Monday, July 9, 2007
New page
Well guys this is the final post on this page we will ever make. I created a wiki for the game on wetpaint and Im going to make the first post there right after I make this post. I switched sites b/c this allows for multiple editors and eventually it will be better b/c it is a real site and not simply a blog. Well I guess we will see you all at the new page.
Monday, June 25, 2007
Been a while.
Well I can't believe that it has been so long since I updated but it really has. Okay so we did our first official demo we had me doing the GMing as usual b/c Matt is not creative enough for GMing usually, and we had Matt and my buddy Jon from VA doing the test playing. both thouroughly enjoyed the game and Im happy to say the test went well. We plan on doing more tests but who knows what will happen.
Otakon is currentlyu up in the air. We know we are attending Otakon but we are not sure about a demo. After all we do have to write up a rules book. Well we will see I guess. TTYL.
Otakon is currentlyu up in the air. We know we are attending Otakon but we are not sure about a demo. After all we do have to write up a rules book. Well we will see I guess. TTYL.
Sunday, May 27, 2007
No meeting.
So there was no meeting this week and on top of that Matt's mom is punishing him and his sister and won't let them ahve anyn friends over for a month so now we must do work at my hous e which is a pain b/c of my loud dog. Well without a meeting i guess thats all. bye.
Saturday, May 19, 2007
And then there were two
Thats right, if you understand my title then you realise we only have two more major steps left. The first step is demoing. This includes gathering groups of people to test the game mechanics other than Matt and I b/c our opinions are too biast. Then based on what they say we will make simple modifications to the game so that it really works well. This is going to be the longest step so far because honestly we only know like 5 people who can test the game for us in this area and even though I know someone who can test it with his friends he lives a couple hours from me so I would have to have him e-mail me all the results which would work but it would be a pain. Now because we just plain really need to get people to test our game heres what I'm going to do, anyone who has a 3 to 4 person group of people who enjoy tabletop games, and would like to test out the game for us e-mail me at nibor123@gmail.com and I will get back to you straight away.
So once we are done with that arduous task we have to write the final version of the core rule book. Now even though we are writing a tentative version of the rulebook for testing purposes this will still be a pain in the ass. Luckily though we arent alone because some of our friends said they may be able to help. Well we will see what happens i guess. Okay good night and good luck.
So once we are done with that arduous task we have to write the final version of the core rule book. Now even though we are writing a tentative version of the rulebook for testing purposes this will still be a pain in the ass. Luckily though we arent alone because some of our friends said they may be able to help. Well we will see what happens i guess. Okay good night and good luck.
Sunday, May 13, 2007
Closer and Closer to completion
Man I never thought we would get this far into the project but we did. Its weird too because both me and matt are generally lazy people so you would think we would never get anywhere with this thing. Well anyway we started doing items and abilities at the last meeting. items turned out to be one of the easiest parts(except for figuring out twhat we would call the antidote to zombification, that was hard as fuck). We really wanted to make it realistic to whatg it would be like if this happened so we are thinking of making ammo boxes of varying levels of fullness b/c realistically you don't just find full ammo boxes lying on the ground or in an abandoned building. Also instead of making a first aid kit the healing item, it is an actual kit that comes with a number of useful items for different things. The game is coming along well so far and we are happy with it.
We then decided to include abilities that can be "purchased" from the GM at his or your whim such as... umm... I actually didn't think of any of them and so I don't know what any of them are but by my next post I will inform you of some. Well anyway Ive started e-mailing various companies with our idea to see if they are interested in it or to see if they have advice about hoiw we can start off. Well see you next week.
We then decided to include abilities that can be "purchased" from the GM at his or your whim such as... umm... I actually didn't think of any of them and so I don't know what any of them are but by my next post I will inform you of some. Well anyway Ive started e-mailing various companies with our idea to see if they are interested in it or to see if they have advice about hoiw we can start off. Well see you next week.
Wednesday, May 9, 2007
Demos here we come.
Okay so seeing as Matt and I are so incredibly close to having the game's whole system completed we don't have much left for the game except to make a manual, get a copyright on all our materials, and startt finding places willing to do demos for people.
So the first priority is to get it copyrighted which is really just a background thing since we just have to fill out forms and send them to the government or whoever it is that copyrights shit.
