I was hospitalized for a few days and spent the rest of the week in recovery at home. I needed an extension, and I'm passing that on to you.
The new deadline is the last second of March 14th.
YANFLY has been the gold standard for MV and VX scripts. Here is his MV library.
He now works for Visustella, which has released their own suite for MZ that you can find here.
Update. Did some outlining and talked to my friend and frequent cowriter and graphics design wizard R. Malsin. I also set up the project page.
Hello all!
This year I'm going to try something different - making a sourcebook for the game Valor, based on my existing story Isekai/Online. With it, you should be able to run the same kinds of adventures that the I/O books are about - high anime fantasy action as a counterpoint to the extistential questions brought up by VR tech and isekai stories.
Making a tabletop RPG where you level have a theme of growth isn't hard, nor is it hard to find growth in stories about self-discovery when you become who you pretend to be. So that's covered.
In August, we plan to:
In September, we plan to:
In October, we plan to:
From November-February, we plan to:
From there on, we're going to expand the initial card pool to something around 270 cards, and then and only then start planning to crowdfund for a proper print run.
If you have any questions, comments, or suggestions for this, let us know!
Game Title/URL: Quintessence: Beyond the Watchtowers CCG https://taliaellib.itch.io/quintccg
Pitch/Info: A children's card game inspired by games from the 90's Japanese CCG boom, particularly Duel Masters.
I'd Like Feedback On: How well it plays, how comprehensible the rules are, any rules issues, any broken cards (too good/unplayably bad).
By receiving your critique I will play your game to give feedback!
Game Jam Playtest Edition 0.1
Known issues:
Keyworded Abilities so far:
We have the playtest materials ready!
Come on down, try it out, and please - take video of it, give us feedback. There are known issues with the manual.
For now, we're all taking a break from the hard work, and letting our graphic designer celebrate her birthday today.
After the jam, we iterate.
Update!
Card game fans, could you look over this rulebook and tell me if anything seems not to make sense or is missing?
Read the comments, too, some of those are meant to be in-character asides that will be included in the final rulebook.
We're working on final proxies that we're sending to graphic designer Bii! Once that's done, she'll make playtest-ready cards.
Originally I was going to push for this update yesterday, but, well, it seemed tastless given the circumstances. I gave everyone an extra day, including myself.
Today, I started on the manual and did proxies for both decks, including the new art. I'm passing these on to our graphic artist Bii to turn into more final cards, and will talk with the Strike Engine discord about doing a Tabletop Simulator set for playtesting.
Playtest proxies and rules should be ready sometime in the middle of next week.
Did another proxy deck today, including some art by QV. Keep in mind the frames are a work in progress and not final.
From top to bottom:
Working on the rulebook but this is essentially ready for playtesting next week.
It's presently t-16 hours before the jam and I'm getting things in place to make a children's card game.
Hi, I'm Talia, and I'm one of two game designers for team Quintessence for this jam. Our goal: Make an analogue card game for the jam, starting with two (2) structured starter decks with 15 unique cards each and a game manual, our actual goal for the jam, and expanding outward, first to three (3) additional decks and then to an actual whole set.
By an astonishing coincidence, both of the decks we're using, as well as a third, have a healing subtheme to support huge, multi-HP creatures. That's the theme covered!
This involves a LOT of art, and I'm glad we've got some great artists - QuodVide, Dr. Nemesis, MakioKuta, and Cerise, along with Bii doing layout work.
We'll probably make a Tabletop Simulator mod with the help of Silly Rookie, who made the Strike Engine we're using for the card chassis. We'll be playtesting more or less continuously.
I've got the art document and a rough skeleton of every card in the five starter decks. I've got Magic Set Editor, and am installing the Strike Engine mod.
I think we're ready for this.
Hello all! I'm just curious how many other teams are doing analogue games - that is, traditional board, card, and roleplaying games. Most people doing this jam are making digital games, but there's always a couple of us!
My team is working on a card game inspired by the wave of children's card games from Japan (that's not a Yu-Gi-Oh Abridged joke, those games actually skewed to a younger audience than Magic). I know someone else is doing a TTRPG.
Let's chat about analogue designs!
1. Hi there! What's your name? Want to introduce yourself?
My name is Talia B., and it's a pleasure.
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?
I did 2020 - I skipped last year! I plan to do more tight coordination with my team.
3. What games are your favorites? Did any of them inspire you, or made you want to make your own?
Wing Commander, Final Fantasy 4/5/6/7 and FFL 3, Magic the Gathering, Duel Masters/Kaijudo and VS System are all standout games; I'm drawing inspiration mostly from the latter three.
4. Do you have experience with game development? What did you do/with what engine?
Most of my experience is with Ren'Py and various versions of RPGMaker; I'm a writer, designer, art director and producer.
5. Tell us about something you're passionate about!
I love renaissance history and 'what-ifs' so much that I set my isekai story in a fantasy age of sail where an analogue to Zheng He kicked things off early by starting 'Chinese' sea trade with Africa and the West.
6. What are your goals for this game jam?
I plan to make an analogue card game - or at least two playable decks in it!
