« first day (2598 days earlier)      last day (2329 days later) » 
00:00 - 20:0020:00 - 22:00

12:17 AM
Also worth looking at: Garfield's Lecture on "Luck vs. Skill" , particularly his mention of "toy games" which aren't games which are fun or that people would necessarily want to play, but from which you can learn fundamental things.
PS- I don't agree with his idea that games like Chess involve luck, rather the uncertainty in outcomes is purely a function of complexity (which is what Garfield actually means, so it's really a matter of semantics.) But I'd also note Garfield's status as a designer, one of the very few who developed an entirely novel method of play, and his background in Combinatorial Mathematics.
 
I have discovered something interesting and disturbing: An old answer of mine has a ruling that cites a page of official rulings. That page of official rulings has disappeared, and now the text of the rule I cited only exists on the Internet in that answer, and another page that cites that answer
 
 
2 hours later…
2:53 AM
@murgatroid99 lol. that is beautiful.
 
 
5 hours later…
8:20 AM
If I came up with a good answer to my own problem, I just post it as an answer, right?
Maybe it'll help someone else
 
 
2 hours later…
10:32 AM
I've been taking over [game-design] lately, is that awkward?
especially how I'm answering my own questions now
@DukeZhou as always, I'd love to check everything a bit later
 
 
4 hours later…
2:44 PM
As long as good questions are being asked, it is no big deal who is asking them. It is a Q and A site after all.
Plus this isn't so uncommon, it seems to happen where someone with a bunch of questions floating around in their head stumbles onto the site and will kind of take over for a week until all those questions are asked. Then things die down for a bit.
Also I think I may have an elegant solution to your timer issue, do you have any stiff cardstock?
 
3:18 PM
you're thinking of emptying the front card, putting it back, and shifting all of them forward?
 
I will draw you a diagram
 
like a little conveyor belt?
alternatively, I've thought of 2 other options
with a bit of database logic, there's no need to have duplicate tokens
rather, just number tokens, one on the board, one on the timer
I put the "3" token on both the timer and the zombie
that's just "situation 3" ticking down
if not even that is clear enough, I can just add a paper saying "zombie dies" under "#3" in the time bar
for playtesting, that'll work fine. For a more shapely game, I'll have little symbolic tokens like "decay", "explode", etc. to put numbers on the time bar
a little token with a melting skull and "3" on it on the timebar will pretty obviously mean "hey, situation/unit 3 is going to decay"
it adds a bit of complexity to my game but it opens up a HUGE area of possibility
it basically solves my economy system for now
putting an AP 5 turns ahead basically means "this costs 1 AP/turn for the next 5 turns, for a total of 5"
putting 3 AP 5 turns ahead basically means something costs 15 AP, a large cost compared to the normal pools
but earning slower is the same as earning normally and being forced to spend
 
 
and it solves my unit production issue too: just put a minion and 3 AP 3 turns ahead, and you basically modelled an RTS-like production queue
 
you place the counters you want to track on the top part equal to the number of turns you want to track
than each turn you rotate the wheel in the middle layer. When the counters are next to the 0 (accidentally made it an 8 in diagram) then what every you were tracking happens
this makes it simple as you have one constantly ticking down timer that each player uses
 
3:28 PM
aaaaa
wow, that's quite elegant
 
downside: for simplicity sake you should not make any cool downs that are larger than the wheel
 
well, I don't really intend for things that'll take much longer than that
because you can easily have a "locked" cooldown too
 
Though if you really really need to, you could create a geared wheel that has two things
 
essentially an upkeep
 
ya, or out of MTG terms, "Things that happen at the start of each turn"
 
3:30 PM
like keeping a forcefield up... just put an action point on the timebar with a shield icon that doesn't move
it was great to allow myself some similarities with MTG honestly
starting from scratch was like starting in the middle of the ocean
 
you can subdivide the wheel as much as you want too, but I probably would go more than 11 just to keep thing legible. plus then you can have a 10-0 countdown
 
now that the units are produced in a queue and they share an AP with the economy, I'm getting the whole "fights will make you focus on the fights and not the economy" concept down
and this can help "freeze" certain events too
like a zombie decaying over time unless it's in a cemetery or around a necromancer
 
If you are going to add the ability to freeze cool downs, I would recommend cutting out the interior of the wheel. that way you can move tokens onto the physical wheel and they will be able to turn with your timer
otherwise you have the issue of advancing things each turn again
I would also recommend flat stack able tokens (like coins) as there won't be a whole lot of room on the timer wheel.
 
