Title: diku. - The Board Game Post by: schild on July 16, 2009, 08:38:02 PM (http://dl-client.getdropbox.com/u/39720/diku/bat_country_edition_box%20copy.png) OK JERKS I'M MAKING A BOARD GAME. LET'S HAVE FUN. THE FOLLOWING NEED TO EXIST, I'LL WORRY ABOUT ART LATER. /allcaps Quote In the Box 10x Class Cards 50x Mob Cards 25x Boss Cards 200x Loot Cards LET'S DO THIS. I don't want stats, just names, etc. Classes: COMPLETE Mobs: Rats Bosses: Loot (Weapons, Armor, Accessories): Title: Re: diku. - The Board Game Post by: Ashamanchill on July 16, 2009, 08:56:58 PM Okay I'm in, sign me up.
Now what do I have to do again? Title: Re: diku. - The Board Game Post by: schild on July 16, 2009, 08:57:27 PM Okay I'm in, sign me up. Not go full retard. That's a good place to start. :oh_i_see:Now what do I have to do again? Title: Re: diku. - The Board Game Post by: WindupAtheist on July 16, 2009, 09:24:56 PM Random suggestions.
Classes: Let's get something in there besides WoW standbys. How about a samurai class? A vampire? Ooh, maybe a Spanish Conquistador type with a big blunderbuss. Mobs: I wanna see old-school kobolds with dog heads come back. Bosses: Need one based on that fat asshole from Warhammer that everyone hates. Loot: Game needs a Nythraxian Cloak of Mind-Bending IMHO. Title: Re: diku. - The Board Game Post by: Prospero on July 16, 2009, 09:26:51 PM You have to have the pointless bard class.
Title: Re: diku. - The Board Game Post by: Xilren's Twin on July 16, 2009, 09:29:33 PM In the Box 10x Class Cards 50x Mob Cards 25x Boss Cards 200x Loot Cards Depends on what flavor you want. If tongue firmly in cheek then heres some ideas... Classes: Meatshield (high D, lower melee Dam) Light Tank (lower Def, higher melee Dam) Jack-off-all-trades/Hybrid Warrior (avg Def and melee Dam, some utility spells) Pet Mage (necro, elementalist, whatever) Glass Cannon (highest ranged offensive damage, dies from sneezes) Rogue (stealth to damage dump with melee attack; low HP) Healbot (avg Def, healing) CCmage (utility and crowd control) Gimp (does nothing well other than complain) and... Bank Mule (high carrying capacity) Mobs: Rats and other small furry varmints Bears and other medium furry varmints Random goblinoid stereotype Dead People Walking Emo Elves in need of killing Evil player races Unicorns in search of virgins Giants, trolls and ogres Dragons of course Elemental themed mobs Mutant varients of mobs Palette swapped mobs Bad mesh mobs Exploitable AI mobs Poor Pathing mobs Risk Reward Imbalance mobs Magical Plot Faries Bugs..I mean Insects Program Bugs Undead Board Threads Whine Threads Unrestrained Ego Threads Nerf monsters Update monsters (do male and female versions of each; viola!) Boss Monsters: Holy Trinity The Vision Working as Intended Hidden Patch Changes Social Life Normalcy Personal Hygine Real Females Alphabet Soup Mom needs the computer Epeen Uberlord Old Skool Abashi Loot (Weapons, Armor, Accessories): Ban Hammer (of course) Nerf bat Holy Avenger Title: Re: diku. - The Board Game Post by: schild on July 16, 2009, 10:13:29 PM I'm going to take it relatively seriously.
also, from the doc I'm working on: Quote Objective Distill diku-methodology into an analog format. Target Audience Assholes. Age Range Do you have a fully formed brain? You may proceed. I'm tempted to put the doc together on blurb.com when it's all done. Title: Re: diku. - The Board Game Post by: schild on July 16, 2009, 10:17:13 PM The card master is called "the server."
