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Messages - Hoggypare

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1
Creative Projects / Re: Dwarf Fortress - Card Game
« on: September 09, 2012, 06:55:05 pm »
Sorry, I was busy with something else at the moment, which was sadly quite as unexpected as urgent. That is why the project somewhat slowed down, and since the discussion on forums kind of died, I didn't see any need to rush it when people lost interest. I mean I have some drawings ready, most 'dwarven' cards prototypes are ready (but still have some early balance issues) and hopefully in some near future (less than a week?) I can show you 3 or 4 "finished"(from design standpoint) cards.
I am really happy that someone is still interested in the game and the toppic isn't as forgotten as it seemed.

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Creative Projects / Re: Dwarf Fortress - Card Game
« on: August 26, 2012, 08:21:44 am »
Honestly, that is a good piece of advice I will follow. Also I am trying to play many various card games now to explore different mechanics (both online and physical ones). And I guess I will add shortly 2-3 early card designs to give you guys some visualisation of my idea. I think it would also help a lot in potential discussion.

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Creative Projects / Re: A poem. Good or Bad?
« on: August 26, 2012, 08:15:12 am »
thanks :)
Second one is nice too, from technical standpoint, but I personally don't like love/relationship inspired poetry. I love when poems are talking about might, good and evil, what is right or wrong, madness etc. of which the first one is a prime example, or on the other hand when they are lighthearted and funny. Although as I said - it is just a personal thing and just an oppinion.

4
Creative Projects / Re: Dwarf Fortress - Quasi-Board game
« on: August 26, 2012, 08:10:40 am »
You know what would be cool? Card-based worldgen for an adventurer mode variant.
The adventure mode boardgame would be cool, ideed. But that is not the case here, the idea is different as I understood it.
Now we have to decide wherether or not these buildings are to be card based, or do we have them as freely contructible things.
A good thing might be to have a combination. Ie, once you build, for example, a central gearbox, you can build windmills and watermills on the surface.

As for the player cards, they should be placed in 3 types:
   -Buildings : These are placed on the map, both for the friendly and the evil player.
   -Instances: Has a direct effect.
   -Summonings  : These can place a variety of counters on the map. For example, a goblin invasion counter places goblins on the map.

Or we can simplify and say that the evil player can have no buildings, and the good one no summonings(And needs to get militia counters from say, a barracks building and resources.)

We need to get card ideas for the different biomes and players too...
Uhm... The first idea was to try to incorporate (and possibly alter slightly) my cards into the boardgame. I don't know if you changed your minds, but I am still willing to help you. As for card design, I will upload shortly some samples, so you'd have a visualisation of my idea. Then the discussion will become way more fruitful in my oppinion.
If you don't want to use my help, that is fine too, but still I think it would be fair to include me in credits though, cause you are clearly taking much inspiration from my ideas.

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Creative Projects / Re: Dwarf Fortress - Card Game
« on: August 24, 2012, 04:30:04 pm »
A side note: I am a software engineer and my best playtesters are actually QA from my dev team at work. They try intentionally to break the game. It is infuriating but really useful. If you know any QA engineers, try to get them to play your game. That is a guaranteed way to find bugs.
Yes, this.  I would make a terrible playtester for a game, for instance, because I tend to play games the way I think the designer intended for them to play, rather than looking for the easiest way to break them.  A lot of people are the same way, and even those that aren't might pick up on a broken combo that someone else missed.
I see what you mean, I will do my best but my options are limited. I think only a couple of my friends are into card games. Unfortunately I don't know any QA engineers, but those guys I said about have some experience with various ccg's, they played also in tournaments so I think it wouldn't be as bad. Also I'd ask you to playtest as well and I'd be really happy to hear your feedback.
I think soon I will release playtestable version and hopefully we'll get to polish it together :)

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Creative Projects / Re: A poem. Good or Bad?
« on: August 23, 2012, 06:12:53 pm »
I say that you hit spot.
It's well written and well thought.
Nice impression it did make,
it resembles me Will Blake.

I love how you cross the verge,
how evil from good emerge.
So conclusion I have made,
it's wise as sage and sharp as blade.

