I finally have the full version one of FiercePeg Shootout up on the Fuck This Jam site!
After a few weeks of getting caught up on some other stuff and even getting a chance to playtest FiercePeg Shootout, version one is online in its entirety, cards and all! The last night of the jam, I only had time to type the rulebook and slap it up real quick, but I was able to get a good formatted version of a cards document done and attached today, so now people playing elsewhere have access to the full game minus an immediate board!
I hosted a playtest amongst PIGSquad members at The Side Door on the third Monday of last month, learning a lot about some balance issues including how difficult it is to kill your opponent and how hard it can be to get a flag to spawn. I’ll have version two ready to playtest (as well as online) next week! I feel that the upcoming fixes will be the only huge fundamental backpedaling I’ll be doing for awhile; additional versions of the nearer future will have a lot more to do with adding more of a variety of cards, different types of cards, and maybe implementing a bit of art and story. I’m going to make sure there’s lots of polish before crafting new gameplay modes or adding additional players!
Check to see if there’s a newer version here! Otherwise, if you want to download the rulebook and read a bit of it over, you may do so by clicking here; I’d really appreciate it! I feel that it’s a pretty unique game and that the cards can give you an even more unique way to play turn by turn. Let me know what you think, as well – I’m anxious for feedback!
——The above is an update from 11/30/12. The below is the original blog post from 11/17/12——
Heyo! Just finishing up the rulebook for my Fuck This Jam game “FiercePeg Shootout,” and I need something to link to after I’m able to typeset all of the game’s cards!
The rulebook and game cards will be available via this blog post in the future, but, for now, I’m madly trying to upload the rulebook before the game jam’s 6pm deadline (it’s 5:45pm)!
“Fuck This Jam is a jam centered around the theme of making a game in a genre you hate. Through utter ignorance for conventions and hate for the established rules of a genre, beautiful things will happen.” Been thinking about doing this for awhile. I was super busy organizing things for the Guts for Glory Game Jam and Orycon and thought I might not be able to do it, but that prompt is bitchin’ and I’m more down than ever.
Currently working on mechanics for a first person shooter boardgame. I don’t hate the FPS genre, but I can never get good because of the people that dump so much time into it (knowing everything about the map, about the guns, about a n00b’s typical behavior, etc.). It’s also not a genre that’s especially interesting to me, so I don’t know if I’ll ever get good. I’m realizing now that I’m actually kinda sad that it’s the predominant multiplayer genre.
SO, let’s eradicate that! The premise of this boardgame will be that one must use pure reaction and more widespread reflexes to shoot enemies. Widespread as in using their body’s reactionary abilities from their fingertips to their shoulders.
Working on a peg board (kind of like Battleship) with different colored pegs – colors for enemies, different types of supplies, random special supplies, “nothing,” etc. Player 1 arranges these pegs on the board in any fashion they please while Player 2 is not allowed to look (perhaps working on their own peg board). When Player 1 is done, they place the peg board in front of Player 2, whose eyes are still closed. When Player 2 hears “go,” they have four seconds (arbitrary number so far) to place caps on all of the enemy pegs and remove as many supply pegs as they can. At the end of the four seconds, it’s hands off; any remaining enemies deal damage to them, and any leftover supply pegs are unavailable. That’s the very general premise, at least. I still have to work out a goal/map system, I have some card ideas for random draws as the “special supplies,” and there are some numbers that need to be set.
But damn, I’m excited. This all began last night and ends on the 17th, so I have time to make a nice pegboard (and show it off at an upcoming PIGSquad boardgame night), document my process with video, and get a bit of playtesting in. If this sounds stupid, comment telling me why – otherwise, follow my immediate progress on Twitter, keep coming back to this site for more expanded documentation, and keep watch for my “making of” and “learn to play” videos on YouTube!
Hoo hah, I’m really getting stuff done. Despite my interest in a multitude of extracurriculars, I have so much trouble keeping focused and making sure that I meet my own deadlines. I try to come up with schedules for myself to make sure that I’m on track, and I’ve tried a looot of different things – “work on ____ for 2 hours a day,” “finish ____ by the end of the week,” “complete this to-do list by the end of the day,” “work on ____ until it’s done, then you can work on ____,” etc. Some straight up don’t work and some work for awhile until they start to trail off.
Lately, I’ve approached interests and necessities as a whole, assigning myself a variety of things that I should proooobably do each day and having myself work for a certain amount of hours (almost like a work day). After those hours have passed, I allow myself to really breathe and ignore the possibility that there may be something left for me to do before tomorrow; I mean, I did just spend 8 hours making sure that I’m caught up! Even more relative to a “work day,” weekends are freebies and I take 30-45 minute lunches.
Gatdam, this has really been helping me get to work and get a grip on making sure that I get enough exercise, keeping order and tidiness in work spaces, making sweet delicious progress on projects, and managing stress. I’m more stoked than ever to capitalize on (or get real and withdraw from) so many projects that have been coming for a long time, and I hope everyone enjoys results. Keep an eye out for SCHTUFF.
So I’m still at Orycon 34, and hot damn lil kids are encouraging!
With regards to the Eulogy concept animation slideshow I’m running, I’ve heard “I wanna play this game,” “when will this be a game?,” and “what is this?” plus some ‘ol awe and wonder. When I was first interested in getting people to play the games I still had yet to make, I considered younger demographics paired with “daaaamn, but kids don’ have no moneys.” After those kinds of considerations, I got into actually developing games while keeping marketability in mind, but being around other developers and becoming enveloped in the indie game community has totally changed my outlook on people. I mean, I hang out with way different groups of people, carry out regular conversation differently, and have different relationships with family after having undergone a big bout of interest in the indie game community. It’s just another focus that’s changed my outlook on things.