The players are called "clients." I rule. Title: Re: diku. - The Board Game Post by: Soln on July 16, 2009, 10:33:37 PM something:
Buffbot Bombbot (AOE Jerk) Lewt ninja Min-Max'er (elitist Jerk) Guild Leader (guy who takes himself too seriously, or, Drama Guy) Full-time Mom (yeah her on Vent) Blogger (or Theorycrafter, Asshole) Gaming Journalist (just Asshole) RoxxerBoxxer (multi box Asshole) Goldfarmer (Rang rang you up some gold!) Beardy guy Angry MUD guy Pretentious Academic EA Title: Re: diku. - The Board Game Post by: schild on July 16, 2009, 10:34:23 PM Maybe this will help you realize I'm taking it semi-seriously. If I don't take the content itself seriously, the entire point of the exercise is lost to the ether and the whole thing becomes a gimmick. This is NOT a gimmick.
Quote How to Play (in 60 seconds) Look. This is simple. When you begin the game, you start in the first town. Specifically, the tavern. If there’s only 2 players, the server deals one class card to the client. This is the class of your first character. He is level 1. He has no armor, a shitty weapon (his hands, info on class card), and no money. He sucks. From there, you travel to your first questing zone. There aren’t really any quests because they all come down to the same thing anyway. Kill some shit. So what are you going to do? Kill some shit. The overworld map consists of the entire world. Zones are labeled with a name, the level range, and dice calls for the number of mobs and bosses. Extra Loot Potential is defined by the color of the zone on the map. The client tells the server where he wants to go. For now, let’s just call the level 1 area “Shitty Forest.” The map says it has 3d3 mobs, and 1d3 bosses. The server will then roll those dice. Let’s say he rolls a combined 4 on the mob dice and a 1 on the boss dice. That zone has four mobs and a boss. If there were 2 bosses, the server would intersperse them as he sees fit. The server retains the right to fuck the client (player is the enemy, etc). So, you’re in Shitty Forest. The server will then choose four low-level mobs from the mob deck. I’d suggest rats. They’re level 1 and do shit for damage. Battle: the player rolls the defined hit roll, let’s say he needs a 1 on a 1d3 to hit. He rolls a 1. Ok, he hit. Great, now roll 1d3 for damage with your pitiful fists. Grats, you did 3 damage. Way to go, Hero. This killed the rat. The client now gets 5 experience. He is 25% of the way to level 2. The rat’s loot table says 1 / 1 / 1d6 and there is a grey bar on the card. This basically means the rat can drop 1 item from the grey loot cards as long as a 1 is rolled on the 1d6. The servers roll for loot was a 2. You didn’t get any loot. Oh well, you suck. Repeat until the area is cleared out. At the end of the area, the client will roll a d10. If he rolls a 10, he’ll get a special treasure chest with X items in it. X is defined by the color of the font. Anyway, the client rolled a 10. Since this area is grey, he rolls 1d3. The client rolls a 1. He gets 1 item from the special chest. The quality of the loot is +1 quality to the area. Therefore, he gets a pale dot-matrix green item. Grats. You don’t completely suck, almost. Details will be explained later, but in short, if this continues through every area. Eventually the player will reach raid zones. This is where shit gets totally unbalanced. Why? Because it’s supposed to? Anyway, odds are you’ll never finish a game anyway. Though, admittedly, that’s probably because after finishing all the raid zones, there’s no more content, so we advise just starting up an alt. Save the old characters for the expansions. Title: Re: diku. - The Board Game Post by: schild on July 16, 2009, 10:36:55 PM This would be an INCREDIBLE web game. >_<
Title: Re: diku. - The Board Game Post by: ezrast on July 16, 2009, 10:44:45 PM Classes: Let's get something in there besides WoW standbys. How about a samurai class? A vampire? Ooh, maybe a Spanish Conquistador type with a big blunderbuss. Really specific classes not only add flavor but also leave plenty of room for expansions down the line.DPS Pyromancer Storm Herald Wolf Warrior Abyss Knight TANK Snow Giant Rhino Warrior HEALER Faerie Empath Hierophant Bard CC Shadowmelder Prophet of Flowers Title: Re: diku. - The Board Game Post by: schild on July 16, 2009, 10:45:55 PM The Bat Country edition is going to be totally, totally generic - most likely at least.
