Pat's Crochet Palace 1

My Palace on the web to give my opinions on what ever is on my mind, share my love for crochet and hopefully communicate with like minded people or any one for that matter.

Saturday, March 28, 2020

28Mm Mk VI Light Tanks For The Desert


I haven't posted any new stuff for a while as I have been having some nightmares with paint flaking on a bunch of Blitzkrieg Miniatures and it's kind of put me off painting a bit.


The troop of three tanks has two Mk VI B and 1 Mk VI C the former armed with a Vickers and a Besa MG whilst the Cupola less C has a 15mm Besa.


My early war British Forces are for late 1940 and 1941 so most have the famous Caunter Camouflage Scheme. I tend to vary the colours I use to reflect the alterations in hue due to the harsh desert conditions but with these I have used the Official colours from the AK Interactive Caunter Paint Set.


I've added decals from a number of sources but a few weeks ago I picked up some Tank Name decals from Warlord Games and have used them for the first time on the rear of the turrets on these.


We have a Desert game coming up next so I will get these on the table nice and quick.


To add a bit more character I've added some Perry Miniatures tank commander figures, I do love the Perrys stuff, it really compliments my painting style and a splash of the right colour in the right place and they just come to life.


I think with these smaller tanks the Caunter Scheme breaks up the shape of the vehicle as a it was designed to do, in a similar manner to the Dazzle camouflage that started on ships in WW1.


Lots of new tanks coming soon.

MONTHLY 5 - MARCH 2020

https://collectionchamber.blogspot.com/p/hitchhikers-guide-to-galaxy-collection.html https://collectionchamber.blogspot.com/p/math-blaster-great-brain-robbery.html https://collectionchamber.blogspot.com/p/shufflepuck-cafe.html https://collectionchamber.blogspot.com/p/sightings-ufo-encyclopedia.html https://collectionchamber.blogspot.com/p/starship-troopers-terran-ascendancy.html

Hello fellow humans. We've got a plethora of out-of-this-world treats this week with a quintet of alien-themed gems. This marks our 400th game on the site (have you checked them all out?)! Don't panic with Hitchhiker's Guide to the Galaxy Collection (1984-2010 Various), a four-game package including the classic Infocom text-adventure and the fanmade remake. Solve some pre-algebraic equations in Math Blaster Mystery: The Great Brain Robbery (1994 Davidson & Associates). Then have a game of intergalactic air hockey in Shufflepuck Cafe (1989 Brøderbund Software Inc). Filter fact from fiction in the educational CD-ROM all about aliens in Sightings: The UFO Encyclopedia (1997 Paramount Pictures). Lastly, shoot some alien bugs in the real-time-strategy Starship Troopers: Terran Ascendancy (2000 Blue Tongue Inc).

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Recent Playtesting - Sails And Sorcery: Some Details

The last few weeks, my Saturday playtest sessions have been spent playing Michael's game, Sails and Sorcery. It's kind of a mashup of my game Eminent Domain and the area control classic El Grande.

In Sails and Sorcery you are a pirate captain, sailing your ship from island to island, recruiting and deploying pirates, building structures, and summoning monsters in an attempt to make off with the lion's share of treasure when it's found in those areas.

Michael had been working on it for a while, he talked about it on the TMG podcast last year. In October, Mike figured it was time to get my input, so he brought the prototype to town with him for Rincon, we played a few times, and he left it with me to work on.

Role Selection


Because it was based on Eminent Domain, the game had a role selection mechanism (where opponents can follow your role). Michael had noticed an issue with that however, and he had disallowed following in the last round of the game. The issue was that if I make a play -- putting pieces on the board, or moving them around -- it's really easy for other players to undo my play by simply following. Disallowing the follow in the last round didn't fix the issue in the other scoring rounds earlier in the game though.

So one thing I suggested as we played was that maybe it should not be a role selection game at all. In other words, maybe there doesn't need to be following in the game. Role selection (the lead-follow dynamic) is the entirety of the player interaction in Eminent Domain, but in this game there is interaction on the board as players vie for control of different areas by having the most pieces there. With that interaction, the role selection isn't as necessary, so we tried it without.

