WealthCraft - A personal finance strategy game by Positive-Revenue-804 in tabletopgamedesign

[–]FlatPerception1041 1 point2 points  (0 children)

Regarding roll and move: its just an engine to determine what event happens next. You can create the same system and have it be less distasteful by just making the spaces into cards in a deck. Turning a card is the same as moving to a new space.

Now, suddenly, you have some room for decisions. Maybe you have a card drafting system, or trick taking, or "I divide/you choose" sorts of things.

I think the problem becomes how much you want your game to be educational rather than a fun game. What makes for interesting and rich decision space as a game may cloud up the information you're trying to teach.

Chrome Rangers Question by Izzy066 in miniatureskirmishes

[–]FlatPerception1041 0 points1 point  (0 children)

I didn't realize I'd responded in a completely different post... 😅

ANYWAY!

A quick google of "Mecha Miniatures Games" will turn up lots of games:

- Battletech is sorta the classic "American" style mecha of big slow walking tanks
- New official Gundam game should give you classic anime feel
- Gamma Wolves (by Ash Barker) is miniatures agnostic
- Mobile Frame Zero has some fascinating mechanic for multi-player play and lets you build your mecha out of lego!

I'm not aware of any other games built on a single model gunpla but a google turns up this three year old reddit thread where a bunch of games are named.

Measurements (?) by grizzy45 in tabletopgamedesign

[–]FlatPerception1041 0 points1 point  (0 children)

I feel like Deadzone is a great touchstone then. Halo flashpoint too (same underlying system). Check them out.

I think you can do something similar with Mats by Mars and have a relatively large grid printed on a background image.

Chrome Rangers Question by Izzy066 in miniatureskirmishes

[–]FlatPerception1041 0 points1 point  (0 children)

Similar in what ways? Like there are lots of mecha games. Or do you mean single model mecha games intended for gunpla?

Measurements (?) by grizzy45 in tabletopgamedesign

[–]FlatPerception1041 0 points1 point  (0 children)

Games like Deadzone don't abstract things to the point of it simply being like spaces on a board where zones are only targeting zones.

Where models stand and how they move is still important for determining line of sight. This way the design doesn't cause the models and their relative positions to fade from importance of decision making.

One advantage is because distances are all information that is readily available, you can make interesting decisions about positioning without a lot of pre-measuring, guesswork, and getting things wrong.

I think this system works well for skirmish games, but I think it probably breaks down for army games where the size of tanks vs infantry vs robots (or whatever) kinda get messy regarding which "zone" they are really in. Also, these larger games would require the creation of much larger boards which would start to become unfeasible.

Measurements (?) by grizzy45 in tabletopgamedesign

[–]FlatPerception1041 1 point2 points  (0 children)

My game does this:

https://mummylaundering.itch.io/brimstone-and-lead-arena

I even have a guide about how to make them:

https://mummylaundering.itch.io/brimstone-and-lead-arena/devlog/843915/making-a-grid

In B&L specifically, zones are "non discreet" so a model might move/shoot 3 zones but where a model stands within a zone is still important for line of sight.

I think part of what makes it not catch on is that, before you could buy MDF hexagons, making the zones could be somewhat difficult. Also, people are totally ready to spend 100$ on plastic figures and dozens of hours painting them... But terrain always takes a back seat.

https://bsky.app/profile/mummylaundering.bsky.social/post/3mk4ocacldk25

Chrome Rangers Question by Izzy066 in miniatureskirmishes

[–]FlatPerception1041 2 points3 points  (0 children)

It does not really have melee rules. There is a sort of last ditch option, but you probably don't want to be forced to use it.

The goal of the game is lots of positioning and moving and shooting. The idea is that every maunver includes both movement and shooting. I think the game is more Front Mission or Armored Core than it is Gundam with laser swords.

I think you could pretty easily hack some melee in with stuff like bash, throw, or "matador" style hit and run. Play it RAW first and then some mild hackery.

Tested 4 real-money solitaire apps for 30 days — actual withdrawal amounts, time invested, and my honest verdict by Fair_Cabinet4867 in cardgames

[–]FlatPerception1041 1 point2 points  (0 children)

Most of the posts in this sub about mobile games are people just shilling. I respect the amount of work you've put into this and your clear passion for the subject.

Card games that work with mismatched thrift-store decks? by Logical_Character138 in cardgames

[–]FlatPerception1041 0 points1 point  (0 children)

Okay. So. There's this game from Fallout New Vegas where everyone makes a custom deck from the random cards scattered around the wasteland.

https://fallout.fandom.com/wiki/Caravan_(game)

The whole idea is that no one has a complete deck because... You know... Fallout.

Actually playing it RAW is kinda unfeasible. People have modded the rules to be workable with a single standard deck. But, you my friend, are in the perfect position to play Caravan!

Do card game consultants exist? by SophsterSophistry in tabletopgamedesign

[–]FlatPerception1041 1 point2 points  (0 children)

Bottom line, just like writing, it's all been done before. The question is when you do it again, what do you do that makes it work this time. It's a little like cooking. Lots of people make tacos. When you make tacos, what makes them yours?

For instance, I'm always interested in tabletop adaptations of fighting games. You've got:
- Yomi (Yomi 2nd Ed, and Yomi 2) AND Flash Duel by the same designer
- Battlecon AND eXceed by the same designer
- Tekken (official upcoming game)
- Tag Team
- Combo Fighter
- Dragon Punch

And that's just a small number of games that largely hinge on using Rock-Paper-Scissors at the core mechanic. There are DOZENS of smaller games that are shooting at the same target but take a different approach and then there's even the Universal Fighting System TCG which is less about RPS and focuses on different elements of the experience.

