Weather report: wed feb-25.

 Woke up at an odd hour. It as of right now nearly midnight.


Jim Kirk-woods album master of dragons was droning as I made a list in my head about what I was going to work on for grim metal bedlam tonight.


Having never made a finished scenario/campaign for the game, though, have started three or four times. My work flow approach is just keep writing until there is a finished draft and then play test the hell out of it. 


I find that I can mentally bounce around an idea a few times and come to a vague impression of its value in the bookkeeping aspect of the game. Example: expensive 500$ medium 250$ cheap 50$.  While a thousand and up is more novelty or unique. Like an eco- skeleton would maybe 2000+ but would make it where you could play the game with one unit that is really strong. As apposed to a squad.


So you create a simple framework of how value is measured and then it becomes specific through play testing.


One of the things I am playing with is stacking ammo clips where you can have like three count as one item in your inventory. Three items in your inventory other than what in your hands but ammo clips are so small I think it makes sense.


The inventory is really inspired by earthbound. I love how much weight every item has in that game (and yes I know every one else hates it). Though I think it has to do with video game culture where you experience something and move on. But lately games have  become so efficient that they are not really experiences just long form narratives (riding brain rot) that tailored to easy mode escapism.


Though in my own way I suffer from this too. When I play video games anymore I think that is emergent story telling that intrigues me and that I enjoy as apposed to scripted narrative. The games I think about the most are caves of qud and dwarf fortress. Dwarf fortress in particular is central to how I am approaching Grim metal bedlam. In that I aspire to create a sandbox for the story telling machine of the brain to interpret.


There is a lot less I can do with analogue games (I am so medicated I have a hard time remembering stuff). Though the brain does not need very much instigation to interpret in a narrative sort of way. I am trying to create a simple framework of play so that the world building exercise has something to pull against. Kind of how caves of qud is a world building exercise and has randomization in only fixed that seems directly influenced by tank to design.


I am off to work on the game for a bit.


Peace and love


Be safe out there friends. 




Comments

Popular posts from this blog

On subjectivity and doubt.

When things go profoundly wrong.

5th grade guitar skillz