Maandag 24 Februarie 2020
Discover The White City, Capital Of Arcadia
Sondag 23 Februarie 2020
Episode 33: Foam Board, Sharp Knives And More Is Live!
https://soundcloud.com/user-989538417/episode-33-foam-board-a-sharp-knife-and-more
Try Audible for FREE! https://audibletrial.com/tvwg
Freyja's Wrath KS https://www.kickstarter.com/projects/1512506318/freyjas-wrath-dark-age-and-fantasy-28mm-shieldmaid
Logan adapt-a-rule http://www.logangraphic.com/product/handheld-mat-cutters/logan-524-540-560-adapt-a-rule/
Joint illustrations
Butt joint http://www.woodworkbasics.com/image-files/168x182xbutt-joint.jpg.pagespeed.ic.mQMTHqdWBq.jpg
Mitre joint
http://www.woodworkbasics.com/image-files/171x171xmitre-joint.jpg.pagespeed.ic.Khj8quv3px.jpg
Housing joint what I incorrectly call tongue in groove in the Ep
http://www.woodworkbasics.com/image-files/170x165xhousing-joint.jpg.pagespeed.ic.9XFvhjVeOA.jpg
Rebate joint, what I call a rabbet joint in the Ep
http://www.woodworkbasics.com/image-files/166x185xrebate-joint.jpg.pagespeed.ic.TDhauqEFPJ.jpg
Pic of my space station shuttle bay partially constructed with Power Grab: https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFQtRtZLHGWAYXqCVj5itfyKJHhAd8GRGVOJiaENg4zXr2U9o9sFhfWQ21prHAwLoO5e1cq5ivJSaIO8KZi9yHpzN7shtnkIBe1YXOUeF61BuZqZrHkqW4GnvGXhG8qOSYlscw7ZQtW2iD/s1600/016_bay_newfloor.jpg
Books and games weighing down the walls and floor of a space station module: https://pbs.twimg.com/media/DQ-wTexV4AAPObR.jpg:large
A photo from the archives showing a jig made of Lego bricks to keep everything nice and square and plumb: https://pbs.twimg.com/media/DUmrlbpWsAAwL1C.jpg
World works games:
http://www.worldworksgames.com/store/
Illinois buildings: https://www2.illinois.gov/dnrhistoric/Preserve/Pages/construct_mainstreet.aspx
Other free buildings: http://www.ss42.com/pt-buildings.html
Germy's Paper Buildings - Designed with gaming in mind: http://www.germy.co.uk/fprpg.htm
Medieval building: https://pbs.twimg.com/media/DUm2bJTX4AA864r.jpg
Donderdag 20 Februarie 2020
Thronebreaker: The Witcher Tales Now Available For Nintendo Switch!
Thronebreaker is a single player role-playing game that combines narrative-driven exploration with unique puzzles and turn-based battles, and spins the tale of Meve, war-veteran queen of two Northern Realms — Lyria and Rivia. Facing an imminent Nilfgaardian invasion, Meve is forced to once again enter the warpath and set out on a dark journey of destruction and revenge.
A set of free digital goodies comes with Thronebreaker, including the official soundtrack, concept art from the game, as well as an annotated map of Lyria. Details on how to claim these goodies can be found on the dedicated website.
Ported to the Nintendo Switch by Crunching Koalas, in close cooperation with CD PROJEKT RED, Thronebreaker: The Witcher Tales can be purchased right now from the Nintendo eShop. The title is also available on GOG.COM, Steam, as well as PlayStation 4 and Xbox One. For more information regarding the game, visit thewitcher.com/thronebreaker.
Lili, Short Film, Review And Interview
Insurance (Tradecraft)
Woensdag 19 Februarie 2020
Playtest Day: Revisiting Automatown And Riders Of The Pony Express
Automatown
It's been 2 years since I initially prototyped this worker placement game where you use your workers to build more workers, and it's been almost as long since I got it to the table. The basic premise is that you're building robots out of head, arm, torso, and leg pieces of high, medium, and low quality (as well as scrap). You can make a generic robot with anything, which gives you another works, and adds 1 strength to your army of robots, but if you get the correct combination of head, arms, torso, and legs, then you can complete a blueprint and make a better robot -- stronger, or with a cool ability you can use each time you send it out.Challenges with this one include things like (a) the scary look of 13 different resources (even if there are really only 4, each with 3 levels of quality -- but since the blueprints require specific levels of quality, it kinda IS like there are 13 different resources), and more importantly (b) the "combo-y" nature of the abilities does not seem to be coming through, so there isn't a strong feeling of engine building to be had.
I got some good notes, some of which had come up in previous tests, but it's been so long I'd forgotten about them, and I hadn't updated my prototype (friendly reminder: keep our prototypes up to date!). Things like making a specific set of starting worker placement cards, to ensure the first round has useful actions for example. Also, reducing the game end trigger for 4 players, so that the game ends before players have 10+ workers each and the blueprint deck runs out (also, I could make more blueprints). Also, I think I need to improve the engine building aspect / combo-y nature of the robot abilities (again), because it seems like players weren't feeling like they were able to build combos.
Some good ideas that came up this time include:
* Rather than taking any card from the 3 available blueprint cards, take the 1st (if you placed 1 worker), 1st-2nd (if you placed 2), or 1st-3rd (if you placed 3 workers). Ether that, or take any one you want, but to access the cards deeper in the row, pay resource cubes onto the ones before it (as is common in games with a card row). I like both of those ideas, and I'm not sure which I like better.