Title: Re: diku. - The Board Game Post by: ezrast on July 16, 2009, 10:46:42 PM This would be an INCREDIBLE web game. >_< I see what you did there.Title: Re: diku. - The Board Game Post by: schild on July 16, 2009, 10:46:53 PM Each character now starts with rags. It's a card that imparts 1 armor, because armor is based off of a scale starting at 1. You can't sell them. You just discard them once you get something better.
This would be an INCREDIBLE web game. >_< I see what you did there.It wasn't a joke. This would be far better than most MMOGs. But that's neither here nor there. Making a board game. If someone wants to make it a web game, they can pay me and buy the idea. Title: Re: diku. - The Board Game Post by: Phildo on July 16, 2009, 10:51:54 PM I'm in on this.
Title: Re: diku. - The Board Game Post by: schild on July 16, 2009, 11:21:15 PM Mob Stat System? BADS
Why? Title: Re: diku. - The Board Game Post by: FatuousTwat on July 16, 2009, 11:22:52 PM Generic...
Classes: Cleric Druid Ninja Monk Ranger(fuck hunters) Races (I don't know if you want them or not): Elf Half-Elf Human Dwarf Half-Orc Gnome Goblin Monsters: Bat Kobold Goblin Orc Slime Animated Armour Amazon Warrior Barbarian Bandit Wight Ghoul Zombie Skeleton Giant Snake Demonling Giant Beetle Brigand Bosses: Giant Rat Giant Bat (or maybe a swarm of either... OR BOTH! OR SWARMS OF GIANT ONES!) Kobold King Goblin Shaman Orc Boss Demon Hag Banshee Black, Red, Green, White and Blue Dragons Title: Re: diku. - The Board Game Post by: schild on July 16, 2009, 11:24:21 PM I will have spreadsheet information for people tomorrow night. I'm going to crank this fucker out. And then totally not have art for the cards.
Title: Re: diku. - The Board Game Post by: Nonentity on July 16, 2009, 11:24:27 PM I should get up on this.
Title: Re: diku. - The Board Game Post by: ezrast on July 16, 2009, 11:35:46 PM Can there be a rat for every level range?
Rat Dire Rat Plague Rat Rat King Swamp Rat Rat Zombie Wererat Giant Rat Abyss Rat Rat God Why the super-generic route, out of curiosity? You can't personalize a card like you can a video game character and it's easier for players to get into "Edmund, Lord of the Night" than "Level 3 assassin". Title: Re: diku. - The Board Game Post by: schild on July 16, 2009, 11:40:02 PM Quote You can't personalize a card like you can a video game character and it's easier for players to get into "Edmund, Lord of the Night" than "Level 3 assassin". Bosses will be personalized more, but lets worry about that later. Not like bosses in MMOGs are personalized to any meaningful degree anyway. Onyxia was BIG BLACK DRAGON. I mean who cares. You're practically larping if you really buy into that crap. Just saying. Quote Can there be a rat for every level range? Rat Dire Rat Plague Rat Rat King Swamp Rat Rat Zombie Wererat Giant Rat Abyss Rat Rat God This is excellent. Title: Re: diku. - The Board Game Post by: Quinton on July 16, 2009, 11:48:39 PM Can there be a rat for every level range? Rat Dire Rat Plague Rat Rat King Swamp Rat Rat Zombie Wererat Giant Rat Abyss Rat Rat God What about having a "monster system" where monsters can be modified by cards like "Tiny", "Harmless", "Dire", "Plague", "Were-", etc? For an encounter/zone/etc, you draw a monster card, then perhaps based on a random factor you might draw one or two modifiers (which add flavor and make the monster harder / drop better loot / etc). Also, I'd suggest that the "server" just be the shuffled card deck or whatnot -- the whole point of a Diku game would seem, to me, to be "The DM is the RNG" Combat mechanics that could be fun (er, well, at least diku-ish): - possibility of getting an add or a bad pull (more monsters!) - crowd control class that has a chance to deal with the above Fun art and flavortext are required! I'd be highly amused by some seriously over-the-top "lore" contrasted with the very generic names of