Page 2 of 2

Cleaned-up Game Setup

Posted: Fri Dec 14, 2012 9:04 pm
by cyberunner8
Here is the new streamlined game setup with free floating dice and new clean art.

New Event Card Look

Posted: Sat Dec 15, 2012 11:33 am
by cyberunner8
I added new fonts and new art to the front and back.

Posted: Sun Dec 16, 2012 2:45 am
by heruca
I don't think I've ever liked a font less.

Posted: Sun Dec 16, 2012 5:16 am
by Omnidon
Well, I've certainly seen worse fonts, but I do agree in that I don't care for that one. :P

Updated card look

Posted: Sun Dec 16, 2012 10:33 am
by cyberunner8
I don't think I've ever liked a font less.
I updated the look of the cards front and back.
That was the answer I was looking for.
That was also one of the most passionate 'No's' from you heruca. :lol:
Thanks to both of you for your input.
-cyberunner 8)

Re: Updated card look

Posted: Sun Dec 16, 2012 1:12 pm
by heruca
cyberunner8 wrote:That was also one of the most passionate 'No's' from you heruca. :lol:
Hehe! :lol:

Trap Card Front and Back

Posted: Mon Dec 17, 2012 1:06 am
by cyberunner8
I changed the font and add some drop shadows. All the cards will be able to be enlarged or shrunk to extreme sizes in game and hopefuly keep their detail.

Revamped Trap Cards

Posted: Fri Dec 21, 2012 9:56 pm
by cyberunner8
Here is the completed new look at 100% zoom and objects at 50% size.

Let me know what you think.
-Cyberunner

New Room Tile Art

Posted: Sun Dec 23, 2012 4:00 am
by cyberunner8
I finaly got to adding the walls, doors, and overall new textures to the room tiles.
Here they are at 100% zoom and 50% object size.
Let me know what you think, if anything.
-cyberunner 8)

New Event Card

Posted: Wed Jan 09, 2013 2:56 am
by cyberunner8
Well folks I am back.

After much deliberation and work I am ready to show the new event cards.
Each card has new art, expanded rules, and some flavour text.
Tell me what you think, if you would like.

Cyberunner 8)

Play Testing Part 3

Posted: Wed Jan 16, 2013 11:36 am
by cyberunner8
After the third round of testing I discovered a few thing, like;

* Typing errors need correcting, and further rule explanations are need. :oops:

* Counters or some form of tracking is needed for the LSD and Rage traps.

* Some optional rules have come up. :idea:

* Moving the game board around before every players turn is a pain in the bottom. :roll:

* Having a visual count-down counter would help, and shortening the game length to ten turns would add more suspense.

These are some of the findings.

-Cyberunner 8)

Re: Play Testing Part 3

Posted: Mon Jan 21, 2013 11:04 am
by heruca
cyberunner8 wrote:* Moving the game board around before every players turn is a pain in the bottom. :roll:
Could you explain why? What needs to happen, exactly, and how could it be made easier in the program?

Re: Play Testing Part 3

Posted: Mon Jan 21, 2013 7:38 pm
by Omnidon
heruca wrote:
cyberunner8 wrote:* Moving the game board around before every players turn is a pain in the bottom. :roll:
Could you explain why? What needs to happen, exactly, and how could it be made easier in the program?
If you recall the movie, the rooms all shift places with eachother periodically. He's just saying it's a pain to move every single tile on the board every time the shift occurs. There isn't really any way to avoid that though short of a custom script for it.

