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It’s been a ridiculously slow and busy week for me at the real job, and I haven’t had time to really dig into much personal excitement aside from one particularly big piece of news: Gattaibushido is coming along quite nicely! At least the first playtest draft, that is. I’m still aiming for a release date on June 9th, although if things keep moving along like they have been, I could even have it out the weekend before. As previously mentioned, I’ve pushed out another update to the Cannibal Contagion markdown conversion over on GitHub, but I think I’ll be putting the rest of that on hold until I have finished the current work on the GB playtest.
Really that’s all I got today. Not much variety, but it’s a big one for me. Full steam ahead!
And to close things off, how about a preview of things to come?
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I’ve completed conversion of the first big section of the Cannibal Contagion game rules, and pushed them out to GitHub. This is taking longer than I expected, especially given my greater focus on the gattai project. But it’s steadily getting churned out, and I hope to have the Markdown-converted book finally out in full by the end of May.
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With this post I’m bringing back an old positivity exercise I used to practice, with the hope of using it as an ongoing tool for inspiration. So let’s talk about some things that I’m currently excited about!
First off, I’ll be spending this weekend at the third annual occurrence of the PDXAGE (Portland Analog Gaming Event) convention. PDXAGE is the newest convention-style event here in the Portland metro area, and is growing every year. While it’s mostly board-and-card game focused, there’s a growing RPG section and I’m happy to be a part of it. I’ll have a few of our CelStyle games with me to demo, as well as a fresh printed copy of Beyond the Wall for anyone interested in a pickup game. I’m really excited to see more gaming cons taking root in this city, so come check it out this weekend!
Speaking of CelStyle, the old website for our anime-inspired design collective either got hacked or got swiped, I’m not entirely sure of the details. I’m not excited about that at all, but I am pretty excited about taking the old site and starting something new. Look forward to a new site, a new domain, and a renewed stream of content in the coming weeks and more. Read More »
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When I finally started working on converting these two titles, it was initially quite daunting for the simple fact that all of my more recent edits to the text had been done directly in the InDesign files post-publishing. The initial design documents (written in MS Word) were long since abandoned after the text and image placements had been finalized. And converting from either the .indd or final .pdf files seemed to be impossible… at first.
Thankfully, a nifty combination of cross-tool conversions finally made the process significantly easier for me. The flow was: Indesign -> Export as Epub -> Open in Calibre -> Convert to Docx -> Open in Pandoc -> Convert to Markdown. The end result was a significantly easier to work with .md conversion, with close to 75% of the work already done for me (as opposed to about 20% or so when converted to HTML or XML instead). There’s still a good backlog of search-and-replace jobs needing to be finished, but the docs are coming along a whole lot quicker than I had forecast. Anyway, I’m still working on them, one at a time. Cannibal Contagion will come first, followed by Motobushido. And who knows, maybe I’ll put up some of the updated revised texts too, once this all gets completed.
For now, I’ve at least got Part 1 of Cannibal Contagion live in the ‘hub. The remainder is still in the works, but coming along nicely.
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In the past week or so I have started an initiative to get all of my main game design files pushed into a functional version control system. Historically I have been absolutely terrible at organizing and maintaining my design notes, and this is made even worse by my tendency to step away from a project for weeks, even months, thanks to– SQUIRREL! It frequently gets to the point that I forget why I made any particular set of changes to an ongoing design, and often that leads to me just starting fresh again with a whole new take – I believe I rewrote the core of Motobushido four times from scratch, due to losing my place in a design doc.
Since I work so heavily with it in my Real Actual Day Job (TM), git (and more specifically, GitHub) seemed like the obvious decision for enforcing this version control. Git seems to be the way of the future, and game design really isn’t all that much different than code, right? Plus, given my prior decision to release a free “Frugal Digital Edition” (example) of every new game I create, GitHub specifically will allow me to release these things publicly and get open feedback, and maybe even some suggestions for direct text improvements.
I’m kicking off this project with an official public Markdown-converted release of my older free game QuadRPG, which you can now find at this GitHub repo. I’ve had a lot of fun running this game, and it’s been given away at every Gamestorm since 2008 or so. I haven’t touched it in a while, and the PDF I’ve been hosting is pretty ancient, so I gave it a bit of polish and released it on GitHub, the first of several more to come. I’ve been considering writing a greater article on my developing multi-device, multi-repo work flow, and that might make it to this page in the coming days. For now, though, I’m going to first focus on converting as many of my current and previous game design projects to git repos, and I imagine most of them will get published for public consumption in a similar manner.
Next up will likely be my old “KnownWorld” fan hack for old school Palladium RPG. I’ve had a number of people email me to request copies, and figure this will be the best way to get it out of my hands and into yours.
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I rarely ever post here anymore these days (G+ is my current platform of choice for most blogging), but I feel the need to share this one. It’s a great write-up on the Motobushido game, from a recent convention in California. Rubber side down, mate!