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Showing posts with label scrabble dungeon. Show all posts
Showing posts with label scrabble dungeon. Show all posts

Sunday, 8 March 2015

Kuzdu Update - Lock and Key

New Material:

First, there is a new dungeon available: Lock and Key, which features a pair of new spaces. Most of the map is sparse for treasure except for an optional room in the middle that become available about 2/3 through the map. I'm worried that on its own the treasure hoard is available too late to matter, but it could be just right for any meta-game rewards that are incorporated later.


The rules have been made more explicit in some cases, and the relic deck has been increased from 16 to 20 cards. The card "Drill Relic" has been replaced - see patch notes for details.




Other Links:


Patch Notes:

I've made some changes to Kudzu's presentation intended to make it scale up more smoothly. 

- First, I've split off each dungeon into its own document. Each dungeon module includes the playable map for that level, a guiding layout, and an explanation of spaces found on that map. If there are any cards specifically for that map, they will be included.

- Generic Kudzu material such as rules and cards, however, are only found in a separate document. This way, updating the rules means changing one document instead of several. It also reduces legacy issues with players applying older rules to newer versions of the game.

- The card "Drill Relic" has been removed from the game for now. Having the ability to place tiles on walls is exciting, but has the potential to ruin any map where a major barrier is a single wall thick, as in Lock and Key. Cards with wall-breaking abilities will appear later, but attached to specific maps as starter cards.


Other thoughts and plans:

- The next module, Ulee's Pitfall, will not introduce new tiles, but will focus on more challenging uses for letter tiles. Players will start with a Pillar Relic, which allows them to turn letter tiles (and other tiles) into walls.

- Another possibility is 'portal' tiles that allow the player to start a crossword at one portal location and continue it at another. However, there may be memory issues with that. I want to experiment more with "Lock and Key" and tracking which keys have been collected before I try that.

- The logistics of a print-and-play game are more involved than I expected. Making things portable is taking more time than I expected, but hopefully the modularity changes will improve the development flow and allow more time for the creative aspects of the game.

- To my knowledge, nobody is testing the game at the moment, and neither am I. Most of my energy is going into thesis work at the moment, so playtesting and finding other playtesters is going to have to wait until the defense.

- I've been investigating the prospects of making Kudzu an Android game, again after the defense. I want to make the game a net good for the environment, and it seems like the best way to do that is by having a running advertisement bar on the bottom of the game, with a large portion of the revenue going towards either planting trees or buying up carbon permits and letting the permits expire unused. There are some other ideas involving in-game currency and 'cashing out', but the logistics of that are a distraction from game development at the moment.

Thursday, 18 December 2014

New Kudzu Material - The Halls of Lorsem

Here is an update to Scrabble Dungeon, which I'm calling Kudzu for the time being to give it a better search niche, and to avoid future lawsuits.

Google Drive link to 2014-12-17 Version

There are only typo fixes to the material that was in the 2014-12-05, but a lot of new material has been added.

Specifically, a new six-room dungeon called "The Halls of Lorsem" and eight new Relics to draw from a random deck.

To avoid this becoming a single unwieldy document, new material will likely be given as separate modules while rule changes will follow future versions of this document.

Friday, 5 December 2014

Scrabble Dungeon - The Cavern

Scrabble Dungeon is a crossword style game for 1 player. Turn-for-turn, it plays similarly to Scrabble, and has RPG elements like resource management and a modular presentation like Dungeons and Dragons.

This is a rough draft of the first module, in tabletop format.


Scrabble Dungeon - The Cavern

I have ambitions to make several of these modules, because I think there's a lot of fun mechanics and maps that can be slotted into the game without much difficulty. I'd also like to explore the possibility of making it an Android app in the future, potentially with ads and under a play-to-donate model.

If any of you could have a look at this, especially reading the rulebook (2 main pages + 1 appendix page), I'd appreciate it greatly. Is the rulebook simple enough? Does it leave unanswered questions? Does it need a turn by turn example? Making it easy to digest is my current concern.

Please get back to me in the comments or at jackd@sfu.ca