Then there is the manual. This is going to take a while but it is very important since once we have this we can bring it to the local fedex/kinkos and get a whole bunch of copies made, and start selling the game. I began the introduction that goes in the beginning of the book but I was sucking at it so I asked a friend who is really good at writing to write it and she agreed. So now Im working on all the explanations of gameplay and stuff but I cant do a lot of them without Matt since the project is a collaborative thing. ell hopefully the next few weeks will go smoothly and we can start our manual writing soon.
Finally we have demos. Well I already told you about how we will be doing demos at otakon but luck has really come our way recently. First I found out about a gaming place that a friend and I think will let us do demos there. There is also a comic shop, and another store that I think will let us do demos. Finally my library hosts LAN parties and shit as long as they are run by other people so Im thinking about asking if we can do a demo there, but we will see.
Well have a good week guys.
So the first priority is to get it copyrighted which is really just a background thing since we just have to fill out forms and send them to the government or whoever it is that copyrights shit.
Then there is the manual. This is going to take a while but it is very important since once we have this we can bring it to the local fedex/kinkos and get a whole bunch of copies made, and start selling the game. I began the introduction that goes in the beginning of the book but I was sucking at it so I asked a friend who is really good at writing to write it and she agreed. So now Im working on all the explanations of gameplay and stuff but I cant do a lot of them without Matt since the project is a collaborative thing. ell hopefully the next few weeks will go smoothly and we can start our manual writing soon.
Finally we have demos. Well I already told you about how we will be doing demos at otakon but luck has really come our way recently. First I found out about a gaming place that a friend and I think will let us do demos there. There is also a comic shop, and another store that I think will let us do demos. Finally my library hosts LAN parties and shit as long as they are run by other people so Im thinking about asking if we can do a demo there, but we will see.
Well have a good week guys.
Thursday, May 3, 2007
Working Stuff Out
Well I haven't posted recently and Im sorry about that ut this post will make up for it. Okay so the PC version is dead. Apparently I'm not as much of an expert programmer as I thought because I failed to think far enough ahead to make it easy to execute attacks and shit so now since you can't attack enemies theres really no point in having a PC version. Now at the last meeting Matt and I decided that we would not only demo, but also sell the game at otakon. We will obtain a copyright for the game so that it can't be stolen and we will then go to the local Fedex/kinkos to make hundreds of Game Guides(Once we know what they will say).
The next cool bit of news is that we have an official character sheet that was made on the pc not on crappy lined paper, and I must say it is amazing. It works really well and even has a handy tracker for all the effects of your Zombification and how far you are into it. We've been working very hard recently and we are having trouble coming up with anything more for the game or figuring out anything we havent done other than items, so we know we are close to finishing.
I hanve not told Matt this idea yet but I am thinking a good idea would be to make different types of predesigned and locations so if the Gm isn't as creative as me he can still make a good world. Next we are possibly going to work on prestige classes, and also test every single class since at this point the only classes we have actually tested are Construction Worker, Thief, Doctor, Fireman, and Dentist(yes I'm serious about that one). Also we got rid of the fatal flaw of the game, which was that you healed after battles. Then we finally came up with more weapons for the game and are probably at like 10 different weapons ranging from the standard revolvers, bats, and shotguns, to the awesome machine gun and katana. And finally at our last meeting we also made all of the different activities and how they affect your stats(If I didn't already say so the stats are not designated by lvls but instead they are based on what you do the most and what you don't do. For instance if you do tasks that require strength to perform, you will get another stat point in strength after a number of tasks like that. And vice versa for every few task that you dont do that pretain to strength you loose points. If you want a good example of how this works play the original FFII).
Well I guess thats all. Oh yea there is once again no meeting tomorrow. Well see ya.
The next cool bit of news is that we have an official character sheet that was made on the pc not on crappy lined paper, and I must say it is amazing. It works really well and even has a handy tracker for all the effects of your Zombification and how far you are into it. We've been working very hard recently and we are having trouble coming up with anything more for the game or figuring out anything we havent done other than items, so we know we are close to finishing.
