Jan. 20, 2018
IT'S POSTED. It's missing a good deal of content. But it is up there. Little victories.
Jan. 19, 2018
Well, in a very convenient turn of events, after losing most of the time to sick days, my scanner is broken. There goes my "all physical assets" plan. I'll type up what I have for the rules as a .TXT
because if I try to make it anything else I'll overthink the presentation and upload that. Again, I will be finishing this, just not in the span of the game jam.
Jan. 13, 2018
So I was sick, as said previously. I then spent a good part of yesterday recovering from some UNRELATED stuff, whoops, but GUESS WHO FINALLY GOT SOME WORK DONE AGAIN THIS MORNING. (Me.)
I've written up part of a draft of the rulebook (very final, I know). But hey, it's something! Now I have things written down that I did not previously.
It's looking like what I publish for the jam is going to be incomplete, and if that's the case, I will be updating it after the jam ends to get it into a playable (or, dare I dream, polished) state. Y'all can follow me or add In Memoriam to a collection once it's up if you want to see my after-jam edits; I might announce it on the Discord as well.
Jan. 10, 2018
Welp, being sick got to me more than I thought it was going to; I've spent a lot of time on the couch, not so much working on the game. Hopefully tomorrow I'll be feeling better.
Some PbtA games do and some don't, so it's a good question! GM PbtA works pretty much how you'd think, generally, but I'll be doing GMless. Avery Alder has some good (free!) examples of GMless PbtA in the form of Perfect, Unrevised and Dream Askew. (The PDFs credit her by a different name; she's since changed it.)
The Law players from PU and the Psychic Maelstrom/Society Intact/etc from DA resemble the Lost Love/Memento/etc I have in mind.
Note that these games are not exactly like mine is going to be, lol!
Jan. 6, 2018
No pictures today; I woke up exhausted and most of the work I get done before bed will probably be doodling art assets later.
To make something clear, when I talk about "winning" in this game, it's mostly shorthand? I mean, in the "competitive" version of the game, 3/4 of the players are going to "win" equally. I mean, they achieve the condition that removes their character from the game in a positive way story-wise... but that's a bit unwieldy. I want "losing" to be less about competition and more about character development. Being a ghost is hard, and it's not always happy.
In the meantime, more about the side roles:
I am not a game designer (if that wasn't immediately obvious), so questions, feedback, and whatnot are appreciated.
Jan. 5, 2018
Aw, y'all are sweet.
Today I got some of the basics down for the character sheet -- I'm using playbooks, but this is only intended to be a single-session game, so the term doesn't feel like it fits when they're just half a page.
The final version will be in pen, but pencil works for now.
Stats I have in mind (may be renamed):
My thought is that there will be four playbooks for the jam version, differentiated by their dying wish (again, may be renamed):
Now, these goals don't have much in common with each other. How is anyone supposed to progress?
Here's how: everyone also plays a side role for another player, and those interactions facilitate progress. There may also be opportunities to progress by interacting with other ghosts; who's to say at this point.
Nice town design! Don't forget that games like Pokemon -- which often have houses that are identical inside -- can still be really well-made, so there's no harm in simplifying things for yourself.
The idea of attacks being puzzles is really interesting! Don't worry if your game is just a prototype; my turn-based RPG from Winter 2017 had very little content, and I was doing that in GM, too. As long as you post something by the end, you've completed the jam, and you can always go back and add more content afterwards.
This is a nifty concept; it really feels like you're bringing a lot of things together. I also appreciate that there's an endgame -- infinite clickers can get boring when you know all that's going to happen is numbers keep going up.
Yeah, that's the thing, I'm not really sure how I'd go about equalizing it. People like what looks flashy, or what their friends are doing, etc. etc. There's always going to be SOME inequality of attention, but maybe... suggesting that people review the games they've tried out? The playtesting thread was the only way I knew people were playing mine.
Ugh, yeah, I have a feeling it was a stranger with time on their hands, but if it comes up again, I'll let you know.
Hi there! I'm Innes and this is my devlog!
!!! HEADS UP: as this is a game about ghosts, there will be discussion of death (no pictures of gore or corpses, I promise), so if that is a problem for you, please read no further.
You are a ghost, and you know a few things about yourself. All the other players are also ghosts. Each ghost is trying to fulfill a dying wish (getting revenge on someone who wronged them, learning how they died, etc.). Once a ghost fulfills their dying wish, they move on to the afterlife. Your goal is to NOT be the last ghost left in the land of the living.
In Memoriam is being created with 100% physical assets -- that is, pen and paper. The submitted game, and any future versions, will be available as a print-and-play PDF. While I'm reluctant to start immediately labeling it, it's closest in concept to a tabletop RPG, where you take on the role of a character and act out their adventures. If dice are involved, they'll be math-light. There will be character sheets.
It is not:
It shares some DNA with games Powered by the Apocalypse; look there for a better idea of how this game may operate.
These two goals are connected, so I'll be working on them in tandem at times.
Feel free to ask me questions or check out my Trello!
EDIT: clarified the "platform" section, as not everyone is familiar with how tabletop games operate.
1. Hi there! What's your name? Want to introduce yourself?
I'm Innes, hi!
2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?
No, but I participated in Winter 2017. I want to be better about documenting my work and interacting with other jammers.
3. What games are your favorites? Did any of them inspire you, or made you want to make your own?
I like a lot of games! The MMO Glitch is a pretty big inspiration to me. I also like the Sims series and Sufficiently Advanced, as well as the works of Christine Love, Avery Alder, and Porpentine.
4. Do you have experience with game development? What did you do/with what engine?
I've made complete if small games in Twine and prototypes in Construct 2, Unreal Engine 4, Ren'Py, GameMaker Studio, and RPGMaker VX Ace. The only work available online at the moment is my previous jam game, which you can see on my profile.
5. Tell us about something you're passionate about!
How implementation of game mechanics can influence the narrative they present. Stopping there because I can quickly go into essays about that, but feel free to DM me about it on Discord or something.
6. What are your goals for this game jam?
7. Any advice to new jammers (if you're a veteran)?
Get something done and write about it every day, if feasible. This will help you keep a rhythm. Also, talk to other people about their games! Ask them questions; tell them what you like.
8. If you're a returning jammer, what can the admins do to improve your jam experience?
Encourage participants to comment on each other's devlogs more. The amount of attention a given game received was highly variable, even if it ended up with a finished demo, and it could feel isolating.
Also, stress constructive feedback and what that means; the only comment I got on my demo itself was half backhanded compliment and half arbitrary complaint, couched in polite language, and none of it was actionable. (So I deleted it.)
This game was interesting, but I'm not really sure how to progress (is the goal to have enough hormones to fill the chart? do hormones affect gameplay?) and because of that I'm not sure if I hit the end of the content or if I just don't know how to move on.
At higher resolutions, the conversation elements and hormone menu are so tiny I can barely see them. The difficulty is compounded by the color scheme. It's been listed as high contrast, but with my eye problems, the green in the conversation menu is illegible, especially on a moving background.
Thank you for the feedback! I was thinking the fight seemed a little too long.
You weren't missing any tactics; I didn't have time to code them. One attack does 1 damage and the other does 2 damage. :P