things. EDIT: Hell, the loot system could be dynamic too. Combine a base Loot card ("sword", "shield", "helm", "staff", ...) with a modifier ("rusty", "enchanted", "vorpal", "deadly, ...) card and sometimes an add-on like ("+3", "called dragonbane", "of frost"). Maybe make it *all* about the loot system? Title: Re: diku. - The Board Game Post by: schild on July 16, 2009, 11:50:49 PM Quote What about having a "monster system" where monsters can be modified by cards like "Tiny", "Harmless", "Dire", "Plague", "Were-", etc? For an encounter/zone/etc, you draw a monster card, then perhaps based on a random factor you might draw one or two modifiers (which add flavor and make the monster harder / drop better loot / etc). Every card has a spreadsheet. All those games that palette swap and add some crap to the front as a modifier are just BS anyhow. The exercise is to distill the diku formula into something somewhat fun (instead of just something to stroke the skinner box portion of your brain). In other words, a true board game, not a 1:1 proxy of the DOOMSDAY DEVICE of Developmental Evolution in Online Gaming. Title: Re: diku. - The Board Game Post by: Soln on July 17, 2009, 12:00:26 AM don't forget to add some kind of bullshit reputation system that just requires you to keep rolling and going around the board for something useless
Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 12:02:30 AM don't forget to add some kind of bullshit reputation system that just requires you to keep trolling and going around the board for something useless Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 02:20:44 AM Preliminary Class List with Abilities:
1. Warrior a. Unnatural Strength i. +1 to Min/Max Base Damage Every 2 Levels (1, 3, 5, …) (Cumulative) 2. Mage a. Unholy Aura i. Once Per Zone Buff / Wears off After 2 Battles ii. Reflects 1d3 Damage Whenever Struck iii. +1 1d3 Every 4 Levels (1, 5, 9, …) (Cumulative) 3. Rogue a. Backstab i. Once Every 5 Turns, Can Hide & Attempt to Backstab for Double Damage ii. This is on the Normal “To-Hit” Roll. A Miss Misses Completely. 4. Priest a. Heal i. Healing Spell (1d3) once every 5 Turns ii. +1d3 (Cumulative) Every 3rd Level (1, 4, 7, …) iii. In a Party, This is Usable on Other Members 5. Bard a. Bardiness i. Can Sing-A-Song Once Every 3 Battles, Stuns Opponent for 1d3 Rounds 6. Thief a. Treasure Hunt i. Once a zone, the Thief Can Roll 1d10 (Needs a 6+) for Double Loot (+1 Card) ii. Not Usable on Special Area Roll iii. Initial Loot Roll Must be Successful. 7. Ranger a. Ranged Shot i. Can Initiate Combat Once Per Zone from Range. ii. Mob Must Roll Successful “To-Hit” Twice in Order to Hit the Ranger 8. Cleric a. Holy Shield i. Innate Permanent Buff for Self and Whole Party (-1 Base Damage). ii. +1 Every 4 Levels (1, 5, 9, …) (Cumulative) 9. Monk a. Focused Shot i. Once Every 3 Battles, Monk Gets Guaranteed Hit on Enemy ii. This attack is at Doubles the Damage from the Roll 10. Druid a. Root i. Once Per Zone, Druid can Root Enemy (Normal To-Hit) ii. This Action Completely Breaks the Encounter iii. Not Usable on Bosses Title: Re: diku. - The Board Game Post by: K9 on July 17, 2009, 05:59:46 AM Mobs: I wanna see old-school kobolds with dog heads come back. kobolds kobolds Where did all the Kobolds go? I miss them from my Worlds of Warcrafts. Title: Re: diku. - The Board Game Post by: Mrbloodworth on July 17, 2009, 06:15:17 AM Mobs: I wanna see old-school kobolds with dog heads come back. kobolds kobolds Where did all the Kobolds go? I miss them from my Worlds of Warcrafts. They just call them something else. Title: Re: diku. - The Board Game Post by: WindupAtheist on July 17, 2009, 07:23:53 AM The Bat Country edition is going to be totally, totally generic - most likely at least. What do you need us for then? :cry: Title: Re: diku. - The Board Game Post by: tazelbain on July 17, 2009, 08:00:50 AM > Every card has a spreadsheet.
