Saturday, 22 August 2015

Blood Rune reinvented...


Blood Rune has been reinvented as an action RPG for the 2015 Indie Game Maker contest after three weeks of intensive development effort.

If you would like to download and try it, please use the following link:
http://contest.gamedevfort.com/submission/528#.VdhV1ZcjlIM

Please bear in mind that this was created in only a few weeks for the competition. If you happen to like it, please create an account on the site and vote for the game. There is a people's choice award that is based on these votes and a cash prize attached, if I get some votes I may stand a chance of winning that and thereby getting some funds together to continue the development of the game.

Monday, 20 April 2015

Blood Rune Kickstarter campaign

"Blood Rune is a party based role-playing game where the player initially creates one hero, then soon after three more and is joined later by up two companions during the adventure. The role-playing system itself is name-based, where a character's name part determines his or her fate, and the system utilises multiple character classes and skills. There are five spell casting classes and all of which are available from the start, including the Necromancer."

Please back my kickstarter to create an SSI like game (think Pool of Radiance) on the computer:
https://www.kickstarter.com/projects/552978902/blood-rune-party-based-rpg-adventure

Tuesday, 3 March 2015

Angel of Valor Legionnaire - 4e Savage Encounters DDM conversion to BECMI / Labyrinth Lord / Basic

Angel of Valor Legionnaire
Armour Class :5 (chainmail)
Hid Dice: 1/2 (1-4 hp)
Move: 120’ (40’)
  Flying: 180’ (60’)
Attacks:1 Two handed sword (d10)
No. Appearing: d6 (4d6)
Save as: C1
Morale:8
Treasure Type: N/A
Alignment:Lawful
Xp Value:7

Monday, 2 March 2015

Warlock conversion to BECMI / Labyrinth Lord

For basic D&D and Labyrinth Lord, the Warlock is probably overkill as a full character class. The Warlock's main ability and calling card is his Eldrith Blast magic and this can be simulated quite easily, see below.

New Spells:

Level 1...
Eldritch Blast
Each memorisation allows for 4 castings. Eldritch blast is a ranged magical attack launched from the Magic User that inflicts 1d3 magical damage per strike. It has the same range as a sling and must be aimed as it can miss its target. For the Magic User this means he must make a ranged attack, modified by Dex, to hit.

Level 2...
Elemental Blast (fire)
Each memorisation allows for 4 castings. Elemental blast is a ranged magical damage attack launched from the Magic User that inflicts 1d4+2 fire damage per strike. It has the same range as a sling and must be aimed as it can miss its target. For the Magic User this means he must make a ranged attack, modified by Dex, to hit.

Elemental Blast (ice)
Each memorisation allows for 4 castings. Elemental blast is a ranged magical damage attack launched from the Magic User that inflicts 1d4+2 cold damage per strike. It has the same range as a sling and must be aimed as it can miss its target. For the Magic User this means he must make a ranged attack, modified by Dex, to hit.

Elemental Blast (acid)
Each memorisation allows for 4 castings. Elemental blast is a ranged magical damage attack launched from the Magic User that inflicts 1d4+2 acid damage per strike. It has the same range as a sling and must be aimed as it can miss its target. For the Magic User this means he must make a ranged attack, modified by Dex, to hit.

Level 3...
Enhanced Eldritch Blast
Each memorisation allows for 4 castings. Eldritch blast is a ranged magical attack launched from the Magic User that inflicts 1d6 + 3 magical damage per strike. It has the same range as a sling and must be aimed as it can miss its target. For the Magic User this means he must make a ranged attack, modified by Dex, to hit.

Level 4...
Enhanced Elemental Blast (fire)
Each memorisation allows for 4 castings. Elemental blast is a ranged magical damage attack launched from the Magic User that inflicts 1d8+4 fire damage per strike. It has the same range as a sling and must be aimed as it can miss its target. For the Magic User this means he must make a ranged attack, modified by Dex, to hit.

Enhanced Elemental Blast (ice)
Each memorisation allows for 4 castings. Elemental blast is a ranged magical damage attack launched from the Magic User that inflicts 1d8+4 cold damage per strike. It has the same range as a sling and must be aimed as it can miss its target. For the Magic User this means he must make a ranged attack, modified by Dex, to hit.

