Looks interesting but a bit finicky. The 3-page character sheet looks somewhat cumbersome, but it could be okay if all the rules and actions/ability a player can take are on it so that they don’t need to reference anything else.
off hand, my main reservation is how you have to keep track of each d12 as a “hope” die or a “fear” die. I feel like that will be a tad annoying to track/remember, but we’ll see. Since it applies to every roll maybe not.
I think that should be okay. People have fun with Genesys and other die systems with special colored dice. Only having two dice types should be okay, and in a VTT the hope v. fear check would be automated anyways.
I assume it's also that big to accommodate the space for placing the cards on the sheet. But I expect it would be technically possible to have a smaller version if the cards were to be kept separately.
Not just that, the d12 has a very useful amount of divisors (2, 3, 4 & 6), which gives a lot of options for different tables and it means it can technically replace a d2, d3, d4 or d6 ...for a higher number of divisors in a single die you'd need d24 or d30, which isn't very common/practical.
It could theoretically also be used as a d10 with 2 extra numbers that can be used for critics/fumbles (that's what The One Ring does, their custom dice is a d12 with an "eye of Sauron", a "Gandalf rune", then numbers from 1 to 10).
It nicely matches the handles of a clock, so you could use it to represent direction/angle, as well as time.
It conveniently matches the months of the year, which could be used when you need a random date, or could also be used as a way to get a weather estimate, with winter months representing colder weather, summer hotter, Autumn rainy, etc.
A lot of occult / religion stuff matches to the number 12, so you could use it to determine, for example, astrological signs/houses (it might be useful when determining random personality / values for an NPC), Chinese zodiac (if you prefer that one), the 12 Olympian gods (each linked to a profession/theme), the 12 main Hindu gods (if you are more familiar with those), etc.
Using a d12 as a d10 with extra bits is absolutely genius for me. I’m working on a dice-pool based TTRPG system that is based on d10, but I may incorporate this fun tidbit to get some extra juice out of dice rolls.
in college I had a guy run a fantasy game based on it. He basically made up his own spells and used the variable power pool rules for magic. fyi champions online free to play is an mmo vaguely based around the champion rules and uses the ip from the game.
Huge fan of having a bell curve for most rolls, my main concern is that in combat the random initiative might make it kind of swingy; the initiative system is that if the hope die is higher the players go next, if the fear die is higher the enemies do, for about a 46% chance of enemies going next each turn. So that’s about a 15% chance of players getting three turns in a row- if the game is balanced for quick combats (which seems likely given what we know) that could make a massive difference in how hard a combat is- and in the counter situation, where enemies get three turns in a row (about a 9% chance) an otherwise easy encounter could go very wrong. This is all speculation, of course, but the initiative system being fully random does worry me, since the action economy seems like it would be a major thing in this system
Disney's decision to throw away all the extended universe law when they bought the franchise is going about as well as I expected.
In a new interview with Uproxx, Gareth Edwards (Rogue One: A Star Wars Story) respectfully disagrees that Lucasfilm removing creators is a problem.
Person who is yet to be fired downplays the firing of others and it is definitely has nothing to do with their fear of being taken off future projects.
Though I would hesitate to count Fallout or Majora’s Mask here because they were based on existing games, so the breadth of the work on things like mechanics had already been done, and they had the ability to re-use a lot of assets.
I don’t know the extent of asset or code reuse for Vice City, so I can’t really say if that should be counted the same or not.
Literally every game mentioned here had massive asset and code reuse. Doom 2 was basically a modpack for Doom. Add a couple of weapons, a couple of enemies, some more levels, job done, call it a sequel. The fact that the weapons and enemies changed the gameplay so much was probably more of an accident than anything else.
GTA 3, VC, and SA are basically the same engine with some changes here and there. A lot of asset reuse. All were buggy as shit on launch. Sometimes with the same bug that was never fixed.
FNV was FO3 with different color filters and fewer buildings. It's why the game was mainly story-driven rather than action and had less in the way of exploration. You do the best with what you have.
It's always easier to follow up than it is to lead.
And it was broken and buggy as shit. In many ways it still is, with loading screens being an appropriate roll of the dice as to whether or not they'll crash to desktop.
It's far from an example of what can be done quickly and is, in reality, a total indictment of that kind of stupidly short turnaround time.
Fallout New Vegas is still considered to be one of the best Fallout games ever. I expect there was significant overlap in the development period with Fallout 3 though so just subtracting one release date from another doesn’t represent the amount of time in development.
Vice City was more like 18 months of development, some of which overlapped with GTA III. I suppose it helps to have a working game engine and an experienced development team who can iterate on something they’re already made.
This is like saying that because you can write a sentence in one hour someone else should be able to write a trilogy of 1000 page books in an hour too.
Doom 2 added few features and had almost identical graphics, copying many assets. It would be an easy list for any dev. Oh yeah, it also had some of the smartest and most skilled developers in gaming.
I watch sometimes watch a couple of youtubers making a video game without talking to each other. Every one has just has something like 4 hours to work on the game, before passing it to the next deveoloper. And every game they produce in their 16 to 20 hours total looks better than this thing.
I had to look up gameplay since I didn’t even hear about this game, and it’s way worse than I expected. I would have loved a remaster of the PS2 version that I was too scared to play as a child though.
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