This would be a great theme for the game. Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 11:02:05 AM The Bat Country edition is going to be totally, totally generic - most likely at least. What do you need us for then? :cry: In your case, flavor text, but we should keep that private. Title: Re: diku. - The Board Game Post by: IainC on July 17, 2009, 11:44:21 AM Jack-off-all-trades/Hybrid Warrior (avg Def and melee Dam, some utility spells) :ye_gods: Title: Re: diku. - The Board Game Post by: Ingmar on July 17, 2009, 12:14:03 PM This would be an INCREDIBLE web game. >_< I think that might be getting too meta. Title: Re: diku. - The Board Game Post by: Tarami on July 17, 2009, 12:21:04 PM Rules suggestion. PATCH DAY!
Each class has a specified set of ability cards (like 5 or 6), and can hold a subset (3 or 4?) of those at any one time. At regular intervals there's a "patch day", upon which every player has to randomly discard one of his/her ability cards and draw a new one from respective class ability stack. The discarded card is shuffled back into the class' stack and reused next Patch Day. Extended variant: In addition to the rule above, every Patch Day a Nerfbat poll is held. Each player gets to cast a Nerf Vote for a class and the players playing the class with most votes has to discard and draw two cards instead of just one. The formal way to vote is to, loudly, state "Nerf [class], it's overpowered!" (sprinkled with a generous take of intarweb jargong.) If there's a tie for votes, every tied class gets the Nerfbat. Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 01:01:14 PM Quote PATCH DAY! Already have a system for it ^_^ Title: Re: diku. - The Board Game Post by: Viin on July 17, 2009, 01:07:09 PM What is the server's goal? To defeat the clients?
Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 01:11:38 PM What is the server's goal? To defeat the clients? What? People can win in a diku game? The server exists to control the world and flow. Not to "beat" anyone. There's no winning at diku. Title: Re: diku. - The Board Game Post by: Viin on July 17, 2009, 01:25:20 PM If the server is just the GM, that's cool.
I was just thinking it'd be pretty fun for the server to get to play too .. basically, a 1 vs 2 (or however many clients there are) MtG game. The server gets to play modifier cards on the mobs and quests, throwing curve balls at the clients. For example, if you know Mage1 is speccing for fire, you might try to play an ice shield modifier card on the next mob/boss they hit. The question would be "to what end?" Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 01:28:12 PM I really don't want the server to have any abilities outside of minor, minor control over random behavior. I want to build in enough that the server is a caretaker, much like a real game.
Some mobs will have special abilities tied to them. Title: Re: diku. - The Board Game Post by: Lantyssa on July 17, 2009, 01:52:59 PM Two Classes you really need:
Tank Mage Holy Trinity Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 01:58:05 PM Holy Trinity isn't a class. I could easily make it a boss mob where you have to kill 3 different HP pools though, and each one has the proper special ability.
