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Joshua Blum에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 Joshua Blum 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
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The Thirteenth Hour Podcast #446: Thoughts on Game Design and Ideas on a Homebrew Tomb Raider Card Game

 
공유
 

Manage episode 402791135 series 1006750
Joshua Blum에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 Joshua Blum 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.

The Thirteenth Hour Podcast #446: Thoughts on Game Design and Ideas on a Homebrew Tomb Raider Card Game

https://archive.org/download/podcast-446/Podcast%20446.mp3

In a much earlier post, I wrote a bit about an unfinished pixelart Tomb Raider game I’d started. I recently wondered if it would be possible to finish that story (which involved Lara questing after the captured imperial regalia of Japan) but not as a video game. Given my recent experience making a Rocketeer card game, I wondered if I could do something similar but aim for upping the complexity a bit using some of the ideas I’d thought of from the Rocketeer vs. the Third Reich game that didn’t quite make it in there. At the very least, I would be able to finally use some of the sprites I made for the game as the art for the cards:

Lara breathe animated – though the Lara animations have come in handy in all the other times I’ve needed something similar, it would nice to finally use them for somewhat of their intended purpose.

lara run cape– I figured that Lara could get a cloak at some point that would make her less visible, making her less able to be seen by enemies. In the Rocketeer card game, Cliff had a rocket pack he could use to avoid combat and get to places, so what if Lara had some sort of detectability statistic that determined how much noise or visibility she possessed?

lara shoot standlara auto9lara smg shoot– I also wondered if Lara could acquire various weapons as she went through the the journey, just like the video games that inspired it. She would start with pistols, but if she found ones with more abilities, like fully automatic fire, she could use those instead. I could also give each weapon some stats for its use to determine how its handling would affect the likely of it actually hitting what Lara was shooting at, to account for things like recoil. On each card, I could include the instructions of how to roll to account for these differences. For the sake of simplicity, I might assume that all weapons use the same ammunition so there’s one ammo stat to keep track of.

lara backflip – Lara could start out with her use basic acrobatic abilities, but she could level those abilities up over the game to do additional things, like going from a backflip to a backflip with more height, covering more distance, or adding in a half twist to land in the opposite direction.

lara side kicklara flying side kick– I also wanted Lara to have an unarmed attack that could more silent and not use any ammunition. She might be able to level that up as well to increase its power or cover more distance, e.g. with a jump.

Say tuned! Maybe this game and its accompanying story will finally get finished after all these years!

Thanks for listening!

∞∞∞∞∞∞∞∞

9c855cfe-2bcf-4f9b-9681-898d80b49e9a

Check out the growing line of Thirteenth Hour toys and other products on the Thirteenth Hour Studio Etsy store (https://www.etsy.com/shop/ThirteenthHourStudio). There are a number of custom figures from retro films being sold for charity that available there as well. For example, the hunter action figure from A Shadow in the Moonlight is now done and available on Etsy!

There is also a growing collection of Thirteenth Hour stickers on The Thirteenth Hour Studio store on Redbubble!

redbubble

Check out this collaboration with past show guest Jeff Finley on handpan:

Follow along on Spotify! There is also a growing extended Thirteenth Hour playlist on Spotify with a growing number of retro 80s songs.

Check it out!

As always, thanks for listening!

∞∞∞∞∞∞∞∞

  continue reading

28 에피소드

Artwork
icon공유
 
Manage episode 402791135 series 1006750
Joshua Blum에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 Joshua Blum 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.

The Thirteenth Hour Podcast #446: Thoughts on Game Design and Ideas on a Homebrew Tomb Raider Card Game

https://archive.org/download/podcast-446/Podcast%20446.mp3

In a much earlier post, I wrote a bit about an unfinished pixelart Tomb Raider game I’d started. I recently wondered if it would be possible to finish that story (which involved Lara questing after the captured imperial regalia of Japan) but not as a video game. Given my recent experience making a Rocketeer card game, I wondered if I could do something similar but aim for upping the complexity a bit using some of the ideas I’d thought of from the Rocketeer vs. the Third Reich game that didn’t quite make it in there. At the very least, I would be able to finally use some of the sprites I made for the game as the art for the cards:

Lara breathe animated – though the Lara animations have come in handy in all the other times I’ve needed something similar, it would nice to finally use them for somewhat of their intended purpose.

lara run cape– I figured that Lara could get a cloak at some point that would make her less visible, making her less able to be seen by enemies. In the Rocketeer card game, Cliff had a rocket pack he could use to avoid combat and get to places, so what if Lara had some sort of detectability statistic that determined how much noise or visibility she possessed?

lara shoot standlara auto9lara smg shoot– I also wondered if Lara could acquire various weapons as she went through the the journey, just like the video games that inspired it. She would start with pistols, but if she found ones with more abilities, like fully automatic fire, she could use those instead. I could also give each weapon some stats for its use to determine how its handling would affect the likely of it actually hitting what Lara was shooting at, to account for things like recoil. On each card, I could include the instructions of how to roll to account for these differences. For the sake of simplicity, I might assume that all weapons use the same ammunition so there’s one ammo stat to keep track of.

lara backflip – Lara could start out with her use basic acrobatic abilities, but she could level those abilities up over the game to do additional things, like going from a backflip to a backflip with more height, covering more distance, or adding in a half twist to land in the opposite direction.

lara side kicklara flying side kick– I also wanted Lara to have an unarmed attack that could more silent and not use any ammunition. She might be able to level that up as well to increase its power or cover more distance, e.g. with a jump.

Say tuned! Maybe this game and its accompanying story will finally get finished after all these years!

Thanks for listening!

∞∞∞∞∞∞∞∞

9c855cfe-2bcf-4f9b-9681-898d80b49e9a

Check out the growing line of Thirteenth Hour toys and other products on the Thirteenth Hour Studio Etsy store (https://www.etsy.com/shop/ThirteenthHourStudio). There are a number of custom figures from retro films being sold for charity that available there as well. For example, the hunter action figure from A Shadow in the Moonlight is now done and available on Etsy!

There is also a growing collection of Thirteenth Hour stickers on The Thirteenth Hour Studio store on Redbubble!

redbubble

Check out this collaboration with past show guest Jeff Finley on handpan:

Follow along on Spotify! There is also a growing extended Thirteenth Hour playlist on Spotify with a growing number of retro 80s songs.

Check it out!

As always, thanks for listening!

∞∞∞∞∞∞∞∞

  continue reading

28 에피소드

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