Working on gun inventory today - adding the ability to swap for a gun you find or harvest the ammo out of it and keep the guns you currently have.
Objective - Finish all the tasks, and do the least amount of work!
Number of Players - 4
Before initial shuffle and deal, have each player draw a card. The
highest draw will be the first player, and the game flows clockwise.
Each player is dealt 10 cards. These are your work cards, and
represent work you can do to get an assignment done. Of course, you
won’t want to use these if you don’t have to. The numerical value on
the card represents the amount of work a card is worth. Aces are
worth 1 unit, face cards are ‘excuse’ cards, and are explained below.
One of the remaining deck cards is flipped over, this card is the Team
Assignment. To finish an assignment, the team must play enough work
cards such that the work is equal to or greater than the numerical
value of the team assignment. Face card assignments are all a value
The player who’s turn it is has several options available. You may:
1. Play a work card. This will reduce the remaining points necessary
to finish an assignment. If the assignment is not completed, then the
game continues to the next player. If the work card completes an
assignment the player gets stuck with the assignment and takes the
trick. A new assignment is then started with the next player’s turn.
2. Play an excuse card. This adds zero to the value of the
assignment, and passes it on to the next player.
Play continues until all players are out of work cards, or until all
assignments are completed.
If a player runs out of work and excuse cards before the game is over,
the professor has caught them free riding and they have lost.
Amongst all players who are left at the end of a game, whoever has
taken the least number of assignments is the winner. If there is a
draw, then whoever has more cards left is the winner. If the number
of cards remaining is also equal, then it is a true draw.
Alternatively, if a player takes all of the assignments then they win
by ratting out their team to the professor. Their extensive body of
work and all of the evidence is enough for the professor to be
convinced the rest of the team was free riding.
Craig sketched one of the characters from Monsters & Monocles. :)
Some screenshots from last week’s build, the furniture placement got an overhaul, enemies got some drop shadows, and I added a very simple player AI to test with when we’re not running a networked game.
Woo! The new game we’re working on now has a name! :D
Announcing Monsters & Monocles, our “gentleman-like” procedural co-op shooter for you and up to three friends! http://monstersandmonocles.com
WIP explosion for the Bomb Demon in our new game!
More info coming VERY soon! :P
This post is far too belated, but better late than never:
At the start of the year I started working with the guys over at Retro Dreamer, and I couldn’t be more excited. We’re hard at work on our first game and I’m really excited with how it’s shaping up.
We’ll be announcing it any day now, but here are a few vines from early builds to give you some hints about what we’re building:
A quick video of the new First Law Build, looks way different than the last public test build! More info and downloads here: First Law Info Page
Listen to the fantastic @isyourguy talk about some of the challenges in designing “realistic” sounds for First Law.
Introducing the Kamakiri - our second ship for First Law
The new things in this video:
- The finished space station exterior! I love having a big space station to fly around and it feels enormous with the rift on. If you’re curious I believe it’s 4000m in diameter.
- Newtonian(ish) physics! Drag is set to zero so you’ll continue following a given velocity vector until you apply thrust in a different direction. I did add a velocity cap to keep speeds from getting out of control (hence the “ish”), but it seems like a nice overall compromise. It’s a lot of fun to just spin 180 degrees to attack a guy on your tail while you keep your heading. :)
- Afterburners double your max velocity for 10 seconds and add a bit of screen shake in for effect. Lots of fun and great for getting some space in a close dogfight.
- Reworked screens to be a consistent color instead of the multicolor system I had before. I think this looks better overall
- Reworked scene lighting and layout a bit to try to make it feel a bit more space-like
Hope you like what you see! And to answer a question off the bat: I’m still aiming for an end of August release for this build, I have a few things up my sleeve that I really want to get in for you to play with.
First Law: The finished space station (diffuse + spec + normal maps)
More work on the space station, normal maps are done, diffuse textures up next
More work on the first space station