[Event] Joburg Community Night - 8 April 2014
This event happens monthly, is free to attend and anyone may speak at the meetup - just comment in the thread below to let us know!
Test games! Talk games! Make games!
When: 18:30 until around 21:30, Tuesday 8 April
Where: Microsoft Campus Bryanston, 3012 William Nicol Drive, Bryanston, Johannesburg
Content
- Introductions
- Community News (5 min)
- Implementing 3D sounds in Gamemaker:Studio - @Gazza_N ~20 mins
- A Dramatic reading of Greg Greg Costikyan's GDC Rant - @Karuji ~20 mins
- Your presentation/talk/game here
- 5 minute break.
- Focused Feedback (10 mins x 3 slots) [Games that will be shown on the big screen]
- MONTEZ - @tBulford
- Stoic/Cold Focus - @Gazza_N
- Open Demo Floor (Show your games in an informal manner with set up PC's/laptops).
Bring your games and set them up inside the auditorium before and after the meetup!
Beers/Drinks/Pizza afterwards at Col'Cacchio's down the road! Other nearby suggestions are welcome!
If you intend to attend, please indicate so on both the Meetup page and FB event!
Test games! Talk games! Make games!
When: 18:30 until around 21:30, Tuesday 8 April
Where: Microsoft Campus Bryanston, 3012 William Nicol Drive, Bryanston, Johannesburg
Content
- Introductions
- Community News (5 min)
- Implementing 3D sounds in Gamemaker:Studio - @Gazza_N ~20 mins
- A Dramatic reading of Greg Greg Costikyan's GDC Rant - @Karuji ~20 mins
- Your presentation/talk/game here
- 5 minute break.
- Focused Feedback (10 mins x 3 slots) [Games that will be shown on the big screen]
- MONTEZ - @tBulford
- Stoic/Cold Focus - @Gazza_N
- Open Demo Floor (Show your games in an informal manner with set up PC's/laptops).
Bring your games and set them up inside the auditorium before and after the meetup!
Beers/Drinks/Pizza afterwards at Col'Cacchio's down the road! Other nearby suggestions are welcome!
If you intend to attend, please indicate so on both the Meetup page and FB event!
Comments
I'm also keen to do a talk on 'Designing games coherently/cohesively' if no one has anything they'd like to do a talk about :).
Ideally, yeah - but if it's a hassle, you can use my laptop if you're going to be doing a focused feedback session :). No RSVP needed, unless you want a focused feedback session (10 mins on the projector screen in front of everyone) as opposed to just showing it after the meetup.
You can showcase more than one game of course! If you want two focused feedback sessions then we might need to see if anyone else wants the space before giving it to you :).
@Gazza_N great! :)
@AlphaSheep Thanks! Corrected now :).
Also, I really don't want to monopolize the stage at this meet, but Nandrew's asked me to do a focused feedback session of Stoic/Cold Focus for the Joburg peoples. Workable?
Sorry peeps, but I'm gonna have to pull my planned talk - just got too many deadlines for that same day :/.
I'm hesitant to replace it with the Alex Bruce's talk, however - a one hour talk will push our finishing time back quite significantly, something which we've been trying to avoid recently.
Anyone got any talks up their sleeves?
It's about crime bosses racketeering to amass wealth while someone could turn snitch at any time to expose everything :)
Probably a Col'Cacchio's venture, yeah :). Think we might end a bit early this month, so that'll mean more time for playtesting :).
edit: I really wish my main project was ready for some personal showtime, but sadly I doubt it will happen since there is still quite a lot to do before I can even put it up for testplaying... :(
@Elyaradine is that someone besides Vietnam? :D
Sigh... Will show next month - hopefully I won't pull another Phil Fish.
Assuming of course that means produce an awesome series of games and work really hard and become successful and make a ton of interesting friends and be a nice person despite huge amounts of perceived pressure. Do what Phil did: Make something cool!
Don't do what random people on the internet did, which is be total assholes and kill someone's desire to make stuff for them. Important distinction, I feel. (Good luck, glad you fixed it!)
@PowerCat: Was it the ini files?
@Gazza_N It was my silly fault, I wasn't thinking and put an "open ini file" inside a script (Which I forget sometimes is in a step event) so it was basically just opening and closing the ini file a bazillion times. Lol.
Was pretty fun, solid mechanics, I just didn't like that A) no hidden info B) dice :P
The players take on the role of shaman apprentices. In order to graduate from The Shaman Academy of Shame, they have to beat the other player in a spirit duel. Each player has 3 totems. In order to engage in combat, the shamans have to summon spirits that posses these totems. The spirits are represented by a pool of 6 face-up cards. Both players select the spirits to summon from this pool. The chosen spirit cards are then replaced by a new face card from the face-down deck.
Each turn, a player takes a spell die from their Pool of Meditation (or whatever bullshit you wana call it) and places it into their ready pool. In order to channel a spirit into a totem, the shaman must pay 1 spell die from the ready pool. This die then goes to their spent pool. The dice in your spent pool return to your ready pool at the start of each player's turn. If the player decides not to summon a spirit (or if all 3 of their totems are possessed), they may roll the spell dice from their ready pool. The faces on the dice will then give the shaman access to spells that they can cast, such as (I have cute bullshit names for each spell, but these are what the effects boil down to): Freezing, Double action, Extra life, Soul block, Remove Status effect and Status effect immunity. Depending on the spell, the spell dice either stay on a totem after being cast until the spirit dies or they are spent and have their spell dice returned to the Pool of Meditation and Stuff.
Once a totem is possessed by a spirit, it can attack or perform its special action (so no summoning sickness or sleepiness or whatever). Attacking or using it's special ability causes the spirit to lose 1 HP. Some spirits have passive effects (like dealing 1 damage to any spirit that gets summoned) or have an effect that occurs when they possess a totem (like freezing all other totems for 1 turn). The little Lego bits represent the totems and their orientation is used to determine if they have used their action in that turn. In order to win, the totems need to attack the opposing shaman's Spirit Stone (which has an HP of 15 at the moment).
That's the gist of it! (Or more accurately, a summary of the mechanics.)
I know @Tuism struggles with the lack of hidden information, but that's a big part of the game for me. In games like Hearthstone of MTG, you could have the best strategy ever, and someone can simply ROFLstomp your face with a single card that you didn't know they had. In my game, it's all about sussing out what the other player might do in a particular situation and how to best react to that (very much like chess, which has no hidden information either). I would love to get it into the hands of more people... and soon. I'm very serious about developing this further, but I need to determine if I have anything worthwhile to pursue.
... Also, everybody does that. All the time. I wish I could stop... *sigh*
The indie community is poorer without him.