Roughly 30,000 words of game done.

November is, of course, nearly over.

I’ve been doing 1,000 words a day, making 30,000 once I do tonight’s instalment.

30,000 words sounds like a lot for a game. But remember that this game uses ‘choose your own adventure’ style paragraphs. The vast majority of the text is those paragraphs: what, in an RPG, would be ‘the adventure’ rather than ‘the rules’.

The next step will be to do an online version, so people can playtest it. This will be a bit more complicated than Age of Fable, because this game has a map, which is generated as you go and therefore different each time, but persistent (if you leave a forest hex with a friendly village in it and come back, for example, it’s still a forest hex with a friendly village in it).

 

From Invisible Cities

The city of Sophronia is made up of two half-cities. In one there is the great roller coaster with its steep humps, the carousel with its chain spokes, the Ferris wheel of spinning cages, the death-ride with crouching motorcyclists, the big top with the clump of trapezes hanging in the middle. The other half-city is of stone and marble and cement, with the bank, the factories, the palaces, the slaughterhouse, the school and all the rest. One of the half-cities is permanent, the other is temporary, and when the period of its sojourn is over, they uproot it, dismantle it, and it off, transplanting it to the vacant lots of another half-city.

And so every year the day comes when the workmen remove the marble pediments, lower the stone walls, the cement pylons, take down the Ministry, the monument, the docks, the petroleum refinery, the hospital, load them on trailers, to follow from stand to stand their annual itinerary. Here remains the half-Sophronia of the shooting-galleries and the carousels, the shout suspended from the cart of the headlong roller coaster, and it begins to count the months, the days it must wait before the caravan returns and a complete life can begin again.

Italo Calvino.

Game is coming along.

I’ve finished the basic rules (creating characters, travelling, generating terrain and so on).

Most of the game, however, will be the various encounters. I’ve done a few, but by no means enough to make a complete game. My aim is to have enough encounters done by the end of November to make a ‘working draft’ that I can show playtesters. At the moment it looks like I’m on target to do this.

In November…

I’m going to try and do both NaNoWriMo and NaGaDeMon. I’m making a board game which uses choose-your-own-adventure style paragraphs. It’s a bit like a multi-player, cooperative version of Barbarian Prince. I should be using several ideas from this blog, Age of Fable and Under the Moons of Mars.

Anyway the goal is to write 2000 words a day, which I did on the first day (character creation, and some of the structure of a turn).