Edit: I should just flat out say the classes are done. Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 02:00:11 PM The classes are done.
Title: Re: diku. - The Board Game Post by: Rasix on July 17, 2009, 02:14:39 PM Am I reading this wrong, or does the monk just get a better version of backstab that's usable every 3 rounds instead of 5?
Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 02:53:43 PM Heh, yea, that needs to be fixed. Though, maybe, not really. The Monk is going to have higher innate defense. I'll figure something out once I get to playtesting.
Title: Re: diku. - The Board Game Post by: K9 on July 17, 2009, 03:04:54 PM Some sort of event card perhaps:
Quote KEYLOGGER You have clicked on a keylogger and your account has been stolen. Miss three turns until a GM restores your character. Additionally, if you are the party leader you must make a saving throw each turn to prevent the account thief from disbanding the guild. I also like Tarami's suggestion. Maybe spin it out into buffs/nerfs with each patch and have a secondary goal to have the most OP class at the end of the game, by tactically whining for nerfs to other classes. You have to ensure you keep other classes sufficiently viable to complete content though. Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 03:11:31 PM Heh. While that "sounds fun." It's a meaningless affair if only 2 people are playing. Part of the design issues with a board game is it has to scale correctly. Having things like "lose 3 turns" means nothing if turns aren't limited. Also, simplicity in complexity is a beautiful thing.
Title: Re: diku. - The Board Game Post by: Viin on July 17, 2009, 03:51:16 PM I really don't want the server to have any abilities outside of minor, minor control over random behavior. I want to build in enough that the server is a caretaker, much like a real game. Some mobs will have special abilities tied to them. Thinking about this more while at the gym (I get bored), I think you are missing a great dynamic here. The server isn't just the DIKU engine, it's the development team trying to keep the players from reaching the level cap. The game's job is to prevent the players from reaching the cap, while the players are trying to get to the level cap first. Besides, who just wants to play what is essentially just "the bank"? Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 03:59:11 PM Quote The server isn't just the DIKU engine, it's the development team trying to keep the players from reaching the level cap. While I'm a huge fan of commentary through non-traditional means, I'd really rather make something fun for the players than straight up mimic one of the crappier problems with the industry. When all the base rules are down on paper and posted, we can further define the Servers role in the game. Quote Besides, who just wants to play what is essentially just "the bank"? From what I remember? Every single kid in America did. Title: Re: diku. - The Board Game Post by: Ingmar on July 17, 2009, 04:06:35 PM Most games of this style these days include a 'win condition' for the non-team player (for example in Descent the "DM" is actually trying to kill you rather than tell a story, same for Sauron in the co-op LotR, etc) so there should probably be some kind of incentive for the Server player.
Title: Re: diku. - The Board Game Post by: tazelbain on July 17, 2009, 04:06:53 PM That's only because Monopoly was such a boring ass game.
Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 04:27:21 PM Most games of this style these days include a 'win condition' for the non-team player (for example in Descent the "DM" is actually trying to kill you rather than tell a story, same for Sauron in the co-op LotR, etc) so there should probably be some kind of incentive for the Server player. My "patch day" system will be notably mean to both players and the servers alike. That said, there will be other decisions the server can make behind the scenes. But like I said, once the initial stuff is on paper, I have NO problem putting everything up for discussion. Title: Re: diku. - The Board Game Post by: K9 on July 17, 2009, 04:50:16 PM That's only because Monopoly was such a boring ass game. Playing figure-of-eight monopoly with two boards overlapping and adding drinking into the mix makes for a fun game. Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 04:54:11 PM That's only because Monopoly was such a boring ass game. You sound like you were a fun kid!Title: Re: diku. - The Board Game Post by: Slyfeind on July 17, 2009, 04:57:23 PM You differentiated between Thieves and Rogues? Nobody does that anymore! I HEART YOU 4EVER!!!