Why do I rhyme in reply,
you may ask shaking your fist.
It is simple I would say
I just never can resist. 8)

7
Creative Projects / Re: Dwarf Fortress - Quasi-Board game
« on: August 22, 2012, 09:40:58 pm »
This is just a loose talk and I am well aware of that but your ideas are getting somewhat overcomplicated I think
I just wanted to add, that no matter how hard you try, you'll never make tabletop DF. And really, why would you? You can always play the game on pc. Let's better concentrate on plausible rules. Cards are good idea, because they'll add some randomness and replayability, but the whole thing with damming the river - you can't do that.
And do you have any idea how the game would play, anything more than map plans? Cause that would be the way to start. You know, we need a basis to convert loose thoughts into steps to develop the game.

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Creative Projects / Re: Dwarf Fortress - Card Game
« on: August 22, 2012, 03:03:48 pm »
If you posted a black and white pdf of the cards I would print them out, cut them up, and try them.

I can't guarantee that anyone else will, though. I tried the same thing here a few months back with my card game, but no-one was willing to give it a shot. It is possible that I didn't talk it up enough, but it was a bit of a let down.

(This is sort of the reason why I am trying to be helpful - It sucks to put something out there and not have anyone help you out on it.)
Well if someone would think of it as some kind of problem I don't think such a person would be willing to provide any useful feedback at all.
To be honest, I make the game for myself as well, so if no one responded I would make this anyway. But the more I am happy to hear some insightful feedback and that there are some people actually interested.

Ah and send me those links - to the pdf's and rules if they are not included in files.

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Creative Projects / Re: Dwarf Fortress - Card Game
« on: August 22, 2012, 12:41:20 pm »
Hopefully you have people (yes, people, even for a 2 player game) to playtest with
I guess you are implying that playing the game with just one of my friends wouldn't be enough, because different people spot different problems. Perhaps, but I want just to check some basic things. Try to find the best rules, but keeping everything subject to change. Then more people will get to playtest these rules that emerged in first turn of playtesting
In response to tootbot's comment (but directed at hoggypare)

I know that you said that you are not a software engineer, but if you built a vassal module then you could release the game in a playtestable form before you were entirely solid on the balance. Making a vassal module is pretty simple, and anyone can download vassal for free, so anyone who wanted to (who also had a windows, linux, or mac computer) could play it.

I know that this might seem a little premature (since you are not even ready to playtest it and won't be until you finish crafting the cards and coming up with the rules), but perhaps when playtesting time comes that would be useful.
I will check that out, although I don't know if it would be simple enough for me. How about I release pdf pages containing test versions of cards (I mean without most drawings and other eyecandy stuff) so anyone can print them and check out if they want? It may be beneficial also because you can take notes on cards and perhaps test the different values etc.

10
Creative Projects / Re: Dwarf Fortress - Card Game
« on: August 21, 2012, 08:14:00 pm »
Co-op isn't the only kind of games with no badguy.

For example there is "Score" where the goal is to do the best, "Race" where the goal is to achieve something first, and "Knockout" where the goal is to stay in the game the longest. Sometimes these include ways to sabatage the other players.

What I mean is... does there have to be another player playing the "Bad guys" as in the demons, goblins, elves, humans, animals, THAT THING BEHIND YOU!?!
Yes. Mostly because I don't want random experience. There should be mind behind 'evil' actions, because then the challenge can be provided constantly with progressive difficulty. I also believe that most fun comes from direct clash not running for some points or from some other indirect competition.
And it's not just 'bad guys' player, but rather 'every-misfortune-that-can-happen' player. I won't lie that my personal preference doesn't play a big role here - I am looking forward to playing the 'evil' deck, because I know it would be extremely satisfactory - driving your opponent to tears, sabotaging his every effort to build his puny fortress ;D. No I definetely don't want to abandon this idea.

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Creative Projects / Re: Dwarf Fortress - Card Game
« on: August 21, 2012, 06:47:10 pm »
I don't know... does the game need an evil player?
Yes. Card games are fun when played with friends, not alone. I don't think a cooperative game would work here and honestly it is always more fun to kick somebody's ass.
Annnnnd it's created by some of the same folks who made Thief, System Shock, and BioShock.  With consultation from the folks who made Magic: The Gathering.

