Thursday, October 16, 2008

Change of Plans

Forget what I said last time about the first labyrinth. In fact, it’s not even the first labyrinth. ;-) Not only did I discard my previous idea and go with a different one, I also switched its order to last (or third, for those keeping count). Basically, the first idea involved a bunch of connected rooms, but once I started thinking about how I would fill each chamber, I decided it was restricting me too much. I mean, I could put in traps or creatures, but that just seemed to limit the variety of what I could do. So, dejectedly, I laid down for a nap and came up with a fresh idea. Instead of connected rooms, I went with something that on the surface appears more conventional, namely just hallways and rooms (like any other dungeon). However, what I have in mind are a series of surprises that I hope will keep the players guessing to the end.

Today I was busy working on the second labyrinth, which consists of platforms surrounded by lava. Characters have to jump between these platforms without falling, or face certain death. To make things more interesting, some of the platforms are booby-trapped, including some that fall into the lava once someone lands on it. Others will have creatures (with ranged weapons) to attack the characters as they transverse the platforms. I call this a labyrinth because there is a safe “path,” but the characters will need to find it through trial and error.

I also revisited the side view of the Klixian home city Tholos today. As I mentioned before, I wasn’t very happy with it, and frankly I’m still not. However, I fired up Bryce and did some different mountains in the background and a different sky. I also tweaked the shading a bit, to give it more depth. It’s not great, but I think players will want to know what the city looks like from the side. Judge for yourself:

Monday, October 13, 2008

The Hive City

Over the weekend I worked on one of the Tor labyrinths. Unlike a maze, which has many dead ends, a labyrinth is really a single path with many twists and turns. With that in mind, I’ve been thinking of three different labyrinths for the Tor capital. Each one leads deeper below the Rochan surface, eventually leading to the Council of Elders. This first labyrinth is a series of attached rooms winding its way to the exit. The characters will need to traverse these rooms one by one, dealing with whatever obstacles they find within.

In my last post I talked about the Klixian capital city. After doing some research, I decided to call the city Tholos, because of the beehive-shaped domes that make up the structure. Here’s the overhead view:

The city's buildings come in three sizes: large, medium, and small. The four medium domes are home to the four castes that make up Klixian society: workers, soldiers, priests, and nobility (including the Queen). Obviously these are based on insect society, especially bees and ants, but I came up with a twist on how a new queen is selected. Basically, the Queen has several daughters and when their mother dies, each one takes a special pill. One of the pills is harmless while the others are poisoned. Whoever survives the ritual becomes the next queen, while the rest perish. This “poison pill” ritual insures that the daughters don’t try to kill the Queen prematurely since the chance of dying during the succession ritual is pretty high.

Saturday, October 04, 2008

Muse, Don't Fail Me Now

I’ve been working on a laundry list of items for Destination: Rochan. Using the Lunar Cell plugin for Photoshop, I created images of Rochan itself. It took a lot of experimentation to capture the sense of desolation I was looking for, and the color palette that looked good to me. The great thing about Lunar Cell (and I recommend it highly), is that I can create a flattened version. I then take that and use another plugin (also from Flaming Pear) called Flexify 2 and make an equirectangular map (like the one on page 227 of the Basic Rules). Here’s what Rochan looks like from space:

I also bought the models for the Tor from Daz3d.com, and spent some time doing test renders. At this point I’m just trying to get a feel for the model and what I can do with it. I’ll be buying additional gear for them too, including more clothing and a double-headed ax. Here are a couple of renders. Keep in mind they are just tests and very basic:



Lastly, I worked on the Klixian capital city (although I haven’t given it a name yet). I’d been doing sketches of what I had in mind: basically hive shapes with tall spires on the top. I made a map in photoshop of a top-down view that came out pretty well. Today I worked on the side view, but I’m not as happy with it.

For the last couple of weeks, I’ve been largely thinking of the business side of things, so it’s nice to get back to the artistic/creative side. Neither one is particularly easy for me, but I keep trying anyway. ;-)

Tuesday, September 30, 2008

Walls of Jericho

My other paper miniatures product, Dark Corridors, went on sale over the weekend. This is a milestone because it also allows me to sell all of my products as a bundle called The Complete Imperium (saving customers 30%). I’m also selling just the paper miniatures in a bundle called The Imperium Papers (33% savings). I’m not sure how well either bundle will sell, but at least it gives customers more options and a way to save some money.

Before selling Dark Corridors, I tested it out quite a bit to make sure the walls would work properly. As you can see, the Cat was very helpful:

Although his methods of QA are somewhat extreme:

As mentioned in the comments of my previous post, Matthew over at The Dwarf and the Basilisk has written a very good review of my game. I found it very fair and balanced (not a fanboi article by any means), which is all I could’ve asked for. He also went into great depth, clearly reading through the entire rule book. He was one of the bloggers who I sent complimentary copies to, so it was certainly time well spent. Many thanks to Matthew for taking the time to write his review. I very much appreciate it.

Last but not least, my wife and I celebrated our anniversary yesterday. I gave her chocolate covered strawberries, but those pale in comparison to what she bought me, proving she’s the best wife EVER. Bow to your Robot Overlords!

Friday, September 26, 2008

Do you love me now, Daddy??

Believe it or not, but not everybody loves my new game. I’ve read two reviews that basically complained that the game wasn’t very original and even derivative. After reading these, I spent the next few hours under my desk in a fetal position. This raises the question: how well do I take criticism? The answer: not so well. ;-)

On the other hand, several people in forums have said nice things about the game and, in fact, it’s sold decently as far as I can tell. Basically, no matter what you do, somebody’s going to not like it for various reasons. After Michelangelo finished the Sistine Chapel, for example, the Pope reportedly said the masterpiece looked “kinda gay.” This is not to say my work is on that level (although I did try to include some homoerotica). I tried to create something that I could be proud of and I think I succeeded in that, at least from my narcissistic point of view. I wanted to create a universe of my own making that other people could roam around in, and I’ll be happy if even one person takes that journey.

Anyway, to that end, I’ve been sending out more complimentary copies to various RPG bloggers, so we’ll see what they say about it. Hopefully they’ll like it, otherwise the Cat will get pissed if I keep taking his spot under my desk.