No "tank" ability? I thought DIKU expressly needed someone to take damage away from everybody else. Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 05:09:27 PM No "tank" ability? I thought DIKU expressly needed someone to take damage away from everybody else. Classes will have innate attack and defense that will further define that stuff. A tank ability would just be boring in action, imo. Title: Re: diku. - The Board Game Post by: ezrast on July 17, 2009, 05:31:01 PM You differentiated between Thieves and Rogues? Nobody does that anymore! I HEART YOU 4EVER!!! Now if you'd only realize that ranger != archer we'd be just about perfect. :why_so_serious:Title: Re: diku. - The Board Game Post by: Slyfeind on July 17, 2009, 06:08:14 PM Now if you'd only realize that ranger != archer we'd be just about perfect. :why_so_serious: Yeah, that. Title: Re: diku. - The Board Game Post by: stu on July 17, 2009, 06:14:40 PM The only mobs I can think of at the moment are Deranged Hobo and Back Alley Abortionist.
Title: Re: diku. - The Board Game Post by: Xilren's Twin on July 17, 2009, 09:08:19 PM Jack-off-all-trades/Hybrid Warrior (avg Def and melee Dam, some utility spells) :ye_gods: yes, that was intentional Title: Re: diku. - The Board Game Post by: Salamok on July 17, 2009, 09:11:23 PM Classes: Meatshield (high D, lower melee Dam) That should be under equipment and look like a giant fucking tbone strapped to your arm. Title: Re: diku. - The Board Game Post by: schild on July 17, 2009, 10:14:08 PM Some of you should look further down.
Title: Re: diku. - The Board Game Post by: Azazel on July 17, 2009, 10:32:47 PM Quote Can there be a rat for every level range? Rat Rat God This is excellent. The same should be done for Bat, Spider and Skeleton. Buffbot and Healbot should actually be loot cards, not player classes. Title: Re: diku. - The Board Game Post by: stu on July 18, 2009, 03:00:11 PM Classes: Meatshield (high D, lower melee Dam) That should be under equipment and look like a giant fucking tbone strapped to your arm. Isn't Meatsmithing a trade in Kingdom of Loathing? Title: Re: diku. - The Board Game Post by: Amarr HM on July 18, 2009, 03:54:40 PM Need artwork? might be able to help out.
Title: Re: diku. - The Board Game Post by: DLRiley on July 18, 2009, 04:25:15 PM Each character now starts with rags. It's a card that imparts 1 armor, because armor is based off of a scale starting at 1. You can't sell them. You just discard them once you get something better. This would be an INCREDIBLE web game. >_< I see what you did there.It wasn't a joke. This would be far better than most MMOGs. But that's neither here nor there. Making a board game. If someone wants to make it a web game, they can pay me and buy the idea. This will be a flash game in 1 month. Title: Re: diku. - The Board Game Post by: Slyfeind on July 18, 2009, 09:50:30 PM Diku: The Board Game: The PC Game! I'll bet it'd do really well, especially if you used the Warcraft IP!