Has there been a thread on Bay 12 about Card Hunter yet?  Yes?  No?  Because I could seriously derail your thread if I kept talking about it.
Yeah, something like All Stars. And perhaps you should make one. Even though this game interests me as well, I'd rather keep the thread just about my game, to avoid confusion. I quite need it 'cause as I stated - any feedback is very useful to me.
Here's the thread:
http://www.bay12forums.com/smf/index.php?topic=115183.0
I'll check out. However you shouldn't expect my card designs and especially drawings anytime soon. I am quite busy at the moment - I am working part-time in a factory, also I should finish some university projects and read some stuff. Ah and there is a comic competition I'd like to attend to, so... that is a lot to do honestly. I'll do my best but even my first playtesting might be on saturday/sunday.



12
Creative Projects / Re: Dwarf Fortress - Card Game
« on: August 21, 2012, 04:32:51 pm »
@Hoggypare
Perhaps a way to accomplish this would be to give the evil player a hand of event cards. Each turn they pick the event card that they want to play and draw a new event card from the deck. Then the 'kobold thief' attack (or whatever weak attack that they draw) would gum up their hand until they play it, but would not actually force them to play it if they preferred to keep it in their hand. Perhaps as the game progresses, the evil player would be able to play multiple attacks per turn (maybe one attack per artifact that the good player has or something like that)
I have some ideas about how to make the challenge keep up with the dwarven player progress, but actually this one of launching more attacks after certain accomplishments seems interesting. Thanks for a hint.
Yes, exactly.  The "evil" player would, of course, have better and worse cards, and after that it's a matter of play balance to keep it fun.

If players need encouragement not to be "passive," there are options.  For instance: suppose hand size is small and card draw is large.  This is what Card Hunter plans to do (to an extreme): draw two cards per turn, discard down to two at the end.  Pretty "active" play there.

But I believe that Hoggypare understands all this and has a different sort of vision.  Hopefully these suggestions are helpful.
Ok honestly I don't know if I certainly have different sort of vision :) Because seriously I can't determine that before playtesting. Hell, I don't know yet what the resource system for 'evil' player should be. I have many ideas but they need testing, then I may choose the best. Because theory can always differ from practice. I just explained my concerns, but that doesn't mean I said 'no'. It means that I might use them if I come to conclusion they are needed. Therefore I say - you guys are extremely helpful, even if I don't quite agree with everything. :)

EDIT: And thanks for that link. I was looking for some good online ccg and this one looks really promising. And it's artstyle... amazing!

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Creative Projects / Re: Dwarf Fortress - Card Game
« on: August 21, 2012, 04:03:21 am »
My answer to this would be, mostly, to repeat myself: the idea is the "evil" player is inherently involved in win conditions.  The only way a game of Netrunner is "passive" is if one player literally does not play.  "Discouraging actions that may fail?"  Exactly: it's called making strategic decisions about how you act next.

Of course, the idea might not translate directly (or helpfully) to what you're doing.  For a guess . . . say "evil" has some siege cards (I dunno, trolls and goblin squads and stuff).  These cards allow "evil" to conquer the "dwarves"--obvious, right?  But put text like "3 victory points" or somesuch on a siege card, and a "dwarf" player who survives the siege is pushed 3 points closer to victory.
I honestly don't know how it works in Netrunner, and probably really well - I am just not sure about this one. And as I said I want the 'evil' player to provide constant challenge and try to make life of the dwarven player harder whenever he can. If his actions would have such a factor, he might get passive because - "hmm, I might not better play this goblin thief card because if they can defend they'll be closer to victory". Also 'evil' player may play cards only if he is sure he can make a devastating combo. This may make the game less enjoyable for both players. Dwarven player should have constant challenge they can (barely) survive, and 'evil' one should get to 'play' the game every turn.
I want strategic layer to involve the choice 'which' card to play not 'should I play a card at all'?
Also I am not really fond of counting victory points, I prefer if you can tell directly from the cards in play if you are winning or not.
It is a case of this very game, and honestly I can't tell for sure if it would be a problem before some playtesting. I don't know maybe then I will look into victory points again, but only if above examples wouldn't occur or current victory conditions wouldn't be enough.
I might want to help a bit with a boardgame too.
Contact Zanzetkuken The Great, he said he would be interested in doing one.