* Possibly making the higher level resources cost more to get, since currently it felt easy to get what you needed. Currently things are designed and balanced such that the high quality resources are worth more than the low quality ones -- a low quality torso is worth 2 (scrap + upgrade), and a high quality torso is worth 4 (scrap + 3 upgrades), which IS more, but with so many workers, and so many ways to get, upgrade, and swap resources around, it didn't feel hard for players to get what they needed (though by definition, they were paying more for it). I think overall the system might just be too flexible. If I re-balance things so that going up a level requires not just an upgrade action, but also a scrap (+2 units), then that might make the higher level resources somewhat harder to get, and it might also simplify the worker spaces, some of which are oddly designed in order to get the values right.
* Maybe cut a whole resource type, and just have head/torso/legs, reducing the resource variety by 3, and the cost complexity by 25%
Some ideas that I'm less sure about, but which certainly bear considering or trying include:
* Separating scoring from building robots. Make it so you build robots for workers and abilities, but then do scoring some other way.
* Making a sort of Master Blueprint that you could improve/update, to give a better sense of "that player wants that type of resource," so that you can plan and block better.
* Maybe don't require 1 of each type per robot -- instead maybe have a robot that requires multiple heads and only 1 torso, for example. Or change the resources to be things like actuators and power cores instead of heads and torsos. With good iconography, the costs would be clear enough, it's not necessary to make sure each robot has each of the 4 types of resources. This may also help the engine building aspect, since you won't need to always get all 4 resource types (something the swap ability was supposed to help with)
I definitely got a lot to think about for this one, and I'll be revisiting my prototype soon to try another version.
Riders of the Pony Express
This is another "oldie-but-a-goodie" from the back catalog. My last blog post about playtesting this one was 4 years ago (whew!), but I might have played it since and not posted about it. The premise of this one is that you're a rider for the Pony Express, tasked with delivering parcels to various towns on our way from Missouri to California and back. You haggle with your fellow riders, trying to get people to take your parcels for you, and offering to take parcels that are on your way, before riding from town to town to make deliveries. This was my attempt at a low-bid auction, initially a "count-up" auction, where the auctioneer would count up from 1 to 10 or until another player jumped in to claim it, I think it works better as a blind bid (even though generally speaking I hate blind bids). However, it's possible that the "count up" auction could be a variant rule, because non-designer/social gamer types seemed to like it.This game went over pretty well with my playtesters, and a new rule I found hand written on the rules page was a great change that I don't think I'd tried before. In the past I'd had some trouble with the 5 player game, and decided maybe it should just be a 4p max game, but this new rule might actually make 5p work just fine after all. The rule is that you leave your bid card out, so you can't bid the minimum ($3) over and over again. We clarified that to be that the bid winner leaves their card out, which must be what I had meant in the first place :)
I was hard pressed to find anything I really wanted to change for the next test of this. I think I'll boost the Bear hazard up by 1, to make them more different than the Bandits, and to make the Shotgun item more attractive. I also might try a tweak to the delivery phase based on some comments that one of my testers felt strongly about.
All in all, a good playtest day. We even played Dave's video game prototype, which is a pretty fun spaceship building/dogfight/king-of-the-hill ting based largely on one of my favorite old arcade classics, Rampart.
Super Mario 64 (N64)
It only ruined little bits of them, only a few of the colours, but ideally you want your screenshots to be 0% ruined.
So I've got GOOD NEWS for you: mecha-neko wrote a thing and I did a thing and over Christmas we replaced something like 14,000 images over 1000 posts. So now the site is entirely fixed... or mostly broken, or somewhere in between. Why not click a few old posts and find out! I mean after reading this one.
Developer: | Nintendo | | | Release Date: | 1997 (1996 in Japan + US) | | | Systems: | N64, DS, iQue Player |
This week on Super Adventures, it's Super Mario 64!
It's a game that needs no introduction, so instead I'll start off by talking about how much I hate 3D platformers. Actually I don't hate them, as long as they keep their distance and don't bother me, but they've never been my genre. I like 2D platformers, I like games where you wander around in 3D, but somehow when you combine the two I lose interest. Maybe it's because I don't like slipping off narrow platforms and misjudging depth.
Actually I will give the game a bit of an introduction, because I like trivia. Super Mario 64 was designed by pioneering Nintendo game genius Shigeru Miyamoto, who's been making Marios since the first Donkey Kong arcade cabinet. He'd already set the template for the 2D platformer genre with Super Mario Bros. so they were hoping he could pull off the same trick in 3D. And he did... though he took a few months longer than planned. Unfortunately Mario 64 was meant to be the big launch title that got people buying the Nintendo 64, so they had to delay the console for months as well. They probably made the right choice though, as the PlayStation and Saturn were well established even before the delay and the N64 needed to show off some actual magic to lure people over to a cartridge-based machine without videos, voices or CD music.
Personally I love the N64 and I've got a lot of nostalgia for it, but Mario 64 not so much. I've maybe played the game twice and the furthest I've gotten is the stone slab boss that falls on you. But some people seem to like it, and it's "acclaimed as one of the greatest video games of all time", so I'm going to give it another few hours to win me over.
Read on »
Donderdag 13 Februarie 2020
Brave Browser voted the best privacy-focused product of 2020
Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.
An extremely productive year for Brave
Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.
Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.
The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.
Ryan Hoover, the founder of Product Hunt said:
"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"
Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.
Privacy and blockchain are the strongest forces in tech right now
If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.
The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.
AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.
For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.
Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.