yeah, exactly
for now I'm using a plain table just to flesh out some ideas but the wheel is genius
thank you! :D
now, I know there's a lot more context necessary for this
and even just this idea of what is essentially "resources over time but better(imo)" is something I haven't played with before
but I want to ask
I can't help but notice that essentially, X AP on cooldown Y is essentially a cost of X*Y
right?
 
well you are just turning time into another resource
mtg has played with this before on the cards with the suspend mechanic
 
3:43 PM
yeah, but in a turn-based game, the greatest cost is an opportunity cost, right
not being able to do something can be devastating or strategical
 
you can get the card right now, but expensive mana wise, or later for much cheaper
 
hah, of course mtg has done it too
but essentially
how is a cost of 6 applied differently... different?
6 AP at cooldown 1, 2@3, 3@2, 1@6
true, it means different kinds of self-disabling
but should I specify how a cost is applied?
if all you have is 3 AP, you can't build a Mega Death Ray that costs 12 unless you distribute that cost in the future
and yeah, you can even put 1@12 in theory
my real question is.... is that even a problem?
 
That is more a balance problem that will come up in testing
 
yeah...
 
in mtg delaying your actions (and you opponent knowing for sure when you are going to take in action) is a pretty big disadvantage, so the suspend cards are aggressively costed for balance
 
3:49 PM
the thing is, I can already see it, players will be tempted to leave themselves at 2 AP for 12 turns to build a behemoth, but a player with 3-4 AP basically has 12 turns to sufficiently cripple them in the meantime
maybe the planning cap itself can be an asset
I'm trying to think what it represents
your AP max definitely represents some kind of income
I mean
you get APMAX/turn
if you get 3 per turn, and they don't stack, then it just means you have to spend, but you get 3 per turn regardless
in a game like Catan, that's just you getting things each turn
 
but in Catan you can bank your resources and then spend them later
 
yeah, true, but bear with me, I think I'm getting somewhere
hah
 
You don't commit your self to ongoing costs, or pay now and receive things later
 
and since you can either buy 3*1 or 1*3 with technically similar meanings
it IS like spending 3
so maybe your planning cap can't be bigger than your AP max
so it's just a nice square
 
Hmm, I wonder if you can instead have the build queue on the units themselves.
 
3:56 PM
maybe the choice of "I'm empty this turn" vs "I'm constantly siphoning my resources away" should only be made if you can pay with APMAX at all
 
like, this unit takes 2x2 AP to build
 
yeah, that's my initial thought
or this spell sends you into 3x2 cooldown
but... there's a chance
a chance, mind you, that that is a choice that is more interesting for the players to make than me
 
so, allocate 2 AP to the first box. at the next turn, since the box is full, advance to the next box. allocate 2ap to the second box. at the next turn, since the box is full, the unit is built
 
Give player oppritunities to make bad decisions
 
it could be a fundamental balance issue........ or it could.... not be
 
3:58 PM
part of the fun in a game is figuring out stratigies
 
if they can choose to cripple themselves for 4 turns to build something, or do nothing this turn.... maybe that is a genuine fun thing to choose instead of a vaguely unfun thing for me, the dev, to choose
I will -absolutely- try both
 
The other thing is sometimes crippling themselves for 4 turns might be worth it if it furthers their goals
 
@JonTheMon that particular situation is easily handled with the existing system: put the unit itself into the timebar with two action points on slot 2
 
oh and btw I wrote up the wheel design in an answer for you so you won't have to scrub throug hchat to find what we talked about
let me know if I missed anything
 
@Malco or more concretely... if they're safe
or if they think they are
I can see someone building a 4x4 or something thinking all is good then wham, 3 assassins over the wall
and since the game so far is entirely deterministic, they deserve it
because AP is the first and main resource... even if I add others they would be similar
AP is basically the leader's focus on the colony
he can delegate some of that focus to production but he always needs some colony effort on-hand to deal with rising situations
 
4:02 PM
@AlexMitan Hmmm, I was thinking that you could half-build the unit now, and wait to finish the second phase until you wanted.
 
