Hey there, haven’t heard from me here in a bit, right? Last weekend I quietly pushed alpha 1.2 to the site, and today I’m releasing alpha 1.3. You can find it here, as usual. There’s a changelog there and everything, too. Pretty cool, right? Notable update is a reworked approach to the Robo powers, and a lot of tweaked text to clarify and simplify game flow.
Anyway I have new voice work trickling in for the upcoming Kickstarter video, and I’m super excited to see how it all comes together.
I’ve released a major new update to the Gattai playtest rules, silently added yesterday afternoon. This also includes an actual dump of details over on the product page here, too. You can find the new page and the new rules update Right Over Here. The current Changelog is below:
- typos corrected
- early sections reorganized
- character creation process restructured, expanded
- robo-summoning clarified
- robo drawbacks added
- base robo techs removed (new customizable power system pending)
- locations and collateral added
- tarry mechanic added
First and foremost: I’m excited the site is working again! I had a number of technical difficulties over the last month, but after jamming away at them over the last couple of nights, I believe I have everything back in working order.
I’m exited to say that Cannibal Contagion is now fully converted to Markdown and committed to Github. That took longer than I wanted it to, but a lot of distractions got in the way. This was quite a fun learning experience, and the format-conversion process greatly helped me refine my current design method. Check it out here!
I’ve also recently dusted off another old game of mine that I’d totally forgotten about. After a few new tweaks, I’m giving Don’t Die another shot for public playtesting. It’s a “Disaster Action Movie” fast-paced survival-focused RPG, which runs for three or more players and doesn’t need a GM (although it’s possible to run with one, if desired). I’ve uploaded the newest playtest docs, and you can download them here.
I’m also ridiculously excited to once again be running more playtests of both the upcoming Savage Motobushido game setting and my own in-progress Gattaibushido. I started writing up a super huge playtest report of the recent Gattai session but then the site crashed and I lost it. So I’m hoping to get that back out there sometime soon, but it’s taking time to sort through the leftover ashes of this new phoenix.
Anyway that’s all for now. I’ll leave you with some concept art for the new game!
I’ve been experiencing aggravations with this site and the web host for a month now, and am in the process of a theme and security overhaul, possibly also moving to a new host (haven’t decided yet). Don’t mind the mess and occasional formatting oddities for the time being. Thanks.
I was on vacation last week, so this week’s post is a catch-up. And of course, the first thing on my list of excitement is vacation! Yesterday was my first day back at the daily grind following a lovely week-long outing at the Oregon Coast, for our 6th annual “F.o.R.R.” (it’s an in-joke) Beach House party. I am glad to have been able to spend a quality week in the company of some of my favorite people, both old friends and new, and better yet have most of that time occupied with an amazing view of the Pacific Ocean.
In case you weren’t aware, last Friday saw the release of Netflix’s brand new Voltron: Legendary Defender series, which I have already binge-watched twice through and am planning a third for the coming weekend. Dreamworks did a bang-up job with this one, and I daresay my squeals of glee while watching it at the beach house this weekend were a bit contagious. I’m not going to spoil anything about it, as I do hope you all will take the time to watch it for yourself.
…and of course when you’re done watching, you should then go playtest Gattaibushido and let me know what you think! If you haven’t been following along, I released the first pre-alpha public playtest document last Thursday, just before heading out the door to the Coast. I can use all the feedback I can get on it, so as to shape it into a better project. Give it a read, maybe try some rounds of play, and let me know what you think. It is in fact doubly helpful for me right now, as I’m also developing that other Motobushido-hack alongside it, just a little game about kung-fu hamsters or something like that…
Over the past couple days of post-beach relaxation, I have become entrenched in the RPGMaker MV program, and am toying with the idea of making some games with it. My only previous videogame-making experience was with mods for both the old Unlimited Adventures and then later Neverwinter Nights games, and a little bit of modding for Shadowrun Returns as well. But so far this interface is quite easy to tool with, and I do very much love me some old school JRPGs. Plus a number of really awesome non-standard RPGMaker games over the years have really impressed me, so I’m hoping that if I do ultimately decide to do something with it, I can maybe create something pretty neato. Maybe a Gattai companion game, or something entirely different.
In fact, it’s time to play with it some more right now. Happy weekend, everyone!