Moving the Game tiles

Posted: Mon Jan 21, 2013 11:10 pm
by cyberunner8
cyberunner8:
* Moving the game board around before every players turn is a pain in the bottom.
heruca: Could you explain why? What needs to happen, exactly, and how could it be made easier in the program?
Omnidon: If you recall the movie, the rooms all shift places with each other periodically. He's just saying it's a pain to move every single tile on the board every time the shift occurs. There isn't really any way to avoid that though short of a custom script for it.
Thanks Omnidon.
To answer your question, heruca; in the movie the rooms move.
To do this as simply as possible, before a player does anything.
They need to first select and drag everything on one tile.
Then they need to shift it over so the doorways line up.
This itself is not a problem, but it is done before every players turn.
This can complicate the game if a player then also plays an event card that moves two more games tiles with everything on them.
This has also made me add the rule that 'if a player forgets to room shift it just doesn't' happen.
In addition, when a room tile moving event card is played then no room tiles are moved for the next 3 rounds not player turns.
In other words, everyone must complete their turn three times before anyone can move a tile.
The only exception to this rule is, if someone plays another event card to move more room tiles during this "Tile Freeze Time".
That player move the tiles and restarts the tile freeze for three round.
No, it has nothing to do with the software.
No, I don't have every tile moved at the same time, as that would be a logistical nightmare. :shock:
The program is wonderful and it makes this pet project possible. :D
It was that or I break out the crayons and cardboard. :lol:

p.s. Welcome back Heruca!

Posted: Mon Jan 28, 2013 11:43 am
by heruca
Wouldn't the "Swap Locations" and/or the "Shuffle Locations" features in BGE help with moving the room tiles around?

Conversion of BRPG to BGE

Posted: Wed Jan 30, 2013 10:00 am
by cyberunner8
Wouldn't the "Swap Locations" and/or the "Shuffle Locations" features in BGE help with moving the room tiles around?
I do not know as I have not used the BGE platform a lot. I have been using the BRPG platform for designing the game. I am more comfortable with it.

On that note, I was wondering is there a short cut to converting BRPG files to BGE file or do I have to put the game together manually?

Hope you had a nice time off by the way.

It is getting busy at my work as I am covering classes for a friend.

-Cyberunner 8)

Posted: Wed Jan 30, 2013 10:47 am
by heruca
BRPG Encounter files and BGE Game Files are completely compatible, at least up through BRPG v1.8a. They may start being incompatible after BRPG v1.8b and BGE v1.4.

External media asset bundles are completely compatible between all versions of both programs.

Posted: Wed Jan 30, 2013 10:52 am
by heruca
Oh, and the "Swap Locations" and the "Shuffle Locations" features are present in both programs.

The "Swap Locations" and the "Shuffle Locations" features

Posted: Thu Jan 31, 2013 10:01 am
by cyberunner8
heruca Posted:
Wouldn't the "Swap Locations" and/or the "Shuffle Locations" features in BGE help with moving the room tiles around?
Oh, and the "Swap Locations" and the "Shuffle Locations" features are present in both programs.
Thanks for the suggestion Heruca. I was not aware of those features and that both BGE and BRPG had them. They are really nice features.

I tried them out with mixed results with the game however.

Both 'swap' and 'shuffle locations' worked well if I only select the room tiles.

When I start to 'shuffle locations' with tiles full of other game tokens the result is much like your cat or dog ran across the board play area. :lol:
(I remember a few games ruined by the house hold pet or soft drink spill.)
The problem is that there are no priority in the shuffle, so a board tile can be switched with a player token.
Since all objects are stacked as a long list with the top of the list being the top of the pile.
Game tokens can get lost in the pile .
But unlike when your pet destroys the game space you can hit Ctrl-Z and undo the mess.

I tried to anchor the room card to each room tile.
Then only selecting the rooms to shuffle.
This only moved the rooms around.
When the rooms are shifted this causes the game pieces anchored to go off into some unexpected direction.

So I can fix this problem by select dragging the room I need and sliding it to the free slot in the game.

Another method is to have a card map play area off to the side to keep track of traps, events, clues and exit locations on the map without them being on the play area.

The room tiles themselves are all the same except for color and room numbers.
This makes them being moved pointless as it is the contents of a room that are important.
Not the rooms themselves.

I just had another thought that could work. :idea:
If I tile the game board in the fixed 'O' and shuffle the room cards only.
With an off board card play area to keep track of tokens, traps etc...
Oh wait that would not work, unless I added some numbers to the room cards themselves.
Anyways this is giving me some great ideas to play with.

I will let you know the results.

Thanks again Heruca.

-Cyberunner 8)

Re: Creation Of "Death Trap!" board game Idea

Posted: Fri Feb 13, 2015 9:45 pm
by heruca
Are you aware of the game Room 25? It seems to be regarded as Cube, the boardgame. I just stumbled across it, and thought it might interest you.