#Suji's LANCER Jam 2
1 messages · Page 4 of 1
Let me know if you've got feedback. It's what betas are for 
I think I created a really nice playground for those players who love bringing environmental damage/destruction tools
Aaaand final combat for Part 1 done. Gonna update the beta tomorrow. Current state is 23k words on about 40 pages which should be enough for quite a few fully playable sessions. Also think there's a *lot *of funky stuff in there that might shake things up a little.
casual reminder for folks to tag their submissions, especially with a "lancer" tag
@vast dawn
Oh n
Definitely one of the top 10 rules for creators on the Internet: Always always ALWAYS tag your stuff haha
itch is very mean about limiting the number of tags 🙁
I could have sworn I put Lancer in the tag section and it wasn't valid
You can put whatever in the tags, it's just some auto complete. "lancer" doesn't for whatever reason
i think it only autocompletes for like 4 or 5 categories
doesn't autocomplete but it does let you tag it like that, so you can search for stuff with that informal tag
Just a draft, but getting somewhere.
That looks sick
It also feels sick to have backup from one of my favorite artists on the project.
that looks so sick
Wewww
holy shit peak
and a new itch thumbnail
WHOA
oh hot holy FUCK!!!!
Marvelous
Now I should do that proofreading pass but I don't wanna
Always give your mind a moment to step away and take in the whole picture first.
Already hacking away at Pt II, which is a 180 from the linear structure of Pt I (which also serves a lot of tutorial purposes for all the systems I throw around). One of the biggest challenges, but also a lot of fun is what I call the "Operations Cycle", which is basically a clock that advances through player actions. Basic gist is to find a suitable next mission target - but there's stuff to juggle in the background, like getting more supplies, diverting the enemy awareness, getting reserves on the blackmarket, or, quite crucially, Finding Shelter to find a place to lie low while preparing for the next mission and hide from Armory forces. Finding a suitable place is important in lowering enemy Alertness level, which reduces the chance that a kill squad might find you for a friendly chat. Depending on the roll's success, there are different outcomes and roll tables on what kind of shelter you might find and a failed roll gives you the choice of not finding anything (therefore wasting time and clock segments) or trying your luck with the least favorable table, which currently looks like this:
Also, I've put out a demo for the current beta.
https://djed-moros.itch.io/where-the-dogs-buried-their-bones/devlog/1040119/beta-v06-demo
What a day. (though still not final)
Holy shit helllll yeah!
that kicks so much ass

Being intimidated by my own art department. 
new update for Tilting at Windmills is out, now with improved lighting on the map art and more lore info for the NPCs
You know what's harder than writing down the ten combats that were in my module?
Setting up the VTT for the 3 playtests that'll be kicking off this week with a 3p, 4p, and 5p party
why did I think this was a good idea
"it's a faction roster so you've got presets you can work with" GIRL IT'S STILL A LOT OF SETUP
Heya, I was just wondering if there were any maps (Official or fanmade) out there for In Nehal Blue?
Anything that could serve as a base would be great, kinda cuts down on the biggest part of my prep time tbh
@silent cloud
Any scene in particular?
hold on I need to sit here in the crushing silence zone of "oh my god I never made the maps"
Any of them would be helpful! I'm mostly just seeing what already exists before I commit to filling in some blanks
Very understandable given the larger project that was going on tbh
Yeah I think I was literally buried in the map mines for ISh at that time ironically enough 
Encounter Generator is getting map support soon as an apology for not getting it out soon enough for the game jam devs to use so I might be able to assist
I've got dungeondraft for some basics, mostly I just need to figure out what I'm doing with this design
Are there any specifics you want insight on? I did encounter design for INB, so I might be able to help
Unfortunately all I can offer here myself is visual aesthetic I think
combat was largely in Ash's hands and I never drew any blueprints myself
Might ask for some feedback on basic formatting tbh, that way I'll be a bit more confident in designing around the bases
In terms of what I have so far, how does this feel for the basic formatting for C1? Still gotta add the exterior buildings and yard decor for it
Kinda wanna pull some aestetic notes from this Shadow of the Wolf map for the yard itself
oh yea, that's a very good basis
Honestly I think there'd be merit in shifting the holdout zone a bit closer to the south and adding more layers of cover in the same way that the second map has a bunch of hedges and such, so you can have sort of like firing lines and cover that the monsters have to move around
||I think it's good fun to push an energy of being suddenly under siege that way, like how horde defense maps in a video game have enemies flowing in towards your base yknow||
Got it, so kinda shifting the focus on the assumption that most enemies will be pouring in from the same direction?
yeah, exactly
Or from the top third's edge sections at least
Makes the objective feel a bit more manageable while increasing threat by letting you bunch your forces up, and also makes the ||flying and burrowing guys|| feel like even more of a game-changer
Maybe something like this?
Yeah, that's def cooking
Throw in a buncha terrain further downfield, maybe make a couple flanking routes the players have to watch if you're feeling spicy and wanna get crazy
Ooh nice!
Considering whether or not I should beef up the outer fence to provide a potential perch for players, but that may be a bit much
I think this is starting to come together a bit now
Still gotta figure out how I wanna color in the ground mainly tbh, might ditch the grass entirely or just reduce it back for more of a lawn
Concept I think I'm gonna do is having a pre-planted bomb go off on one of the side walls midway through the fight to create that side entrance, or maybe have the wall segments have some HP per square
may wanna mess around with fixing the fountains being larger than some of the supporting houses, but at the same time that does feel kinda fitting
Ooh yes that is cooking
Is this inkarnate
?
Dungeon draft actually!
Mainly using it because I'm used to it, but I'll probably mod it for Lancer more later
Okay how are we feeling about this final version of the map