Enhanced Elemental Blast (acid)
Each memorisation allows for 4 castings. Elemental blast is a ranged magical damage attack launched from the Magic User that inflicts 1d8+4 acid damage per strike. It has the same range as a sling and must be aimed as it can miss its target. For the Magic User this means he must make a ranged attack, modified by Dex, to hit.

Level 5...
Supreme Eldritch Blast
Each memorisation allows for 4 castings. Eldritch blast is a ranged magical attack launched from the Magic User that inflicts 1d10 + 5 magical damage per strike. It has the same range as a sling and must be aimed as it can miss its target. For the Magic User this means he must make a ranged attack, modified by Dex, to hit.


It is recommended that any player who wishes to play a warlock type magic user has these spells given to him in his starting spell book and that they are not otherwise found during play. Alternatively, they may be found in the spell book of an NPC warlock magic user.

Monday, 23 February 2015

Adult Gray Dragon - 4e Savage Encounters DDM conversion to BECMI / Labyrinth Lord / Basic

Adult Gray Dragon
Armour Class :1
Hid Dice: 10 *** (L)
Move: 120’ (40’)
  Flying: 300’ (100’)
Attacks:
  Ground: 2 claws / 1bite
  Air: Up to 6
  Damage: 2d10-1 (bite/crush) or d6+1 (claw/kick/wing/tail)
  Breath cone: 85x15’
  Breath type:  Freezing acid (protection from cold or acid only protects against half the damage, must protect against both heat and fire to be fully protected)
Fear gaze: The creature’s gaze can cause fear. Any victim who meets the gaze may make a saving throw vs spells to avoid the fear effect.
No. Appearing: d3 (d3)
Save as: F20
Chance of talking: 45%
Chance of being asleep: 15%
Morale: 9
Treasure Type: Hx2, I
Alignment:Neutral
Xp Value:975

Sunday, 22 February 2015

Adult Purple Dragon - 4e savage encounters conversion to BECMI / Labyrinth Lord / Basic



Adult Purple Dragon
Armour Class : -2
Hid Dice: 14+1 *** (L)
Move: 120’ (40’)
  Flying: 300’ (100’)
Attacks:
  Ground: 2 claws / 1bite
  Air: Up to 6
  Damage: 3d8+5 (bite/crush) or 2d4+2 (claw/kick/wing/tail)
  Breath cone: 150x15’
  Breath type:  Superhot lightning (protection from lighting or fire only protects against half the damage, must protect against both heat and fire to be fully protected)
Charm gaze: The creature’s gaze can charm. Any victim who meets the gaze may make a saving throw vs spells to avoid the charm.
No. Appearing: d3 (d3)
Save as: F28
Chance of talking: 45%
Chance of being asleep: 15%
Morale: 9
Treasure Type: Hx2, I
Alignment: Chaotic
Xp Value: 4,800

Thursday, 15 September 2011

The Far Planet

It's been a while since I did any Flash work professionally, almost a year in fact, but I'm now back onto that after spending the rest of the time in .Net and JQuery. Anyway, picking up Flash at work to fix and extend other people's projects got me loading it back up at home in the evening, and so I began going through some of my old home brew projects, loading them up and running them.


Most of these projects are unfinished but some are in very well developed states. I tend to produce code the builds an engine, get really enthusiastic about how to solve all of the problems that need to be overcome to make it, then forget to layer the game on top of the engine. As a developer, most of the fun of writing code is solving problems, and by the time that the engine has been built, all of the really difficult problems have been solved. There are exceptions to this, of course, but a consequence of this way of working leads to lots of unfinished projects. Time is the other factor that works against you when you do things for yourself.


So there I was, loading them up and looking at them, realising how close to being a game some of them are, when it occurred to me, why don't I link some of these together, using a story of my own devising, to make a single game. Each of these unfinished projects would form a 'chapter' in the story of the overall game. This would provide a unique experience for the player; one chapter might be a flight sim while another could be strategy, for example.


And so the idea for 'The Far Planet' was born...