However, without being able to act on other players turns, we wouldn't be able to get as much accomplished. So in place of following, we just did an additional role each turn (I'm going to continue using the term "role" here to mean "thing you get to boost with other cards," even though the terminology isn't as accurate any more. "Action" simply means playing 1 card for it's effect, no boosting). This seemed to work fine, and so the first few tests I did recently continued to use 1 action and 2 roles per turn, in that order.

One of my playtesters really wanted a more flexible turn order, because frequently you want to do your 2 roles in different locations (you act in the location where your ship is located), and so he wanted to do role/action/role, using the action to move his ship. I was hesitant to try this because Michael and I had said the same thing back in October, and we tried it, and I immediately did not like the results. This was partly because the "action" part of your turn was really resolving your whole ship, which had multiple things you could do.

However, I acquiesced to try it again, but with a simplified ship such that your abilities from your ship we're more static (like role icons), so it was just the card action you would be doing "out of order." We tried it, and it wasn't too bad, but I still didn't like it, maybe because I prefer the organized turn structure.

Then that player had an additional suggestion, to replace the action with another role. Most of the actions are miniature (1-icon) versions of the role anyway, so if we didn't have actions and just did 3 roles, then a bunch of rules overhead drops out, and the turn flexibility increases without feeling too weird or out of order. In addition, we said that taking a card for the role from the stacks (another aspect based on Eminent Domain) was optional. If you did it, then you'd have an additional icon for the turn, and another card in your deck. If you didn't, then you would miss out on that icon, but you could avoid bloating your deck with the card if you wanted. You only have so many cards in your hand, so often times one of your roles will only be for 1-2 icons. In that respect, the role/role/role format isn't really all that different from action/role/role after all.

We tried this new format once, and I was skeptical. I thought it would produce too much AP, or have other issues. However the first play with that format didn't take any longer on the clock than the game we had just finished using the old format. So I'll try it again next time.

Monsters and their cost


Another aspect I've been tinkering with is the monsters in the game. Originally, you could use a build role to build a building, which gave you permanent influence in an area, and unlocked some ability (like the buildings in Crusaders), or summon a monster, which had some cool effect, but was otherwise similar to a building. Michael had envisioned pieces like in Blood Rage - large miniatures with player colored bases that you could snap on to show who had summoned the monster. You needed to know that, because often times the monster counted as influence toward scoring (just like your buildings did).

My opinion was that the monsters and buildings were too similar, so I suggested making them more different from each other. Buildings give you influence and power ups, so I thought monsters should give you some awesome immediate effect, and then stay in play with some global effect for everyone, like it or not. I liked the image of summoning a force of nature and then being unable to control it.

My first draft of the monsters was to make them the high end of the build role. For 2 or 3, you build a building. I tried the monsters costing 5 (and if you were really interested in summoning them, there's a way to get a build icon from one if your buildings). This was too high a cost, by the time we were ready to summon the monsters, the game was over. Michael wants them to see play every game, not just some of them, and not just maybe, and not just at the end. And I agree with him.

I also thought it was weird that the same resource both built you buildings and summoned monsters. So I made 2 changes... First, I separated the roles. You use build roles to place buildings for influence and abilities, and you use summon roles to summon monsters. I set the summon cost of the monsters to be 2 summon icons, plus 1 more for each time that monster has been summoned in the past. This is easily tracked by dropping a token on the monster card after you summon it.

I have iterated through a few versions of each monster, but I am now super happy with this format and the current effects of the monsters. Splitting up the resources was great, and this cost structure is perfect. The monsters all start out cheap, so they get used. Then they get more expensive over time so that in the late game it's hard to afford them if you haven't been summoning all game long.

Buildings


The monster cost structure worked so well, I wanted to try it with the buildings too. The buildings on your player board (your ship) are in 4 rows of 2 columns, and for each row you must build left to right, just like Crusaders. Originally, the buildings in the left column cost 2 build icons, and the buildings in the right column cost 3. Additionally, each area had a certain number of build spaces (usually 2 or 3), and no more than that number of buildings could be built there.

Thinking about the escalating monster cost, I tried eliminating the build limit and old cost structure, and instead tried "buildings cost 2 icons, plus 1 more for each building already in that area. This way, you can build cheaply if you spend time sailing around or get to an area first, but once there are 2 buildings in an area, you will have a hard time building there again if you haven't specialized in it a bit, either by investing in the building that gives you a build icon, or by obtaining a number of build cards into your deck.