oh!
oh, that's quite interesting too
honestly I'd just handle it as separate items then
build a 2x1 half now, 2x1 whenever
bonus points for having them be units anyway... 0-attack, fragile-fragile units
kind of like the Archons in StarCraft
that moment when it all holds together
just for fun, I will model it literally some time: two weak-ish templars with two spells: a lightning storm and merging into an Archon
all while 1/1 zerg invade
oooh man.... I'm going crazy over here
@DukeZhou, I think you'll like this stuff
 
yeah, I'm just reading, trying to get up to speed
 
it goes quite in-tune with my initial theme of the game: several civilisations trying to colonise this crackling, chaotic world, by trying to tame the chaos
 
re: crippling oneself for a long term boost--I find that kind of gameplay thrilling because the player is in agony each turn, wondering if they're going to cross that threshold before someone ruins their day!
 
the micromanagement being streamlined with this system, and the macro being somewhat chaotic... I was thinking that the only dice are rolled when the -world-, everyone's enemy, does things
 
4:08 PM
in MTG terms: ramp vs agro?
 
in a way, only you can have ramp in a certain location and aggro in another
I can have a decent build-up colony, but two thieves on-hand just in case our friends across the border decide to make any.. long-term commitments
 
dice rolls for environments only sounds compelling. Assuming there's also a hidden information component re: the on-board tokens?
 
and the borders are nasty stuff, outside of the mostly-orderly areas of the colonies, there's maelstroms, shifting sands, chunks of land falling into the void, monsters that attack on sight
so far the on-board tokens are visible to all... one thing I'm not a fan of is memorisation
if I get serious about this game (and let's be real, I will) I'll try more or less chaos
 
@AlexMitan haha--that sounds like the chart I helped TheMattBatt design for his RPG, where the topology of the diagram dictates the nature of the zones
 
but as soon as I thought of a world-element, I instantly got the image of a 7-hex maelstrom moving with a d6 every now and then
 
4:12 PM
unbounded regions are chaotic, bounded regions are orderly
 
yeah! a bit of that coupled with the actual story of the world
 
re: maelstrom, ooh that is good
I remember that mechanic in a simple Intellivision two-player island building game when I was a kid
 
and of course the maelstrom is on some kind of time bar, only... maybe players can spend resources to bias or hurry it up?
 
they had these roving storms
 
yeah, I coded up an island-maker in C++ back in the day that basically did that
 
4:13 PM
Magic to bias weather make a lot of sense
 
in a random direction, go a random number of squares
it made these crude cave-island-looking things
and of course, once this picks up momentum, my story has denizens of the world with goals of their own
they could be weak and zergy, but they get stronger around maelstroms and fog and can guide or even produce them easier than others
like... hey, that's a maelstrom full of critters coming my way, let's set up some barriers or inhibitors or whatever
 
that's pretty badass, because position dictates strength, but the actual locations are unpredictable turn-to-turn without expending points to potentially influence the vectors of the moving system
 
yeah!
 
I always liked the idea of magic strength waxing and waning based on the season and position of celestial objects
 
and the denizens would be stronger around the fields of chaos, but really quite weaker in the inhibitor areas
a maelstorm crashing between two identical factions is bad
but a maelstrom crashing when one side is denizens barely creates neutral ground
so they don't just want to, they NEED the environment to go their way
 
4:18 PM
it seems like there's also a rich combinatorial structure:
Maelstrom condition where both sides get a boost from it, where only one side gets a boost, where neither side gets a boost. (or boosts vs. penalties if there are tokens that get either: benefit/neutral/penalty)
so Denizens are the NPCs
sounds like you're building a sim upon which an RTS is played--very cool
 
it's definitely a strategy game, yeah
but I want to just make a good core, you know
a good, damn good engine
I needed a central element, and this is definitely it for now
like Fate has its Aspects or like Homeworlds has its Bank
 
The timer/cooldown thing seems to be a cool thing to build around
time as resource with a physical representation
Would each player get their own timer, or would there be one central "world timer"
 
I was thinking that the timer counts down when that agent's action "matters"
this is basically abstract, "so what's been going on in your camp" time
so the world timer might be something that the players pull forward or backward
maybe even by bidding but let's not get too crazy
I can feel the Dark Side telling me to add every-mechanic-ever when I'm on my voyage out
I want the UX to be sharp for this... I want it to be a complex game that inexperienced players can wrap their head around
 
It seems like you have a whole bunch of ideas to try now, might be time to test and then start pulling things back and refining
@AlexMitan That is going to be a lot of work. and a lot of testing
 
forward/backwards is interesting--temporal magicks!
 
4:31 PM
I've held courses for people ages 10-35, so I have ideas about how to make things grokkable
 
@AlexMitan haha! haven't used that term in a while.
 
