Just posted the events that I’ll be hosting for the Portland Indie Game Squad‘s 2012 December!
First off, there’s our open-forum general meeting, at which attendees will be having in-person discussion about upcoming events, Global Game Jam 2013, our own projects, and anything else that needs to be brought up indie-games-wise.
The next evening, we’ll be having another boardgame night! Our first one was held last Monday, and everyone had a blast – about 25 people attended and brought about eight games in addition to the selection that The Side Door had already provided, there’s a great food and drink selection at the venue, and Mondays are dead so we almost had the place to ourselves! I also brought my first-person-shooter boardgame – FiercePeg Shootout – which I’ll be testing again at this upcoming boardgame night after having fixed a few mechanics from last week!
The Monday after, we’ll be revisiting The Side Door for our first ever half-jam! I had been considering whether December should entail a PIGSquad-hosted movie night, a pitch party, or a number of other evening-long events, but I was most excited by my idea of a half-jam, which is a scaled-down game jam where participants focus on concept work to bring a game’s basic structure to fruition, exploring gameplay mechanics, concept art, story, mood, scope, and marketing in a more rudimentary brainstorming setting, aiming to come up with a design document rather than a full game. It’ll be a lot less of a time investment, a lot less trouble for me to find a venue, and a lot less technical than a full-fledged jam, so I hope a lot of people of varying skill levels can make it and come up with some awesome game ideas!
See you soon, I guess ;D
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!
I have not been keeping up on this blog like I’ve been meaning to! Luckily, I was super inspired this morning!
But first, past news.
A third Sunday ago (the 17th), I submitted “The Noble Lie” to Attack of the Flix, that monthly awesome impromptu film screening that goes on at the Curious Comedy. Awhile ago, my friend Eric was getting ready for a jazz recital and he wanted me to animate something for him that would play on the projector behind him; in about 6 hours, I whipped something up without prompt, which he used as a backdrop to music that was “composed” only about twelve hours after I sent it to him (most of it was all improv – he [sax] and his guitarist just had a conversation about what key to be in and when, as prompted by the animation). I totally didn’t expect the music to come out the way it did, but I was super pleased, especially due to the fact that it was improv (which I can’t pull off at all). Regarding the animation, I had this idea awhile ago, the semi-point of which was to simplify my work on _Decay. This was a much different experience, though, because I’ve only ever composed imagery to music, and Eric made the music to my imagery instead. I wanted to repeat elements and keep everything as simple as possible so that he could write his performance for the next day as quickly as he needed to, and I wanted to keep focus on his work rather than mine due to the nature of the actual performance. Overall, I’m super stoked that it turned out the way it did! Didn’t win anything at AotF, but I want to do it again soon!
I’ve also been super busy with PIGSquad – in addition to having an Art/Code Night (with around 23 attendees..!) and witnessing Ed test his boardgame prototype for Starship Rex, a bunch of us attended our friend Jeffrey‘s event “Gaming for Social Good.” The purpose of the event was to explore ways in which games/gamers/gamedev can influence a greater good with an emphasis on how games can aid in achieving the goals of nonprofits, and explore we did. If you’re interested in pursuing an event like this, there will be more in the future, and Jeffrey has made a Games for Change Facebook Page to allow people to share their personal explorations and notify others of upcoming Gaming for Social Good type events. I’d personally like to see more specific issues tackled, where nonprofits have more of an idea of what’s going on and gamers are more clued in on the needs of those nonprofits. Should be seeing something like that soon!
So yeah, those are pretty much the big things that are going on right now. I’m currently on a to-do rampage after neeeeding to start up Majora’s Mask. I’m just SUCH a fan of the color scheme and overall graphical quality of that game… I want to make horrible polygonal characters so badly, but I gotta start small. Working on some Space Eulogy and e-mail and design stuff today!