Title: Re: diku. - The Board Game Post by: Bzalthek on July 21, 2009, 02:39:13 AM Quote You can't personalize a card like you can a video game character and it's easier for players to get into "Edmund, Lord of the Night" than "Level 3 assassin". Bosses will be personalized more, but lets worry about that later. Not like bosses in MMOGs are personalized to any meaningful degree anyway. Onyxia was BIG BLACK DRAGON. I mean who cares. You're practically larping if you really buy into that crap. Just saying. Quote Can there be a rat for every level range? Rat Dire Rat Plague Rat Rat King Swamp Rat Rat Zombie Wererat Giant Rat Abyss Rat Rat God This is excellent. On this vein is "rat" one card with various subtypes to pick from for level range or are each of these subtypes an individual card? Anyways, if you're looking for generic monsters, you can always rely on old archetypes. Starting with the mundane: Critters: Rats, Bats, Toads Bugs: Centipedes, Beetles, Antlions, Insect Swarms, Arachnids Animals: Boars, Badgers, Wolves, Bears, Great Cats, Apes, Beasts: Basilisk, Chimera, Cockatrice Humanoid: Humans, Elves, Dwarves, Gnomes (Lizard Men?) Goblinioid: Kobold, Goblin, Orc, Hobgoblin, Bugbear, Gnoll Giantkin: Ogre, Troll, Ettin, Giant, Minotaur Flyers: Wyvern, Griffon, Gargoyles, Harpies Golems: Bone, Stone, Clay, Brass, Iron, etc. Elementals: Earth, Air, Fire, Water (Or you can go deeper with combinants like Steam, Magma, Ooze or even Blood, Shadow) Dragons: Chromatic is probably the most generic, though metallic is also old school. Sylvan: Centaurs, Dryads, Nymphs, Faeries, Satyr Undead: Skeletons, Zombies, Ghouls, Wights, Wraiths, Vampires, Ghosts, Mummy, Lich Miscellaneous: Imps, Demons, Alien types that don't fit in an archetype (think Beholder) Edit: And Lycanthropes! Edit more: Plants: Treant, Carnivorous Plants Hydra in Dragon archetype? Title: Re: diku. - The Board Game Post by: Prospero on July 21, 2009, 12:04:13 PM There probably isn't a way to get around the copyright infringement, but I have fond memories of smashing up Smurf village when I was mudding.
Title: Re: diku. - The Board Game Post by: nurtsi on July 23, 2009, 08:41:57 AM There probably isn't a way to get around the copyright infringement, but I have fond memories of smashing up Smurf village when I was mudding. Ah, slaying smurfette in front of other smurfs, feeding her soul to my chaos blade and then making leather pants out of her corpse...Those were the days. Title: Re: diku. - The Board Game Post by: Bzalthek on July 23, 2009, 08:55:17 AM Ah, slaying smurfette in front of other smurfs, feeding her soul to my chaos blade and then making leather pants out of her corpse...Those were the days. Ah, you were that guy. Title: Re: diku. - The Board Game Post by: Sky on July 23, 2009, 12:58:03 PM Heh, yea, that needs to be fixed. Though, maybe, not really. The Monk is going to have higher innate defense. I'll figure something out once I get to playtesting. WHY U NERF MY MONK U MONKEYWHORETitle: Re: diku. - The Board Game Post by: Yegolev on July 30, 2009, 01:17:40 PM All those games that palette swap and add some crap to the front as a modifier are just BS anyhow. Oh jeez, what? I wish I knew about this thread before I got into my Angry Phase. I'm going to have to come back later and read the rest. Title: Re: diku. - The Board Game Post by: schild on August 13, 2009, 09:53:16 PM I still plan on doing this, in case you all are wondering. The design is about halfway done. Have to do stats stuff. But more than all of that, I have to get art. Which will probably be the straw that breaks the camel's back.
Title: Re: diku. - The Board Game Post by: Bzalthek on August 13, 2009, 10:35:43 PM I wish I could help with art, but I have the talent of a retarded sloth when it comes to that.
Title: Re: diku. - The Board Game Post by: schild on August 13, 2009, 10:49:13 PM I wish I could help with art, but I have the talent of a retarded sloth when it comes to that. That's OK, I have the time of a guy with WAY TOO MUCH WORK TO DO ON WAY TOO MANY THINGS. Also, I'm way too lazy and cheap to spend like $400 on watercolors, a new scanner, watercolor paper, and do it all serious like.Title: Re: diku. - The Board Game Post by: Krakrok on August 13, 2009, 11:36:04 PM I can offer generic card backgrounds with bevels, terrain rendered in Bryce6 (then drop a hex grid on it or whatever you're doing), and/or a person or two rendered in Poser. Also free stock photos at: sxc.hu |