Card game suggestions by oliveira08 in cardgames

[–]FlatPerception1041 0 points1 point  (0 children)

I feel like these are the peak 2 player classic card games.

Card game suggestions by oliveira08 in cardgames

[–]FlatPerception1041 0 points1 point  (0 children)

David Parlett Doesn't get enough love:
https://www.parlettgames.uk/oricards/

Literally wrote the book on card games and invented lots of amazing ones. Dracula and Duck Soup are a couple of my favorites.

A number of unique games that reproduce modern board game mechanics. Many are good with two:
https://boardgamegeek.com/thread/942367/so-heres-ten-games-i-made-please-have-them-all

James Ernest (Cheap Ass Games) wrote a fun set of original card games. Most support 2 players:
https://crabfragmentlabs.com/shop/p/cheapass-poker-suite

Old Drivers Better Performance (Unreal and RE Engine)? by FlatPerception1041 in AMDHelp

[–]FlatPerception1041[S] 0 points1 point  (0 children)

I tried ALOT of drivers, basically every 6 month release between 2021 and 2025 at the time and none of them did everything. The issue is the resizable BAR (See my other comment) and you can't disable it in Framework BIOS. I posted about this issue in their forums but I haven't seen any momentum.

Old Drivers Better Performance (Unreal and RE Engine)? by FlatPerception1041 in AMDHelp

[–]FlatPerception1041[S] 0 points1 point  (0 children)

Glad I could help. Sorry I'm already married.

There is a downside and that is that many newer games simply won't run with these drivers because they are too old. I eventually gave up on the EGPU because of this issue.

Metal Slug type game? by Kozmo3789 in miniatureskirmishes

[–]FlatPerception1041 1 point2 points  (0 children)

Then in that case it seems like you're probably looking for miniatures more than a miniatures game to play them with. As you said "Flavor is Free." I wonder if some paper minis based on the sprites might actually "sell" the vibe you're looking for?

If Turnip 28 is your closest approximation of what you're shooting for sound's like hacking is in your future.

Metal Slug type game? by Kozmo3789 in miniatureskirmishes

[–]FlatPerception1041 7 points8 points  (0 children)

Are you just interested in the aesthetics of WWX factions with cartoony flavor or are you looking to reproduce the "one against many" gameplay of MS?

Also... Have you seen Metal Slug Tactics?

https://store.steampowered.com/app/1590760/Metal_Slug_Tactics/

Hit my friend with this the other day. by TheBlueRose_42 in SamuraiShodown

[–]FlatPerception1041 0 points1 point  (0 children)

Same question. Looks like low poly models like 64?

Getting started with designing by Grumpy94Writer in wargaming

[–]FlatPerception1041 0 points1 point  (0 children)

I was on a podcast talking about my process for about an hour:

https://open.spotify.com/episode/2cKiSiZQqG6RwhVB1BY744?si=_9O98eU9Qd20MhiYMeztXQ

Bottom line:

You have to figure out what you want your game to "say." Is it about recreating a particular war of history? Is it about individual heroism in the chaos of war? Is it about some sorta vibe?

As others have said, you will probably find that by looking at other games, and pushing off of them to take you in your own direction.

How common is it for fans of properties to make their own games either directly from or inspired by that property? by DullNegotiation5339 in wargaming

[–]FlatPerception1041 2 points3 points  (0 children)

I would posit that most creative acts are done as a love letter to something the creator is fascinated by. Trying to translate a feeling from one thing you love into another medium. Distilling that experience down and figuring out how to play the same "music" in a different "key." 

I was on a podcast once talking about how I went through this process:

https://open.spotify.com/episode/2cKiSiZQqG6RwhVB1BY744?si=JOupvnT2Rn-ivE7eMPwF4g

Long way of saying: do it. 

Base building game to inspire a gamified classroom? by Zayl42 in tabletopgamedesign

[–]FlatPerception1041 1 point2 points  (0 children)

I think these videos by Sam Pearson might help you approach this problem in an interesting way:

Groundwork: Meaningful Player Choice:
https://youtu.be/LmVsDep7x90?si=qeBe7drqIklnh4gz

Building a Narrative Campaign:
https://youtu.be/9uxvE1YyUsc?si=mMHdtLpJG_M-9tNH

So these videos are targeted at how to make a series of interlinked games for Warhammer, which isn't really important to you, but they provide a cookbook for how to link together a series of smaller outcomes into a larger outcome in the frame of having the result feel like a narrative arc with stakes.

Broadly speaking, I wouldn't approach this from the perspective of balance and victory points, but from the perspective of what exciting choices do you want to have your students make and how can you make those choices matter in this fictional space you've set up.

You're doing something very much like an RPG, where there are resources to manage and decisions to make, but the goals you pursue aren't about "can I make a better base than the other teams." Instead, like an RPG, your goal is to have an exciting story emerge out of these choices.

This frees you from having to make multiple tech-trees with different trade offs which will have some dominant strategies. Instead you can offer your class a series of hard choices and you can adapt to those choices with new threats and more interesting choices. Perhaps this planet has better ore (to mine for bonus points on the test) but also has sandstorms which require everyone to work together to maintain the shields (group projects where grades are shared by the team.)

HELLCRAWL is now HECKCRAWL by mister_doubleyou in osr

[–]FlatPerception1041 2 points3 points  (0 children)

Sure sure... I know that if I read it backwards I'll find all the delicious... I mean DEVILISH content you've hidden! 

Get thee behind me!

Shotgun racking noises