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Creative Projects / Re: Dwarf Fortress - Card Game
« on: August 20, 2012, 07:22:29 pm »
I heartily encourage this endeavor.  Some thoughts:

Balancing the two players - You're developing more and more ways for the dwarves to win, and this is good.  Having "the 'evil' player runs out of cards" be a victory condition is terribly unsatisfying, not to mention impractical if deck composition ever changes (i.e., you make a single expansion).  Think of some other game with clearly different sides, like Netrunner: the "evil" player in there owned the victory conditions.  That is, the Corporation player put Agenda cards into play, and both players wanted to score those cards in order to win.  What if your "hazards of the world" player somehow controlled dwarven victory conditions?  Either, say, by dispensing the goodies themselves ("upright masterwork adamantine sword"), or by having attempts to kill the dwarves grant "victory points" if the dwarves survive them?
Yes, I know it is unsatysfying but it may happen eventually and I have to find a solution for that state. Although main goal for dwarves will be acquring wealth factor (or something called similarly). Eg. you may produce some artifacts, deploy some nobles or build some buildings that are not resource efficient (costing much more than providing) but they give those wealth points that count towards winning the game.
Your idea seems interesting although I have one concern with it. There is a problem, how to make the evil player provide constant challege for fortress, so the both players can equally play and enjoy the game. This would greatly discourage 'evil' player from taking actions that may fail. I fear the game could become somewhat passive.
But you actually gave me some insipiration. There can be another victory condition. Dwarven player may call 'final resolve' (or there will be such card) that lets the 'evil' player for more actions for limited time, after surviving that dwarves win.

Keeping the feel of DF - I hope "making a fortress" is central to dwarf play.  The "layers" idea struck a chord with me: yes, it would require re-thinking the game, but it fundamentally enforces gameplay around "digging a fortress in the earth."  But I also see that layers could be annoying if players have to memorize the pattern (instead of having a computer game track it).  You've spoken about your card layout plan: could you go into further detail on how the player "makes a fortress" in your scheme?
It is essential, but I can't make exact tabletop copy of DF. Eg. I can't make herbalist specific card, because his role in DF is rather limited most of the times. Therefore I merged both similar jobs that involve collecting stuff on the surface - plant gathering and tree cutting - into one card 'Forestry and foraging' (name subject to change). But back to fortress building. There will be trait system in addition to resources. Main aspect of fortress design is of course balancing resources and defences but traits add some complexity to it. They determine the type of a card (dwarf/structure/place/event) its positioning (underground/surface) and other things. They determine relations with either player's or opponet's cards. Some cards may eg. target structures only, or may be played only if card with some trait is already in play. Some special effects of cards will add bonuses to cards with certain traits.
I hope that explains it, if not you're free to ask what is yet unclear - I'll happily answer.


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Creative Projects / Re: Dwarf Fortress - Card Game
« on: August 20, 2012, 12:19:16 pm »
@theTrueMikeBrown
Thanks for the kind words :)
Actually I know Gimp and I was using it for some time, though the graphics will be hand-drawn. There are several reasons - first I prefer the traditional looks over digital, second drawing with pen&pencil is way more fun to me - and I'll be honest - I'm making the game for fun.  :D
Also I am aware, that some people might not find my slightly cartoony style not fitting, so I will also provide card templates without the illustrations for request.

The advice concerning BoardGameGeek.com might proove very useful. Thanks, when my project will be shaped enough I might seek some help there.

As for rules and playtesting. I am now in stage of creating some raw cards (basically papersheets with written stats, names and effects) for playtesting with friend. Only after that I can decide the most basic rules (eg. how many card you should get in hand at start). Then perhaps I will release test version here on forums so people can check out and provide feedback.

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