I'm the designated board-game-explainer
always, even when I'm not even the one that's going to play
 
Grokkable is key.
 
hahaha go position to start from then I suppose
 
on at least 2 occasions I taught newbs Carcassonne even though I wasn't going to play... they saw an opportunity to tickle my didactic ego despite me not feeling like board games and they took it
 
4:33 PM
(of course it depends on the audience. when I was a kid, I'd buy all these awesome strategy games from Avalon Hill, but they were always too complex for my friends to want to play. I think that's why I'm so obsessed with mechanics--my main engagement with those games was devouring and analyzing the rulesets!)
(I spent more time reading the Monster Manual than actually playing D&D for the same reasons')
 
If I enjoy writing rules half as much as I enjoy writing reports, then that won't be an issue
@DukeZhou omg same!
it was just brain/eye candy, even after we officially quit D&D
we had switched to Fate, but I was just still looking for cool mobs to convert
although I must admit I wasn't a fan of D&D, to be honest
 
but an important, foundational game nonetheless
 
absolutely, like any current in history to generate brilliant counter-currents
 
I think that part of why MTG was so awesome. It opened fantasy gaming to a much, much wider audience
 
many RPGs are a reply TO the d20, which makes the d20 something to relate to. Identity can be formed by opposition just fine, at least at first
 
4:38 PM
that's a great point
 
by the way, for all of the victims of my future and past game design spam on here, the timebar is now called the Planner
I was kind of inspired by looking at a preview of Scythe, I like the idea of engine-building, but it felt like the +X Coin/turn was too spread out
I get... 1 per turn for my mech there.... and 2 per farm... oh and 2 more because X
I haven't played Scythe, and it may not even be like that, but it gave me something to build in opposition to... "no, it's all here, I'm the captain of a colony in a messed up world and my planner is all I have"
 
that's why I liked your risk/reward mechanic for resource extraction
 
yeah, I'm at the point where I stash away mechanics because they've got to be good for something else, even if they inspire opposition : ))
I've glanced over the new chat you made, I felt amazing knowing that even by rambling around I created some kind of food for thought
 
it's always exciting to see someone designing from first principles
 
this week is pure chaos, honestly, I'll take my time to look over stuff when it all settles a bit
 
4:42 PM
no worries!
 
and when things are so chaotic, it's far easier for me to create than to reshape or remove
I can create for an hour, not so much trim down for an hour
 
i'm grateful for the inspiration. All my personal focus is on [M] games, not just the direction of the mechanics themselves and future expressions, but now all the business and marketing aggravation--it's nice to take a break and think about other types of games
 
@DukeZhou Oh yeah... overfocusing burns
I do that with almost everything I ever do, especially programming
 
it can be useful--especially in regard to optimizing algorithms or cracking really tough problems
 
when overfocusing and a comfort zone come into contact, it's a mess of me changing 2-5 lines of statistics in frustration until I fall asleep
"good games don't come from statistics" was an important lesson to learn
 
4:46 PM
I spent 3 months thinking entirely about stability states, how they interact, and how to derive them efficiently, in an effort to reduce to the most generalized evaluation functions possible so they can be applied modularly and maintain replay variation
it was pure bliss, and yielded very useful insights
 
hahah, wow
 
but a lot of banging my head into the wall too--all part of the process. Getting stuck, finding a way around the problem.
 
yeah... relaxation is unnatural for me with a project is open
I need people, strong people to pull me out of it
speaking of being pulled out of it, I'm not right now, so I thought of some UX ideas: icons on the Planner representing common actions
allow me to demonstrate :D
the more actions involve just putting tokens on the planner without consulting additional rules, the better
a player can deduce that in this case an ore is worth 2 AP, but they don't need to, not too badly, at the beginning
the ability to stash things that don't go away at the end of the turn will obviously be more unforgiving than this, but I need some test cases
ore is single-use AP for building, let's say
 
what is AP again?
 
