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Messages - Tom

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16
Other Games / Re: Tabletop RPG via the Net (roll20) - GM Tom
« on: December 04, 2019, 07:29:05 AM »
I'd be totally up for taking part if there are still spots open.

I am free during the week evenings on your time zone on every day except Monday.
I'll send you an invite by e-mail. If you don't have a Roll20 account yet, you have to make one, but it's easy and free.

17
Other Games / Re: Tabletop RPG via the Net (roll20) - GM Tom
« on: December 03, 2019, 10:15:28 PM »
"evening" now more concrete: 18:30 GMT+1 with play starting at 19:00

Would love to see one or two old BM'lers there.

18
Other Games / Re: Tabletop RPG via the Net (roll20) - GM Tom
« on: December 03, 2019, 06:32:19 PM »
There's a preliminary date set for this Thursday (the 5th) in the evening (GMT). Anyone interested in joining in? All you need is a browser, Roll20 is browser-based. Oh, and a microphone. :-)

19
Other Games / Re: Tabletop RPG via the Net (roll20) - GM Tom
« on: December 01, 2019, 05:18:26 PM »
Agreed on that. Scheduling is often what kills real-world groups, too. I'm having that experience right now.

I would honestly prefer to have more regular short sessions. If nobody needs to drive anywhere, having a 2-3 hour session is worth it, and easier to find time for.

For me, during the week evenings (on UTC+1) work best. That would be lunchtime or afternoon in the US depending on your location. That's not ideal. I might also be able to do weekend mornings, that'd be around midnight in the US. Also not ideal.

But not every BM player is in the US...

20
Other Games / Tabletop RPG via the Net (roll20) - GM Tom
« on: November 30, 2019, 05:42:13 PM »
Would there be enough tabletop roleplayers here who would be interested in an online gaming session?
I have a concept I want to try - play yourself being dumped into a fantasy world. No character creation - play yourself.
I have the world and the game system mostly ready (it might change a bit during playtesting, but it's mostly stable). I've never run a game online before, only face2face, so if at least one person has experience doing it and could support me in the technical things that would be perfect. We can use roll20 or anything else that someone has good experience with.

Do we get a party together?

21
Other Games / Re: the most detailed fantasy world ever created
« on: November 30, 2019, 12:19:30 AM »
So this is a world creation project, not tied to any specific game? So someone playing D&D could just pick a spot on the map and build a campaign around it?

Yes, it's a world. There is also an RPG system alongside, but I'm still playtesting it so it's not public - yet.
But you could also play D&D or anything else fantasy in the world.

22
BM General Discussion / help Tom get an award
« on: October 30, 2019, 06:56:24 AM »
Hey guys...
One of my other games, a tabletop RPG, has managed to get on the long-list for an RPG award. I don't count many chances to win, but just to make it to the short-list would make me incredibly happy. So if you feel like it, if maybe you even played and liked [explorers]... here you can vote for it:
https://nerdsgegenstephande.survey.fm/pen-p-2019
The site is in German, but simply scroll down to "start survey" and in the first category, pick "[explorers] (Not Very Professional)". It's at the bottom. For the other categories, there are some really good candidates there, you can pick your favorite or you can leave it empty.
Thanks a ton, everyone !

23
Other Games / Re: the most detailed fantasy world ever created
« on: September 12, 2019, 06:51:35 AM »
I'm still using QGIS. It is a very powerful tool and I'm probably using only a few percents of what it can do.

And yes, using SMW gives me the same power it did on the BM wiki. Also, it can show maps inside the wiki, once I've figured out how to change the base map source that Leaflet is using, there doesn't seem to be a config option for that, I might have to fork it.
There's a page on the Wiki about the technology - https://notveryprofessional.com/dragoneye/atlas/Dragon_Eye_Atlas:Tech - which I will be filling with more details over time.

