Hi, yeah, that's me. I took it down a while back, but could be convinced to post it again.
J. Walton
Creator of
Recent community posts
Hi Karen! I am the CMU professor who pitched and advised the project, so I'm happy to answer your questions about it. The team members have all graduated from our Masters' program now, so I don't know if they are still following this page.
Unfortunately, only limited excerpts from the newly discovered Liubo bamboo texts have been released so far. Reportedly, the tomb of the Marquis of Haihun (Haihun Hou) -- who was the Han Emperor for a few dozen days, before being deposed -- contains extensive texts on Liubo, but they were misidentified at first (as being about something else) and have not yet been published. So the team did a bunch of research about the new texts, as well as other texts, but ultimately was not able to make as full use of them as we hoped.
If you're interested in their process of recreating the game, they discuss it in this presentation they gave for Generation Analog (an annual online conference run by the journal Analog Game Studies):
https://youtu.be/tuTYT8r6KoA?feature=shared&t=1099
Hi Randy,
Is it cool to make a game focused on a specific future situation -- like my game Miles Below Midnight, about deep-sea mining -- rather than a more general game that explores future scenarios, like Shock: or something in that vein?
Jonathan
That does help a bunch, thanks! So it's almost like the notes are mobile enemies that you try to kill with buttons before they land. That's a really smart way to adapt what GB Studio is designed to do. Seems like the hardest part, then, is writing the script to spawn the notes in line with the music?
This project is incredibly inspirational, as someone who was looking to see how other folks had implemented music games in GB Studio. The art is mind-blowingly good, with some great nods to classic games (Zelda, Warioland, etc.), and the story and gameplay are fun.
Can I ask a couple questions about how you implemented this, especially the music battles? Do the button symbols just drop in rhythm with the bg music (or spawn and then drop)? And then the button presses trigger the failure sound fx (which overrides the music) if you don't hit them correctly?
Yeah, the way you've folded the conversation around positioning and risk into the core move is very clever while still feeling very much like Blades. If you ever want to do a 2-page version, that would be cool, but no pressure! I bet it would be easy to do a downtime thing where the city/NPCs/factions get to make a move for every downtime move the PCs make. And maybe different "playbooks" could get an extra die for specific types of actions or something. But again, that's something individual groups could add on themselves or not. Definitely inspiring.
This game is really astonishingly good. I made a Hotel California-inspired game several years back for a local zine, and so was excited to check out this one. Honestly, I'm super impressed with how creatively and sensitively you hacked Firebrands to achieve this vibe. Now I just have to find a few people to play it with.
Here's my initial pitch, Josh, in case you're worried: "I'm looking at the seeds for the Refraction Jam while listening to Gorillaz's Demon Days, like ya do, and I think I want to make a game about post-apocalyptic planeswalkers, where they're the "Last Living Souls" setting forth from the last bastion, the small empty castle at the end of everything, but "Every Planet We Reach Is Dead," having all suffered some trans-planar apocalypse. But the planeswalkers have some small tiny missions to fulfill before the heat death of the multiverse. Like carrying their teacher's body back to its home plane for burial. Or delivering a letter that will never be received. Or witnessing and writing a poem about the final quadruple sunrise over the now dried-up seas of Esvesier. Things like that. So it's super depressing, but also filled with these tiny moments of meaning and beauty and camaraderie."
I've got a project that's slowly coming together that's inspired by 3+ different seeds (Other Worlds, Southstone, Bury Me in Starlight, maybe a couple others). But I need to get through the end of the academic quarter before I'll have time to finish it up and post it.
I agree that it's a bit confusing to not be able to tell the Stage 1 games from the Stage 2 games.
Yes! But could even be more mundane than that, more like "task resolution" where you're trying to solve a really intractable problem where complications and difficulties arise ("excuses"). Like, imagine the recalcitrant player is the GM portraying some difficult task, like you have to repair a spaceship to escape this planet you've crashlanded on. And every time you think you've got it fixed, something else goes wrong.



















