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Games in Development
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I’m working on a Blades in the Dark game, as well as drop-in MUX base code for everything from +who to +travel to a channel manager - for making your game purdy and easy to run.
I’m doing this in an open-source fashion because I like pretty, easy-to-run and easy-to-play games, and I really like Blades in the Dark, and I hope that when it’s done, someone takes my code and runs a new game so I can play on it.
Both of these are still in alpha but moving along nicely.
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@SleepyGrump said in Games in Development:
I’m working on a Blades in the Dark game, as well as drop-in MUX base code for everything from +who to +travel to a channel manager - for making your game purdy and easy to run.
I’m doing this in an open-source fashion because I like pretty, easy-to-run and easy-to-play games, and I really like Blades in the Dark, and I hope that when it’s done, someone takes my code and runs a new game so I can play on it.
Both of these are still in alpha but moving along nicely.
Man, Blades in the Dark seems like a tremendously fun system, although I’ve never played it. A lot of people have hacked it to do different games, too. I look forward to seeing how things go!
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@Pyrephox Agreed. I’m excited to try Scum and Villainy as a player. (I’ve run it. I didn’t do great - Star Wars is not my nerdgasm.) The system I’m working on will be adaptable to a variety of Forged in the Dark games.
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@Snackness is blades in the dark that one game your friend did a tabletop of that I was at?
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@tsar Affirmative! I had fun while it lasted.
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@Snackness Yeah me too! That was a cool setting
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@SleepyGrump I’m down to run some Blades in the Dark stories, what a fun system. I had a great time with it when I ran it for my RL group. Keep us updated!
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@SleepyGrump its such a great system, this is a great idea
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A couple of us are kicking around a horror anthology a la Horror MU* - framing it in virtual reality.
We might have good ideas.
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@KarmaBum said in Games in Development:
A couple of us are kicking around a horror anthology a la Horror MU* - framing it in virtual reality.
We might have good ideas.
But have you considered instead doing all the actual work to make and run something that is extremely suited to my niche interests and uses a system that very few besides me are deeply familiar with, so that I might be the winner?
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@hellfrog yes
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@hellfrog said in Games in Development:
But have you considered instead doing all the actual work to make and run something that is extremely suited to my niche interests and uses a system that very few besides me are deeply familiar with, so that I might be the winner?
I need more specifics before I agree that this is a good idea or not.
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Every six months or so I add or develop one more paragraph of the original fantasy game I’m working on. You guys can look forward to its release when we’re all in our 70s.
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@KarmaBum said in Games in Development:
dragons.What else is in progress?
I’m still working on Silent Heaven, the small-town horror game I’ve been developing for the past 2 years. I’m aiming for a release date of December 2022.
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@Jumpscare been waiting for it so hardcore!
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I’ve batted around for almost a year a few ideas to develop on an ARES platform (since that time investment is lower than a lot of other platforms which relates to the ‘how long should a game run’ conversation) and always end up bouncing between the ideas so much nothing gets done.
How does one decide what to actually develop?
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@Paradox said in Games in Development:
How does one decide what to actually develop?
Figure out what would be fun for you to develop and develop it. It’s never going to work if you don’t have passion for it.
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That’s what I’m saying, too many passions. They’re all exciting to contemplate which is why nothing gets done.
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@Paradox said in Games in Development:
They’re all exciting to contemplate which is why nothing gets done.
I feel you.
I have 75% of a Pern game done and 10% of a horror anthology done and 100% of an open game done and still am like “but also a GoT game could be fun about now…”
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@Paradox If I were you, I’d put down on paper your ideas and think realistically about the time you have and the time that would be required for each idea to narrow them down. Some questions to ask yourself:
- If you’re looking into a game about an existing IP, is it a popular one or an obscure one? If it’s popular, do you have the time/energy to deal with a game that might be full of people? If it’s obscure, is there enough interest in the IP to generate any interest in a MUSH?
- If it’s original concept, what time period? The further back you go in time, the more documentation you are going to need, which is going to require a lot more upfront work. Are you okay with that?
- Do you have stories to tell that could sustain a playerbase for 3-6 months?
- Is this something you really want to PLAY, or is it something you really want to TELL STORIES in? Because I think there’s a big difference there, IMO. If you’re building a game you just want to play, you’re probably going to be disappointed.
Obviously there’s a lot more to it but that should at least help narrow down your ideas.