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andrewdoull

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A member registered Aug 27, 2016

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Worth noting the payout issues that the Games for Gaza bundle has had: https://x.com/dungeonminister/status/1760407655112450389?s=20

I’m running a Twitter poll for the next 14 hours asking what I should prioritise next. Feel free to comment here on the options if the poll is closed. Link is https://twitter.com/andrewdoull/status/1632889212868628480?s=20

It’s the next thing I’m planning to do but there’s a bunch of back end business stuff I’m working on at the moment as well that is boring but necessary.

They’re not currently used. They’re there because of my indecisiveness about what to use them for - it makes no sense that a crew would necessarily stay together for 60 years and I need a mechanism for player turn over that explains what happens when you’re 5 years from the nearest colony - and my cowardice when it comes to deleting them.

This is the downside of referencing rules elsewhere in the game: if you change that rule, you need to change all the references. And it looks like I need to clean up the All Errors are My Own introduction.

This is the main reason I’ve called this Early Access - not because the rules aren’t complete - I’ve put everything in that I want in; but because of the risk that I haven’t taken everything that needs to be taken out out.

I would like the ability to create download keys for people who’ve added my game to a collection so that I can give them a copy of the game.

As far as I can see I don’t even have the ability to DM people who have done this (probably for good reason).

(2 edits)

The closest this game comes to that is A Lot of Zeroes which allows you to create star systems and worlds on those star systems.

But the creation process is tied to the game systems across the other books - you’re not just creating worlds for flavour, but because you need to survey them in order to build a factory (core rules), visit or run a colony (This Space Intentionally), or steal something from them (A Facility with Words). And the world creation process is obsessively focused on getting the details for these specific activities right, instead of more generic flavour (the trade goods for all colonies of the same spectral type are the same, for instance).

If you’re looking for inspiration for sci fi ideas on the other hand, every page of every book is packed full of them. Have a look at the screen shots.

Good luck! Have you played High Frontier the board game at all before? Heavy Cardboard has a good three player teaching game up that you could follow along using the Vassal module. https://m.youtube.com/watch?v=U85YvfeDI4E

For a Twitter thread of TTRPG adaptations of board games, see https://twitter.com/andrewdoull/status/1631384398045253632

First dev log is up at https://half-apress.itch.io/60-years-in-space/devlog/496149/8-years-in-development. Anyone familiar with my blog posts will recognise a lot of the writing style. And hopefully the fact there’ll be multiple parts circling the same fundamental questions to try to come up with a grand thesis.

I absolutely have way more to say about how I working on making this game fun. What I’ve written is definitely not the last thing on the topic; and I’ve probably wandered too much into essay writer and not designer.

I’ll be impressed if you do that in a week. There’s 5 books worth running to some 1800 pages. I lost early readers half way through the core rules.

If I was to write a development blog post about working on Sixty Years In, what questions would you want answered? There’s the obvious one: how do you keep going for 8 years straight as a solo designer. But what else do you want to know?

The TTRPG that I wrote that uses these is now out at https://half-apress.itch.io/60-years-in-space

It’s GM-less so in theory yes. It is entirely possible that I’ve written the world’s most complicated roll and write. 

Are you seeing faint white lines or are you talking about the use of block colour not aligning?

Thanks - much appreciated. I'll drop you a line when it's out.

These rules have such a great section on safety that I'd like to ask if I can re-use it verbatim, with credit, in the RPG that I'm planning on releasing.

Hi,

I've written and developed a couple of boardgames related to somewhat realistic interstellar travel if anyone wants to talk about some of the science behind it. One's available in Vassal, Cyberboard and IIRC - High Frontier: Interstellar, and one is just a Google doc design at the moment - High Frontier: Galactic. I can also recommend a board game series that I'm involved in developing: Bios: Genesis, Megafauna and Origins (the later 2 coming out in 2017) that cover the origin of life through to modern man. These are all designed by Phil Eklund who does have some interesting takes on things