action points
replenishes to max every turn
 
4:56 PM
that's what I thought, but wanted to be sure
 
you can use it to move, attack, mine(whatever that means), build, etc
either way, screw what ore means, the idea is icons on the planner
and oh man, if people make their custom planners, like marking down various soldiers or structures or spells on their planner for ease of use next time
I win
I absolutely win in that case, because that will be an unmistakable proof of engagement with the game
they are no longer pretending to have a colony planner, they actually do
like someone coming with an RPG character sheet to your house
thinking someone has a denizen planner somewhere, they come to board game night, slap down the planner with all sorts of costs and spells already marked in it, and are ready to go... it gives me tingles
 
so on that chart, are they rolling a dice to determine success? Noticing 4 is less AP for higher reward
 
no, because it's all 4 AP
that IS the risk
maybe I explained it a bit poorly in all of this whirling around
 
ah, so they choose the number, and get more ore or AP, depending on their current strategy
 
there can only be let's say 5 max AP on the planner
all of the actions have the same ratio of cost and reward
throwing 4 AP on next turn to get 2 ore will mean you do nothing now. throwing 1 AP 4 turns ahead to get 2 ore. it's all the same cost
the difference is "are you completely non-reactive for 1 turn, or are you less reactive for 4 turns?"
that AP moves people, it shoots guns, it puts up barricades
 
5:02 PM
I have to go back and re-read the explanation, and get a sense of how time interacts with that diagram
 
having two less AP to work with for 2 turns can matter a lot, that's two fewer people you get to move and attack with in a fight, if one erupts
at the beginning of your turn, everything shifts down one row
if you have 5 max AP, right
you can put down two of that AP from 0(the turn right now) to 1, along with an ore
you have 3 AP left to work with
on your next turn, you get your AP and ore
to get 2 ore, you'd have to put down 4 AP
you do little else this turn
1 AP.. move a dude, shoot a gun... not much
on your next turn, time passes and you get your stuff
or, you could put only 1 AP and 2 ore on line 4
it is going to be 4 turns of you having effectively four max AP and no ore
 
and the players can customize their planners?
 
sure, you get to do about as much this turn, and next, and so on, but if some kind of maelstrom-repelling spell costs 5 AP, you're mega screwed for 4 turns
customise as in add extra info in accord with the game rules, I just used that as an example of engagement, they don't get to decide how much ore they get : ))
but the less they have to memorise, the better
for me it'd be easy to remember that 1 ore is 2 AP, and I can spread that cost however I want, but that may not make a lot of sense for a new player
 
I like the trade-off between material resources and action resources, and the ability to spread things out
 
if I just say "1 ore costs 2 AP to make", they'll just think it's possible to do that in the literal, next-turn sense
if they see this in the planner, and once it clicks that it's all the same action just taken differently
 
5:09 PM
imo it's actually a good thing if the nuances only reveal themselves though play
 
they will realise that it's possible to spread costs across literal(turns) or physical(AP) time
they will ask "ok... so I can essentially trade turns in advance for AP... can I do that with other stuff too?"
if playtesting reveals that the answer is "yeah, absolutely"
then I've got an elegant mechanic
 
(it's one of the things we have going for us with [M]. Nobody gets the implications of how the mechanics interact until they start playing. Then it becomes a revelatory experience as they begin to grok)
 
hah, I bet! I'll play as soon as the dust settles around here
 
cool. we're total bootstrap--no marketing funds--so we need every download, rating and review we can get right now!
 
oh absolutely
be sure I'll spread it like wildfire if it intrigues me
I'm very easily intriguable though
 
5:13 PM
mbrane.rocks for those interested
i've had a few non-gamers become addicted lol--very satisfying
 
awesome!
hey, it kind of makes sense what I was saying earlier, right? with the "all of these actions are the same action"
 
oh yeah
 
I don't want 3 mining rules, I want 1 mining rule, 1 casting rule, 1 building rule
 
just that they manifest differently
absolutely
 
I've considered making the planner as "tall" as the current AP max, but honestly I see no reason to do that now
if the player wants to build a 1*10 behemoth, they should be able to do that
how screwed they are with 20% less reactive power for a really long time is on them
 
5:16 PM
part of the reason I'm obsessed with Latin squares is they are great "differentiation engines". Sort of feels like your doing the same thing re: differentiation based on a single, core rule governing a gameplay element
 
I think I might have a UX solution for repping your AP
AP is a limited resource correct?
 