24
Other Games / the most detailed fantasy world ever created
« on: September 11, 2019, 09:23:32 PM »
There is a new project by me, Tom, creator of BattleMaster. And it is the by far most ambitious yet.
Read my vision here: https://notveryprofessional.com/dragoneye/atlas/Dragon_Eye_Atlas:The_Vision
And if you want, support me here: https://www.patreon.com/notveryprofessional


25
BM General Discussion / Re: 1 Ruler Per account
« on: March 15, 2019, 08:43:23 PM »
By my very humble opinion:

There isn't a term limit in the game because there wasn't one on real-life kings as well. However, real-life kings have a built-in term limit, it's called life expectancy. It is something (aging) that I brought more strongly into Might & Fealty because I felt like I hadn't done it right in BattleMaster.

I would strongly support any idea to increase ruler turnover without making too hard rules about it. But our players being who they are, they will quickly find ways around any restrictions. So the driving force behind should be PLAYERS.

And in any government system, if the players want to change their ruler, they can. So if someone rules for 10 years, apparently most players in the realm are happy with that, or they would've thrown him out.


26
Want to add one thought to this:

I mention both web and 3D above, which seem like totally different things. In my mind they are not. Many games today are designed for phones, or around a cute 3D tech or VR or whatever. But for me, the game is not in its presentation. A good game is fun irrespective of its graphics, sounds or platform. You can greatly enhance a game with a good presentation, and games like Morrowind or Skyrim are great because of their attention to detail and open spaces and visuals. But the story and the concept would be just as catching and interesting in a 2D view. Even as a point-and-click adventure.

I have one game in design which can work on any platform. I have one other game which requires 3D. And I have one that has two parts (one strategic, one building) where it might work best to have two different interfaces.

27
[explorers] Mission Control / Re: Any players?
« on: September 14, 2018, 06:18:42 PM »
If you play it as a pen-and-paper game, one book for the entire group is enough. There are some sheets and playing cards that you want to either buy as well or print out yourself, and if you run a larger group (4 or more players), I recommend having two decks of cards just to make sure you have enough of each.

If you want to play remotely, I would recommend that each player should have the PDF or the book, because you will want to look a few things up and such. It is absolutely possible to play remotely if only the GM has the book, it just might put a bigger burden on the GM as when something needs to be looked up he can't just hand the book to a player and tell him to check by himself.

28
While I've not been active with BM for years, I have never lost interest in making games.
Want to make the next game with me? Read on...

I've started and stopped a bunch of projects recently, and finally come to the conclusion that my main talent and interest is with game mechanics, not website design or 3D models. I have basic proficiency in all of those, enough to work well together with some else because I understand what is possible and what not, and can easily make a mockup or prototype to show how it is in my mind.
And now I discovered GraphQL as an API, and libraries for it in JS (React, Vue, whatever you fancy) and even Unity 3D.

So I'm thinking... if there are one or a few people in the community who've always wanted to make a game, but don't have the backend or game mechanics skills. But who can do web frontends or Unity 3D clients...
I have a ton of resources, from infrastructure (servers, databases, etc.) to Unity Assets worth in the thousands. I just don't have the time anymore to make a complete game all by myself. Or rather: I can make the game, but not the interface. But everything on the backend, from the API to user authentication, database setup and maintenance, running the server, micropayments to buy in-game credits, all of that and more is not a problem, I've done it multiple times, and I've made enough great games as well as failures to understand what goes and what doesn't.

I also have my own style in my games, and I've finally decided to stick to it. Instead of trying to make games to appeal to many tastes, I'll make games that I would love to play, like I did with BattleMaster. There is nothing in the game that is not there because I thought it would make the game more fun.


 So if you have some skills in React, Vue, Angular or whatever, in frontend or graphics design - for a web client,or if you have some skill in Unity 3D, for a 3D standalone client,then post below and let's see if we can get together one or three people for a small team. My ideal size is about 4 people. Less and the whole project is in danger of falling apart if someone leaves, more and it becomes difficult to manage everyone.
I'll also share with you the game design concept. Yes, I do have an actual game in my mind already...

30
Legends / Re: Feedback and Discussion
« on: June 04, 2018, 07:05:57 PM »
May I asked how they destroyed it so badly?
Essentially everything that made it useful. Changed the entity model, modularized everything to the extreme, removed code generation in a zillion places. I've tried to get started with the new "Flex" thingy, and it just went nowhere, and it didn't even go there fast.

I'm thinking about moving to Laravel, like thousands of other developers, but that is a complete re-learn and I'm not sure I have the time to write code AND learn a new framework.

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