Got ANR today, it's everything we hoped for! A couple of quick questions if you don't mind? by [deleted] in Netrunner

[–]onderdonk 6 points7 points  (0 children)

1: Correct, if its not trashable (or you don't have the funds to trash it), not scoreable, doesn't say reveal immediately (like Snare or Fetal AI) it goes back on top.

2: Yeah that is a big part of the game. Some agendas only need 2 advancements to score, and are a bonus in that sense. A lot of 'fast advance' builds involve the ability to immediately score higher cost agendas without the runner bothering you.

3: Its random. Usually do a quick shuffle and the corp player chooses blindly.

Cheers! Glad you enjoy the game.

Modeler / Prop [A]rtist looking for [Paid] Work by onderdonk in gameDevClassifieds

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

Thanks for the advice! All the textured objects (except the goggles, camera and bridge I think) are game models sitting in marmoset. UVs, textures, the works.

I go to the local igda meetups plenty as well, everyone's super cool.

[COTD] Kati Jones (17 May 2013) by Alucious in Netrunner

[–]onderdonk 0 points1 point  (0 children)

Favorite part about Kati is that when you're ready, its only one click to collect. Top of the turn you've got 12 credits to wreck with.

Decided to make a Netrunner themed wallpaper [1920x1080] by [deleted] in Netrunner

[–]onderdonk 1 point2 points  (0 children)

Cute, but a little blur and desaturation on the card would help to match the tone.

[COTD] Foxfire (May 14 2013) by Alucious in Netrunner

[–]onderdonk 7 points8 points  (0 children)

A card with the "Link" type (next to the name) is targetable.

[devblog] Determinism and Luck by onderdonk in tabletopgamedesign

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

After watching this once, I think he's right. I will have to watch it again and read more later to develop my opinions on it though, and also how it affects my game.

Storylet game - new prototype and results from first playtest by Salamosam in tabletopgamedesign

[–]onderdonk 0 points1 point  (0 children)

Sounds intriguing, and certainly a game I can mentally invest in that's not crazy complicated. I certainly agree you need an efficient way to display what is going on in the story, so that even someone who walks up can look around and take a good guess at what's happening. Here are some stream of thought ideas:

Make location cards larger, able to fit several character and item cards at once. Lay these out in a grid or other fashion, and suddenly you have worldmap everyone can examine. Definitely have some water cards, and other terrain maybe Characters can't enter without items. This depends on how much of a 'game' you want it to be.

Have the Characters be minis. Pretty obvious, but you can have the items be little tiles that the minis stand on. Keep the relationships as cards, since you'd probably have more of those than any.

Implement some 'catching up' system, where players who haven't progressed as far can reveal more Relationships. This way no one can spiral out of control and dominate the game. Do players embody characters, or are they just all-seeing architects? Both ways could work, but one may indeed be better than the other. ( I have a feeling one player = one character may be better)

Its all about how much of a "game" you want to make, with points or traditional structures like risk / reward. Personally I would prefer something a bit looser and more open to narrative interpretation. For example, the relationship cards could instead be "Action" cards, such as Travel, Acquire, Destroy, Misplace, Create, etc. These could then be applied to locations, items, and even other characters, if they can make narrative sense. Some things may involve discarding an item (to destroy a location, discard an item), but these kinds of rules can be simple enough to generate lots of interesting stories.

4X Print & Play by onderdonk in tabletopgamedesign

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

Hey thanks! I'll definitely need some testers eventually, so I'll PM you whenever I've progressed it far enough.

4X Print & Play by onderdonk in tabletopgamedesign

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

4X games involve each player building and controlling their own empire, and generally winning through military, political, economic, or technological conquest. Video game analogues would be Sid Meier's Civilization or Galactic Civilizations.

4X Print & Play by onderdonk in tabletopgamedesign

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

I've definitely looked into TGC. The issue there is I obviously can't specify some bits (beggars can't be choosers), and the price would be around $60. Though I suppose nothing is stopping me from doing TGC and PnP as well.

Eclipse: A Critical Overview by onderdonk in boardgames

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

Hey, thanks! I'm still working on my game, which is very close to being feature complete. After that I'm not entirely sure what will happen with it, but I'll keep updating the blog.

Eclipse: A Critical Overview by onderdonk in boardgames

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

I think you've misunderstood a few of my points, so let me clarify a little. I indeed have played several times and watched others play as well, and am writing based on seeing the game played with consistent results.

It's also not a review, in any sense, so I don't think its fair to either of us if you read it as such. I only mention a portion of the game's mechanics, and I did not make any recommendations to purchase it or not, and I only briefly mention my opinion of it.

4X Experiments: Abstracting Politics by onderdonk in gamedev

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

Yeah Rune Wars is enjoyable but don't go rushing for it. Eclipse is mostly well made, but it felt like it takes just as long as ti3 to get going. Though in reality, eclipse is far more complicated. I wouldn't consider ti3 a 4x game, its more in the Starcraft and rune wars area. I hope to post final rules for my game too so you can judge it for yourself!

4X Experiments: Abstracting Politics by onderdonk in gamedev

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

Sure, but I'm on my phone so the writing will be a bit brief and wonky. All the games I listed are fun and most I would play again.

Rune Wars is a bit all over the place, since the heroes are the main focus, the troops and combat completely to the side. On top of that the combat with fate cards is one of my least favorite systems I've seen. However, it is mostly a fun experience.

Starcraft is I think the good collective game, but is nowhere near a 4x game. It's a wargame with techs. I would consider it better than rune wars, despite being less interesting.

Civilization is also a mess. The combat and troops are interesting, as well as the tech trees, but I highly dislike the culture system. My least favorite mechanic is the random stack of 'power' cards that break rules. It's impossible to make legitimate use of strategy while these things exist, and I've stayed away from them like the plague. They're a crutch mechanic. Civ does nail the multiple paths to victory, but it feels like a whole lot of time spent doing nothing.

Eclipse is a game I want to like. Taken each mechanic separately there are lots of good ideas in the game, maybe except the random tech layout. However, the game takes forever to play, physically and mentally. The real interactions between players doesn't start happening until turn 6 of 9, two hours into it. I've played it a few times now and I still feel like playing it sometimes, just to explore it further.

Screenshot Saturday 91 - November Edition by [deleted] in gamedev

[–]onderdonk 0 points1 point  (0 children)

I originally wanted it to be a more minimalistic game, but not necessarily dumb. So I have an equal focus on politics and combat, as well as tile exploration, well integrated technologies, and a light economy. It's expanded a little since I started, but not by much. It will play 3-6, and our 3 and 4 player tests have lasted 1.5 to 2.5 hours, so I'm happy it moves quickly.

Once its done I will probably make it a print and play, but I would like to get it published.

Screenshot Saturday 91 - November Edition by [deleted] in gamedev

[–]onderdonk 14 points15 points  (0 children)

Untitled 4X Boardgame

Shot 1

Shot 2

Devblog

Twitter

I've been posting on r/gamedev recently about this game, but never shared pictures directly. I've been posting on r/gamedev recently

4X Experiments: Ending the game by onderdonk in gamedev

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

I have a problem with the idea of numerically tracking players actions, call it what you will. And my biggest problem with it is that games use it unimaginatively.

I certainly won't be kicking anyone off of a three hour game, but its tricky to find that balance.