and now have some pretty tightly scheduled contract work that needs done. We did however manage to play a game every Friday and iron out the rules a bit more. We also managed to try out a couple of new game modes.
Tragically we also lost one of the development team as he was swallowed by the darkness forever, or perhaps he just had to go back to France. One thing that definitely didn’t change was the person who won. Chantelle did in fact win 3 out of the last four games. Apparently she has been banned from several board games previously. I think she said something about rigging dice being the reason.
The next stage now is for me to write up the final rules and build up the design doc properly. A difficult task given the companies current workload.
Having said all that I am really eager to get into actual production with this game. It’s a great project and a open door into a while fantasy world that could create some really awesome games.
Here’s a pic of another of the game characters before I go on about the game we played.
This week we had everyone playing. 9 people in total divided into 4 teams and a DM. It was also the first time we had played head hunter. The objective of which is to collect a head from each of the other teams. Whether you kill them or not is irrelevant as long as you pick up their head. Perhaps a little gruesome but this is a game of death, death and more death.
There were people disintegrated by golems, people absorbed by shadows, people falling to their doom and people cut down by other players. By other players I mostly mean Chantelle of course. With Andy backing her up using mechanical abilities Chantelle cut a swath through all opposition. There were several points when she was in imminent danger but each time either her opponent failed to get an adequate roll despite the odds being in their favor(Samy and Thibaud more humorously than most), or Andy used his mechanical ability to place her feet back onto solid ground. So with two kills plus a snatch and run, Andy and Chantelle were victorious, Samy and Joe were left screaming for bloody vengeance, Fee and Thibaud were stuck hanging on by the tips of there fingers, and Rew and Ben were left to just admire their rather large collection of magic gems.
So As Chantelle swiped the last head off the floor in front of Ben’s nose she was asked about stealing victory rather than getting the kill herself. She simply retorted
“I don’t always have to bloody my sword!”
We might just have a game soon where everyone has to hunt down Chantelle.
This week saw us playing a game of Living dungeon earlier than usual on the Friday. It was a pretty epic affair with 7 players (Myself as GM and 3 teams of 2). The objective was escape and the players were soon at each others throats in an effort to give their team [...]
We didn’t manage to play a game this week. Our engine has some kind of sneaky memory leak and those who were not working on that were busy working to finish our smaller self published title BOOMBA! That is nearing the end now and while I’ve thoroughly enjoyed making it and playing it I’ll be glad [...]
After the destructive testing that was performed last week there was a return to simplicity. Contextual rules were removed and replaced by constant ones. Additionally the skillsets were given some extra power. This made the game extremely violent and aggressive, especially given that the objective was assassination. Despite a little awkwardness with spawn points which [...]
The original plan this week was to do a large game and start at 1530. Unfortunately other project obligations kept everyone busy until almost 1700. That meant if we started the game it would likely take us until 2000 before we finished. Assuming people wanted to go home or simply didn’t want their cars impounded, [...]
Admittedly artwork has been slow to really get going on the project as we have to make our contract work a priority. That’s life and realistically it’s only fair to the client. Thankfully code between our contract work and the living dungeon is shared. So progress on that side of things is coming along nicely. [...]
There has been very little happening on the art front this week. Thankfully contract work ties into this game via a shared code foundation and that has been progressing well. Of course, since that is all texture pipeline stuff and various small engine components, we have nothing to show for it really. Lots of these [...]
More of a 3b entry really. As I mentioned in diary 3 there is a recording of the character getting painted. It’s now uploaded and has some babbling over the top of it. We might do more of these but let us know how you’d like to see the format evolve. Should we say more [...]