7. Any advice to new participants?
Scoping and preproduction is your friend. Know how many assets you need and how many you can fake. Remember, it's a jam: look for a minimum viable product and make that. If you finish early you can always polish and expand it later.
8. What can the admins do to improve your jam experience?
I'm pretty satisfied with what the admins do already, but I am interested in them curating some games from the jam that they thought were worth mentioning!
9. What are some of the past works you've made for the jam? Show off your favorites!
There's Isekai/Online: Beta Test Blues, which I had to strip down to one fight and one conversation tree: on the other hand, actually having it out the door gave me the courage to expand the story into a novel and I'm working on a couple of sequel novels to boot!
10. Got any question suggestions? Let us know for next year!
A question about particular disciplines folks would want to branch into, like art or writing or production!
Thank you for your candor!
It is pretty overwritten right now; this is something we want to address going forward. Right now it's almost all exposition that we can cut down on once the events the characters are alluding to actually happen on screen. I have an idea of how to make it more naturalistic that I'll use for the eventual 2.0 release, which will also help tie it into the hidden variable tracking I implemented but didn't have time to use for path and romance routing; specifically, I was thinking that Deedee should add Ace to her party and go to the individual other party members around camp to address their questions.
All of the bizarre visual stuff is absolutely intentional and I will not be changing it, except possibly to add more animated strangeness. Recall that the entire reason they were going to the temple of Io was because it was glitching out. Having more areas to explore will make that clearer, since only the Temple of Io and some places that are the same level of bitrotted will have the same deliberately misplaced effects.
The tutorial could definitely be more natural and this is another thing to address and rewrite for the 2.0 release.
Presently we are using a more-or-less blank debugging and initialization room for the scrolling text; having it scroll on a parallax background was my intent but it didn't work in this version.
Thank you again!
Added version 1.2.0, which fixes a softlock and adds a tutorial! https://taliaellib.itch.io/isekaionline-beta-test-blues-mfgj-summer-2020-edition/devlog/165360/version-120-the-glory-of-scherzo
A new version that fixes a softlock, and introduces a tutorial, is up! I also took your advice and removed Ace's Compulsion, replacing it with Uncoordinated (for those who don't speak valor, she has an Evasion debuff). https://taliaellib.itch.io/isekaionline-beta-test-blues-mfgj-summer-2020-edition/devlog/165360/version-120-the-glory-of-scherzo
Ah, you encountered a softlock! I've since patched that out, here: https://taliaellib.itch.io/isekaionline-beta-test-blues-mfgj-summer-2020-edition/devlog/165360/version-120-the-glory-of-scherzo
Including Meatball Parade specifically was definitely me meming - specifically, a lot of the MMO specific comedy was inspired by the misadventures of Drakanous, GoldenTot, and their free company NEST in FF14 (links frequently NSFW). I thought you meant a sound effect.
Fun fact: I actually wanted to ask Drak to voice Hikaru, before I realized that I should probably offer Hikaru's voice to someone else for reasons that aren't in the game yet.
Game Title & URL: Isekai Online: Beta Test Blues
Pitch: A proof of concept for an RPG about a party of disaster queers that were translated to another world as their MMO mains, intended to be a pitch for adapting the tabletop game Valor for a future full game with the same characters and setting.
I'd like feedback on:
The game we have is mostly exposition; the fact that the writing carried it anyway is one of our proudest accomplishments, and I'll pass that praise to Hannah.
A better tutorial for the combat system is on the short list of changes on the Road To Being Able To Charge For This. As mentioned, this was an attempt to adapt the tabletop RPG Valor: Heroic Roleplaying to RPGMaker as part of a pitch to license it for I/O, with mixed success (and I'll address that in the postmortem; this is going to have serious post-game changes). If you enjoyed the combat in this, please consider taking a look at the vastly superior source material!
I don't know what you mean by "the meme sound at the end." Could you get me video of what you're talking about? It's possible you encountered a bug, particularly if you weren't on Windows.
Oh, we absolutely plan to expand the plot - first to the actual end of the quest with an epilogue in town, and then backwards to the planned start of the full game.
Played the first level. Have some thoughts:
The good:
The bad:
This is great work for 14 days. Looking forward to further development.
This has potential, but is in way too much of an unfinished state for me to comment on the gameplay. Good to know that you will make chests mean things, and Atk/Def matter. Maybe they could have weapons (+ATK), shields (+DEF), gold (experience) and potions (HP)? Make them need keys to open, so they're a bit of a risk/reward mechanic?
You nailed the GB aesthetic, I love the simplified monster, knight, item and door sprites. Maybe have later levels use more and different music tracks?
These are some very, very good playbooks with great evocative Moves.
Perhaps the weakest basic move in vanilla apoc world (god it feels weird to call Apoc World vanilla) is Act Under Pressure, and there it flew because the rules spelled out that it was 'under pressure,' and not any other circumstance. Consider carefully whether you want to keep it, and if you want to keep it as-is.
I can't really comment on the rest of it because this is in such an unfinished state, but I am very much looking forward to more playbooks and the campaign/situation creation rules.