I hanve not told Matt this idea yet but I am thinking a good idea would be to make different types of predesigned and locations so if the Gm isn't as creative as me he can still make a good world. Next we are possibly going to work on prestige classes, and also test every single class since at this point the only classes we have actually tested are Construction Worker, Thief, Doctor, Fireman, and Dentist(yes I'm serious about that one). Also we got rid of the fatal flaw of the game, which was that you healed after battles. Then we finally came up with more weapons for the game and are probably at like 10 different weapons ranging from the standard revolvers, bats, and shotguns, to the awesome machine gun and katana. And finally at our last meeting we also made all of the different activities and how they affect your stats(If I didn't already say so the stats are not designated by lvls but instead they are based on what you do the most and what you don't do. For instance if you do tasks that require strength to perform, you will get another stat point in strength after a number of tasks like that. And vice versa for every few task that you dont do that pretain to strength you loose points. If you want a good example of how this works play the original FFII).
Well I guess thats all. Oh yea there is once again no meeting tomorrow. Well see ya.
Thursday, April 19, 2007
No meeting this week
Well sadly I have found out from Matt that he will be busy during our meeting time tomorrow and because of that he will not be able to ahve a meeting tomorrw with me. It stinks but when you only meet once a week its bound to happen you know? So I guess ill update tomorrow or saturday with ifo on the progress of the computer version but other than that I guess youll just have to wait till next friday fro a true update. Okay have a good weekend and keep safe, especiialy those of you in the Virginia Tech area.
Monday, April 16, 2007
Character Creation and some other cool stuff
So at our last meeting me and Matt completed the first version of the character creation system and tested our alpha version of the character sheet. So this old version of the character sheet was made one like our first meeting and we now realize its not good at all. We actually had trouble filling the whole page so we added shit that wasnt needed and by the end there was actually and area that said, "EXTRA SPACE" because we had about one inch woth of space that we didnt use. But at our next meeting we are going to make a better version that will hopefully work better.
Next we worked on the classes and made up a the names of the prestige classes for each class we have already created so that if we ever decided to make them we would already ahve names down. Then we worked out some more stuff for zombification and really just sat there testing every single stage of zombification. Man when we originally made it we had some messed up ideas.Let me put it this way, there are 4 stages of zombification and we made it so that at the second stage(the one before you become unconcious and two stages before you are a zombie) you were basically a walking target that had like a 2% chance of hitting your opponent. we changed this though so now it works better. O yea and we worked out the use that every single modifier given by stats would have in the game.
On top of this I started production on a version of the battle system for the PC. WE needed a faster way to conduct tests and figured that if we had a machine doing all of our calculations automatically then it would be a simple process especially since the machine would also recored the entire battle for us.
If I remember correctly the final thing we did was to decide that we would create the game, then we would release a version online for free that has only 5 basic classes and doesn't have all the things the final version will, and then we will make a second version with much more content including the afforementioned prestige classes(if possible) many more classes, enemies, and items. Also it will probably include pre-made scenarios but we're not sure yet. So this way people can play it without buying it but can buy the more advanced and expanded version if they think it is worth it.
Well I guess thaqts everything for this week so I'll see you in a few days with my next post.
Next we worked on the classes and made up a the names of the prestige classes for each class we have already created so that if we ever decided to make them we would already ahve names down. Then we worked out some more stuff for zombification and really just sat there testing every single stage of zombification. Man when we originally made it we had some messed up ideas.Let me put it this way, there are 4 stages of zombification and we made it so that at the second stage(the one before you become unconcious and two stages before you are a zombie) you were basically a walking target that had like a 2% chance of hitting your opponent. we changed this though so now it works better. O yea and we worked out the use that every single modifier given by stats would have in the game.
On top of this I started production on a version of the battle system for the PC. WE needed a faster way to conduct tests and figured that if we had a machine doing all of our calculations automatically then it would be a simple process especially since the machine would also recored the entire battle for us.
If I remember correctly the final thing we did was to decide that we would create the game, then we would release a version online for free that has only 5 basic classes and doesn't have all the things the final version will, and then we will make a second version with much more content including the afforementioned prestige classes(if possible) many more classes, enemies, and items. Also it will probably include pre-made scenarios but we're not sure yet. So this way people can play it without buying it but can buy the more advanced and expanded version if they think it is worth it.
Well I guess thaqts everything for this week so I'll see you in a few days with my next post.