AP is the thing that flows in every turn
it represents your colony's abstract "focus on doing stuff"
 
And you can commit it to certain "tasks" and then it is commited until that task is done correct?
 
yeah
maybe it'll cost AP to cancel commands or something, but the tendency is to be screwed till the end for now
 
it might be worth it to create tokens that come split in half kind of like puzzles pieces
 
5:18 PM
hm, okay?
 
so you have your "task" token halfs and your set of AP token halfs
 
can you run me through an example? like mining a 1*2 ore or something... setting 1 ap and 1 ore 2 turns ahead
 
players have a limited amount of AP token halfs but they can click them into the task halfs to show that it has been commited
I wish I had a white board, I am a bit more visual
but to break it down...
Player A has 4 AP (represented by token halfs in red), there is a communal pool of task halfs...
 
oh, for everyone
okay
 
player A takes two of his AP halfs and clicks them into a mining half
now he has two complete tokens, they go onto the timer wheel
 
5:21 PM
into two mining halves then?
 
Yes, unless mining needs more than one AP always
in which case you can make it so mining accepts more than one AP token half
 
yeah, ok, makes sense
 
dosen't have to be exactly half
but anyway, when the timer ticks to 0 the player will get that tokens back, and can spend them again
the AP tokens
ok back to paint... one second
 
hahah
I'm trying to understand how this is different from stacking normal tokens or something, but you're onto something with the global task tokens
 
I think I understand how the chart works.
-If they want 2 ore for 1 AP, that takes 4 turns
-If they want 1 ore for 2 AP, that takes 1 turn
Is that correct?
 
5:25 PM
yeah, but they can launch as many missions as they want, let's say
the cost is just the spread-out
 
that makes sense. very simple!
 
you can put 3 tokens and 6 ore really far away on row four
the other player would be mad not to either send some assassins your way or start a long commitment of his own
 
it's interesting that the context forces Perfect Information in regard to that mechanic
 
 
@Malco interesting!
 
5:27 PM
because theoretically, if you're crippled for 4 turns, the only way he'd take a similar risk and turn the tables would be to cripple himself for 8 turns, so he could be going for a big thing as a response
ooo, okay
 
with 3D printing, actualizing that puzzle piece system is quite doable
 
this will keep things simpler since there is a phsyical representation of how many AP the players have, and they need to physically remove their resources for multiple turns
 
(plus, as the pieces degrade, players will have to re-order--good to the bottom line;)
 
for templating you could do it with scissors and card board
 
yeah, but we do have that now, as well, the difference is that those are two fundamentally different tasks
do you mind if I do a 3-pic series of two kinds of mining
so it drives the point home?
 
5:29 PM
go for it
 
I'll imgur it
 
you can make them an album if you want to save space
 
yeah
 
5:47 PM
imgur.com/a/riLKY phew, here we go
I basically want planning your turns to be an inherent part of the game mechanics
like some games add a traitor mechanic, or even betrayal(-1 points if you attack an enemy you're allied with) mechanic
planning is a mechanic
you're struggling against this chaotic world with the ultimate form of order: a cool notebook
so "I'm gonna send the horde around the maelstrom as soon as it dies down when my inhibitor finishes building" is not just going to be an awesome decision to make, but one that doesn't take a lot of mental overhead
you may not know how the game is going to look four turns ahead, definitely not the chaos in the middle, but at the very least you know how your resources are going to look, and by extension your colony
until that turns into a slick, immersion-inducing UX thing, it's my design goal
and as a game-dev thing, I think players voluntarily limiting their own options is a good thing
big plans remove big mental overhead... building a huge thing in 3 turns also means you have less to work with for 3 turns, so you can lay back a bit and do your best with half of your AP, which takes less thinking to do
I'm gonna take a break for now, but feel free to leave messages
and thank you so, so much for hanging around and giving me feedback
you guys are awesome
with your combinatorics and your paintjobs and everything, it's so great :D
 
NP it is interesting to see someone building a game from scratch
 
 
1 hour later…
7:26 PM
@AlexMitan that chart looks good. Layering with multiple, concurrent missions is a really exciting idea, and a great use of a compact model, imo
 
7:52 PM
I just realised that it's not mandatory that it's a 1x4, 2x2, 4x1 thing
there's no reason why it wouldn't be 1x3 + 1x1
putting a token on turn 3 and one on the next turn
intuitively, it really doesn't matter
 
I was also going to ask about AP=5, where I might want to do two time=1 missions to get two ore on the next turn
 
yeah, that seems fine by me
of course, I want to make ore either separate from AP entirely or more punishing to get
the thing is, if there's going to be anything passive about the game, I don't like it to be too passive
because it can be forgotten
"Oh, wait, you forgot to take 1 ore from that mine"
I don't want to hear that in my game, as a design principle
 
00:00 - 20:0020:00 - 22:00

« first day (2598 days earlier)      last day (2329 days later) »