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f13.net General Forums => Game Design/Development => Topic started by: schild on July 16, 2009, 08:38:02 PM



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.           





Now what do I have to do again?
Not go full retard. That's a good place to start. :oh_i_see:


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:
Rat
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:
Boss mobs? Item names?

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 MONKEYWHORE


Title: 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