So, with all of this consideration towards the indie game community – therefore not mainstream players and not younger children – I had kinda lost sight of kids as a demographic. Which is stupid. I mean, kids around 12 and under are easily entertained while still really smart, they’re young enough to trust the game world you’ve created without being too cynical or actively critique-oriented, and they’re willing to keep trying and keep learning. I’ve personally picked up sooooo much from having played games as a child, including vocabulary, inside jokes, ideas, and so many different intuitions and other subconscious… things… It’d be so sick to be responsible for siblings’ inside jokes by having made a game they played together as children or have a kid like your character so much that they drew fan art. And, taking it a step further, what about working other kinds of learning into a game? And what if working really hard to achieve that happy medium is the way to entertain a child, then warrant that a parent buys the game for them? This schtuff’s probably been explored and outlined countless times before, but its importance is really starting to dawn on me.
As game developers now, we could help influence a whole new generation of players if our reach becomes great enough. And if that influence can be reciprocated, developers will know their work is enjoyed. Such an exciting prospect, but damn, reachin’ that reach is a tough one. So we got 1) make game 2) make game entertaining 3) make game influential 4) make game reach other people 5) make game reach the right people 6) make game enthusiasts tell you want they want 7) make game into what enthusiasts want 8) probably some other stuff 9) repeat.
Whoof, exciting stuff.
THIS IS WILL LEWIS REPORTING FROM ORYCON 34 AND I’M HERE AND YEAH YEAH YEAH.
We’re at “Oregon’s Premiere Sci-Fi Convention” with PIGSquad showing off a couple’a projects and having a good ol’ time. We’ve got Eulogy, Rubicon, Mansfield’s Manor, Meta, some prototypes and info on display all weekend; things are going well. I’ve found that kids are the most encouraging at things like this, and they’re really doing well to get gamedevs in gear to consider what their projects need and to admire what they’ve done. A little 4-year-old boy stared at some Eulogy animation loops I had on display for about 5 minutes, smiling and daydreaming. SOYEAH THAT’S GOING WELL.
We also experienced success at the Guts for Glory Game Jam two weekends ago – we worked on the prototype for a resource management game that places the player in the shoes of a community organizer who must manage volunteers, money, and surrounding areas’ enthusiasm regarding the topic of organ donation (since our game is being created for Donate Life Northwest). It’s turn-based with the goal of reducing the organ recipient waiting list to zero, heavily relying on the strategy involved with managing your resources as well as educating the player about the topic from a real-world standpoint as players are exposed to information when training their in-game volunteers. We got pretty far and have some pretty good goals laid out; I was so happy to participate in a jam solely as a project manager (rather than a combination of a couple of different jobs) because I actually got something done. Now, we’re continuing work post-jam to develop a playable demo for Donate Life Northwest, and we’re aiming to have the demo completed by the end of the month!
Regarding other projects, I’ve finally developed a schedule for myself that actually encourages me to get stuff done, so I really feel like I’m on track to make some progress on numerous projects. IT’S SO EXCITING. Look out for some Mother 3 wallpapers, game news, STTG stuff, and other things. I’m, like, goin’ for it.
Phfewew! That is the sound I will make come October first. The third sentence of next month’s Portland Indie Game Squad invite reads, “At this meeting, we’ll be revisiting PIGSquad’s September activities, including the OMSI Mini Maker Faire, XOXO Arcade, the recent Jane McGonigal lecture, the Mechlo/Tonight We Launch chiptune show, the September Art/Code Night, and the Portland Retro Gaming Expo!” That is a lot of stuff for one month.
S’been great, though! Many positive experiences. XOXO Arcade put me in touch with a few indies and their awesomely elusive traveling games (play Joust, BaraBariBall, or Nidhogg if you ever get the chance, as it will probably be the first/last time they’ll even be available for you to play). Disasterpeace performed that evening and we were able to hang out at the arcade afterwards.
That was the same weekend as the OMSI Mini Maker Faire, where PIGSquad had a table featuring numerous members’ projects. We were written up by Geek Dad here and were able to generate lots of interest for local games, chiptune music, games education, and Yono – a collaborative pixel art project currently in its Kickstarter phase! My personal favorite part of the exhibition was PIGSquad’s make-your-own trading cards, which ended up being hilariousss. The event as a whole also went much better than any other exhibition I’ve ever planned; it was a phenomenal experience to work with such organized, enthusiastic, and responsible members. We were pitching each others’ projects, had a great looking setup, and managed to provide something for everyone. Great experience.
And from that, we march forward to the Portland Retro Gaming Expo this coming weekend after a PIGSquad Art/Code Night, where we have more games and game-related projects to show off to a more focused crowd. Got a banner on order and contingency plans at the ready after having experienced our weekend at the OMSI Mini Maker Faire; we’re gonna fly through this one (NOTE: JOKE. WHEN PIGS FLY. Y’KNOW?).
Just uploaded some great chiptune stuff from the Chipworm Birthday House Show this past weekend onto YouTube as well. Watch the below video and click on the YouTube link for two more performances on my channel!
Soyah, damn. Lots of stuff going on; next month seems like it’ll be slow in comparison, though we’re planning a Game Jam and panel discussion that will fit into each other and launch a greater effort to support the game development movement here in Portland. Talkin’ big stuff. I’ll be glad to isolate something like that and sanction it to its own month.