I want to see if I can get this started by next year. Look forward to it: open signups as early as Holiday 2017, first mailing out by Jan 1...
that's the dream. we'll see.
I was thinking about this again today. Some things I'd like to focus on are the joys of physical objects, the joy of receiving things in the mail, and the joy of... anticipation. I, personally, like typing more than I like writing but I do like writing -- the feel of pen or pencil or whatever scratching (or sliding) on paper. I've been thinking about mail-in forms as the primary mode of interaction. I don't know if others get as much enjoyment out of those as I do.
... uh, now, before you call me weird, I need to be clear. Mail-in forms suck because they're always for sucky and boring things. But for interacting with a game, I think that filling out a form with your intentions, with your guesses, would actually be really fun! Consider filling out character sheets, or ticking off boxes in Clue if you ever did that.
And everything that you receive in the mail should be a wonderful physical artifact so that if you're at all inclined to treasure flat paper or card objects, you will be able to treasure it. I can slack a bit on the mail-in form because otherwise you'll be sad to send it right back to me, but every other monthly thing you receive should be a small piece of art, something that feels tangible and solid and keepable.
edit :: It's not something I mentioned at first but, naturally, I want to bury depth in the game. I do it out of habit and responsibility and personal need. Keeping the reports, even a copy of your mail-in form... these things should and will allow you a glimpse at some deeper systems. But I think being able to enjoy the game month-to-month without needing to worry about how many of these deeper systems you understand is actually ideal.
I will make it available here at some point! I’m not sure the best way to do that, as the game is somewhat built for showing at events... But I certainly want it to be accessible to those who want to access it.
I think it has become less deep, but that's for the better... for the environment this game is going to be played at the sessions have to be short! I'll make another deep game eventually >.>
I'm using Unity. I've gone through a lot to get myself into a comfortable place, though, where I mostly deal in 2d pixel stuff and don't need to worry about all the 3d crap and colliders and events I never want to think about :)
It's $$$. Which is, you know, a sort of RL score system.
I'm actually reworking how exactly to display that UI... I think I'd like an icon that represents money but nothing as literal as a $ sign. Currently testing out a solid circle (like a coin)...
I've never been hungry for an extended period of time, and I don't know how that affects a person. Does the pain stop? Does the weakness stop? Or do you just learn to ignore it, live with it?
I said this on twitter too, but... If you're willing to share your experience of being hungry, very hungry, or extremely hungry, I'd love to hear it.
For me: hunger comes in waves, sometimes I don't notice how weak it's making me, and sometimes I can ignore it for quite a long time before I really feel like I have to solve it. I once forgot to eat or drink anything before biking to a restaurant in the morning, and I sort of fainted when I got there. It was fine. It could have been a lot more unpleasant if I hadn't been with my family.
I don't think the bundle works the way I thought it did... I bought the bundle a month or so but I didn't get access to this game when it came out & was added to the bundle.
(The description of your bundle makes me think this was not your intent and you thought
I'd be really interested in a sandboxy mode that lets me play around with weird city compositions a bit more
Which, now that I think about it, may run parallel to a desire to design levels for it...
What's it made in?
You don't need to donate to play the game omg
If it doesn't load it's an itch/browser problem. I can't load any of my itch games when I'm in Chrome Incognito mode, but other people have other problems. Check blocked stuff, try other browsers and settings!
I think the rules are that each colour has a reaction to each other colour:
Red likes green, dislikes red
Blue likes green, likes blue
Green likes green, dislikes red
I think that's all the rules, but I'm not totally sure. Anyway, enjoy!
I don't think I would personally play this game if it was much longer. Although I enjoyed them, levels 5-6 were pushing it a bit -- they didn't offer much different from level 4.
The game is very cute and solid! I liked how trees ended up being a very useful and necessary tool. My gut said they were just gonna be obstacles and I was glad to be wrong.
neat idea! are you planning to revisit/expand this at all? it's pretty hard to read what's going on right now and there are some little ui changes i'd love to see (for clarifying what's going on, but also -- it'd be really nice to have a tiny queue that at least shows what's coming up next so I don't have to think about my next move from scratch every time. i find it pretty mentally taxing!)
Oops, I messed a bunch of stuff up. I set up a system for keeping an in-development & unstable version of fiefs separate from the public-facing one but, silly me, i completely forgot to actually take advantage of it, ha ha ha
This version of fiefs is grossly incomplete, but I have implemented jump code peeking (unlike the passwords of olden times, jump codes are not reset when you look at them... yet. it might be worth making those separate actions.)
One of the largest design changes is that scouty is no longer a separate action & actions don't have their own range score. This may turn out not to be fun? But it makes interacting with the game a lot easier. Hex/node names can take a backseat now.
2016 June 9th -- fiefs has been reset for new hex-based system. currently wondering: should stored lore (information discovered -- in old fiefs lingo, stuff like passwords) be bound to a home node or to some kind of external player account?
2016 June 13th -- droqen # bliss space smoky expand
alright. i'll be implementing & experimenting with node relationships - each node keeps track of how much it "likes" or trusts each adjacent node.
when you jump into a node, it gives you a trust rating based on the node you came from.
naturally, there will be progs that affect these trust ratings! i'm thinking of calling the basic one CHARM, letting you improve your trust rating from afar?
I pretty much have three options here:
Nodes could potentially have "jump ranges" as well that allow you to jump a longer distance -- rather than only letting you jump to adjacent nodes. Most jump ranges would probably be 1-2, and almost always >0. A node with a jump range of 0 could be interesting, though...
RANGE How far away can your target be?
"0" only hits own node; "1" hits adjacent nodes.
AREA What area does this prog cover? (Originally only used for Scouty)
"0" only hits target node; "1" hits target & adjacent nodes.
POWER Effect varies by prog
ACCURACY % chance of success! Calculated separately for each target. I'm thinking low accuracy is most common on progs with AREA > 0, but I could see it appearing on a very weird / powerful single-target prog
COST How much node energy (how many 'moons') it costs to run the prog
SCOUTY Updates the node's internal map with the current state of whatever nodes it hits.
Not sure what information scouty should learn, but there should definitely be timestamps on the map so you know what's out of date!
BREAKR Reduces target's shield by POWER
MINWAL Increases target's shield to POWER if it's less
GETJMP Learn target's jump code // replaces the old prog whose name i forgot, the one that let you reset a password
SETJMP Set target's jump code
I want nodes to feel like bigger places! To encourage that, I'd like for multiple players to claim ownership over a node and to be able to fight over its control. I'm not totally sure how to do that.
Having to log into every node using a password is extremely clunky and awful! Instead, I'm going to define certain nodes as entry nodes, and these ones have master passwords. You can log into an entry node from anywhere.
The only way to log into non-entry nodes is to jump to them from an adjacent node. So I'll call them jump nodes, even though you are allowed to jump into an entry node.
A master password will continue to be something like 'dog erroneous waterfall end'.
A jump code will be one word, or a short number. Something like 'din' or '419'.
Because I've generally been against tracking player accounts, I was having trouble -- I wanted shorter passwords, but I didn't know how to prevent brute force attacks!
Now, it's simple: a brute force attempt will be punished by temporarily blocking the jump path. If you're attempting to guess a node's jump code from an adjacent node, you only get a few guesses -- somewhere between 3 and 10 -- and if you hit that maximum, the destination jump node will block jump access from the source jump node for a period of time.
Alternatively, the punishment can involve your entry node (which are now rarer and more valuable! you really don't want someone getting into your entry node), or some sort of energy cost for attempting a jump (and failing?).