Note: When I refer to a trait in a game I tend to capitalize it. I don’t know why. It just helps me to keep things organized in my head while I write.
I have been dealing with a major case of writer’s block with the SinisterForces project. My answer has been to focus on the mechanics part of the game. The result was a spreadsheet that I converted into an
One of my biggest mistakes has been trying to design a game with Fudge. No, I’m not saying that Fudge is a bad choice for designing games with. In fact, Fudge is an excellent choice for designing games with. My mistake is that I jumped right into trying to design the “ULTIMATE RPG!!” gaming geek wet dream of a system.
That just doesn’t exist. Maybe for you, but not for me
I switched to a new hosting service and the site is now so much easier to manage! I’ve been able to add add-ons to the SMF forum software that I use with far less problems (check out the new blogs section). Now that the issues that I was having with the site have been resolved I have been much more focused on the content.
In other words, I have been
Well I switched the forum software to the Simple Machines Forum software and I am much happier with it. I’ve been posting my ideas to boards that I have created solely for this game design. I’m hoping to generate some discussions soon with my ideas, and more importantly to start hearing the ideas of others. Want to get invlolved? Join the forum!
The wiki is still down. My hosting service
Big news! I’ve recruited four volunteers to help me get the first SinisterForces product out there! Also, I am negotiating terms with Phil from GM4Hire to be the project manager for this pilot product: a tribute to TSR’s Top Secret /S.I. RPG. Phil is a professional project manager for his day job, and I look forward to working with him and all of the team members (I’m going to
So I’m revising my outline for SinisterForces and not changing anything. Instead I’m cutting back on what I wanted to do with the game, or at least shortening what I’ve decided to keep. I don’t want to go back to the drawing board, because I’ve been down that road and you just find yourself in an endless loop. This is different, because I’m stripping the system down to what makes
So a friend of mine is starting a GM consulting business (more of a hobby really, because he isn’t expecting to make much money and really just likes doing this sort of stuff), and I’m considering enlisting his services as he is a project manager in real life.
You see, I’ve come to conclusion that I’m not going to finish SinisterForces on my own. I need help, and I need it
I thought that my professional life would settle down following my last big project, and it actually ramped up. Arggghhhh!!!
Enough whining though, as I’ll just have to adjust and get back on track with writing every day and keeping this blog up to date.
In trying to get onto a regular game design schedule again I’ve reviewed all of my current Fudge projects:
- SinisterForces – The Game: Things came to a halt
Last week my company moved the corporate headquarters data center. I designed the move, so I was a key player in every part of the project. I worked a couple of all-nighters, and counted up my hours for the week at 90+. Needless to say, I didn’t have the time to work on SinisterForces (or be with my family, or workout, or sleep, etc.). I’ve done data center moves before
SinisterForces is supposed to be filtered version of the Fudge system. That is it. No more, and no less.
Fudge is a great game designer’s kit, but in my opinion it is not a game itself. It isn’t even a game engine. It is a collection of parts and tools from which both games and game engines are built. You build games using Fudge instead of playing a game called Fudge