Thursday, April 12, 2007
Random Ramblings
Well tomorrow me and Matt have our weekly meeting to advance the game. Okay so we really decided this at our first meeting but im telling you now, we will be doing demos of the game in a cuyrrently undecided room at the anime convention Otakon during the summer. Otakon is from July 20-22 and if youa re into anime and manga and live on the est coast it is absolutely the best convention you can go to. its loads of fun and is in the Baltimore Convention Center in the Inner Harbor in Baltimore, MA. So yea we are doing demos there. the most likely days for the demos will be Friday and saturday and they will probably be in the video Games room, or the tabletop games section of the artists alley(This is the area to the right of the auction area that has all the empty tables(of course that info is only correct if the artisits alley is in the same room as in past years)). Well thats all I really have to say, if you want to contact me E-Mail me at nibor123@gmail.com. okay night night fellow zombie killers.
Saturday, April 7, 2007
Creation Log One
Okay so David here and Im ready to update you guys on what we have done so far.
In our first meeting we creted classes which included Police officer, Fireman, Construction Worker, Accountant, and some that im forgetting. Okay we then decided what advantages each class would have and how battles would work. Finally we went through the process of a test battle. This lead us to decide the tables for hit rate for player characters. it also lead us to figure out movement rates and how different class abilities and skills would effect the battle. Now when I say movement rates you have to remember that this takes place on gridded map so movement rates decide how many spaces you can move each turn.
Now on to the second meeting. We decided that zombies needed more than one attack so we created hit rate and damage tables for all the zombie attacks which include throwing thier head at you, biting you, hand to hand combat, using a small weapon like a knife, and using a melee weapon like a 2x4. Yea this game has some smart ass zombies that they can use knives and shit. Anyway We then decided the stages of zombification so that we could determine how infection would work and how long it would take to become a full fledged zombie. We also began the creation of the character creation system and realized it is a pain in the ass to make but we are on our way. Oh yea we added the Dentist and Magician classes.
As far as i know that was everything but Matt keeps the book of info we wrote up at his house(mainly because that is where we meet and I would loose it) so i may have forgotten something. Oh yea we made an alpha version of the character sheet. Well see you next week.
In our first meeting we creted classes which included Police officer, Fireman, Construction Worker, Accountant, and some that im forgetting. Okay we then decided what advantages each class would have and how battles would work. Finally we went through the process of a test battle. This lead us to decide the tables for hit rate for player characters. it also lead us to figure out movement rates and how different class abilities and skills would effect the battle. Now when I say movement rates you have to remember that this takes place on gridded map so movement rates decide how many spaces you can move each turn.
Now on to the second meeting. We decided that zombies needed more than one attack so we created hit rate and damage tables for all the zombie attacks which include throwing thier head at you, biting you, hand to hand combat, using a small weapon like a knife, and using a melee weapon like a 2x4. Yea this game has some smart ass zombies that they can use knives and shit. Anyway We then decided the stages of zombification so that we could determine how infection would work and how long it would take to become a full fledged zombie. We also began the creation of the character creation system and realized it is a pain in the ass to make but we are on our way. Oh yea we added the Dentist and Magician classes.
As far as i know that was everything but Matt keeps the book of info we wrote up at his house(mainly because that is where we meet and I would loose it) so i may have forgotten something. Oh yea we made an alpha version of the character sheet. Well see you next week.
Saturday, March 31, 2007
Introduction
Hi welcome to the blog for the creation team of Zombie Assault a new tabletop game that uses a tactical battle system and focuses on a zombie invasion. So heres what it is. About three months ago I came up with the idea of creating a tabletop game focusing on a scenario similar to dawn of the dead or resident evil games where there is a small force fighting a large zombie uprising. Now after over a month and a half of working on it about an hour a week I realised the only way I would get anything done was if I recruited someone to help. So I went to my good friend Matt who plays a lot of Tabletop games and is even the current GM in my tabletop group. So since then weve been working very hard and tomorrow is our next meeting. We are trying to create a game we can sell and we think it will turn out well but I thought the best way to find out how people would react would be to start a blog and post on it after each our meeting and just whenever so at our meeting tomorrow Im going to tell him about this and hopefully hell think its a good idea because if not this is the first and last post this blog will ever see. Well goodnight and good luck.
Subscribe to:
Comments (Atom)