This works well because each building also increases the value of the area for the 1st place player during scoring.

The effects you unlock from moving these buildings off of your player board have also changed a bit. Originally, some of them were static effects, such as a role icon, or a hand size increase, and some were additional actions you could do at the beginning of your turn. While it was fun to do an extra action at the beginning of your turn, it often wasn't as useful as you wanted it to be. A free deploy doesn't help if you need to recruit pirates. A free plunder doesn't help if there aren't any opponents where your ship is. This is the kind of frustration that prompted the desire for a more flexible turn structure, but it's also the reason the more flexible turn structure was problematic. The game action happens with the card play, so it made sense to me that the buildings could all be static effects rather than additional free actions. Removing the game action from there made the flexible turn structure a lot more acceptable feeling. I've been tweaking and trying different combinations of unlock abilities, but most of them are the same as they were back in October. I'm trying to make sure there are a variety of strategic paths available in the abilities, but also make sure that you aren't forced to build a certain way (or at all) in order to succeed. Like the technology in EmDo, I expect players will build at least a little each game, and if they concentrate on it, maybe they'll build a lot. I expect most players to end the game having built anywhere between 2 and 6 of the 8 buildings and still be able to be competitive.

There are a bunch of other details I've been working on, but these were some of the biggest (and most recent) changes I've tried. Perhaps I'll post again later about other aspects, such as the scoring round format :)

Monday, March 23, 2020

Suzy Cube Update: March 16, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
Unfortunately, I've been sick this week. That means a short update for a couple of reasons: 1. I spent a lot of time resting and 2. I want to get this over with so I can go back to resting. So, on that positive note, let's get it on!
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Friday, March 20, 2020

Keeping Myself Entertained

Yesterday I decided to proceed with the next step which involves repainting the table top with a 5" grid, trimming a selection of hills to make modular 5" grid hills as well as updating other terrain.  I've left myself an option to expand this permanently to a 9x11 grid by adding a 7" strip on the end rather than having a 22" expansion leaf tucked away but that decision can wait a bit.

An opaque green latex undercoat has been laid over the old grid and work has begun on the new terrain features and grid. There is a lot of 'prettification' to be done but the table is use-able so I broke out the War of 1812 figures and decided to turn them loose on the OHW  "Melee" scenario inspired loosely by Lundy's Lane.

Lots more colour and detail to add in the months ahead as well as terrain modules.
The game worked as anticipated and was fun though the battle wasn't fought quite the way I expected. That, and various posts on FB about wargamers and ways to keep oneself busy in these days of Pandemic Social Distancing, have led me decide to do a series of more detailed posts on Solo Wargaming and some of the ways I go about it. My hope is that it might  be useful for some who have either never tried it or not had any success and if nothing else may distract others for a few minutes.

So, I'll start with a step by step replay of this game including a turn by turn what, how and why I do. 



Thursday, March 19, 2020

UCLan’s cJAM Media Event, Friday 22 November

The games design course was excited to take part in cJAM: Media last week!
The event that enables our talented students to meet face-to-face with senior industry professionals, to share ideas, make connections and pitch for opportunities.
cJAM events are hosted by the Faculty of Culture and the Creative Industries and the objective is to give our students the opportunity to win placements that will help launch their careers.

The day included:
FREE breakfast and lunch

Giant speed pitching session

Chance to win industry placements

Industry guest speakers

Industry Q&A panel

Networking throughout.

We were so proud to welcome our Alumni, Saija Wintersun, now Senior Environment Artist at Rebellion, Oxford.
Saija spent much of the day reviewing student portfolios and offering her expert advice.





































The Creative Innovation Zone in UCLan's Media Factory was buzzing with conversation as hundreds of students queued for 'speed dating' style interviews with their industry heroes and mentors.

See details of the programme HERE.

Tania Callagher, UCLan Resources Co-ordinator and Richard Albiston, Creative Producer of The Great Northern Creative Expo, must be given utmost credit for arranging this inspiring and exhuberent event which led to 88 placements being awarded to Media students.





























Cold Wars 2019

Some shots from the Warmaster Revolution and Epic Armageddon tournaments from this past weekend at Cold Wars.