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Author Topic: Frontier (ISG)  (Read 16008 times)

Feral

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Re: Frontier (ISG)
« Reply #150 on: June 20, 2015, 10:20:04 pm »

Scouter needs to go after the tracks. Preferably with the spear.
Leader: "Greetings travelers, seek you Wares or Work, we offer either and both!"

Finish door

Continue mining.

Explore to the right and left of Cave, just to fill out the map a bit.

Continue trench for water.

Another person gather mud, begin crafting Small Smoker for Charcoal production.

Hold off on mass fruit harvesting, we will want to dry them, instead, harvest enough to feed the Settler's for today.

Spoiler (click to show/hide)

Pile ankle high dirt walls in highlighted areas, just to get a good frame of reference. and not for any major structural benefit.

Turn: 12



Gideon greets the visitors with open arms. After some discussion you find out that the two are wanderers, and have gotten quite lost in the Frontier.
The one in the blue hat is a skilled Tailor, proficient in working with cloth and leather. He is appalled by the uncovered settlers.
The other is unskilled. In his pack is:

-The tailor's sewing needle
-2 animal steaks
-A knife
-A fire starting kit
-2 bedrolls

The two are willing to stay and help out. They haven't see others in a long time. The tailor would like to make clothes for the settlers some time in the future. He says this area has plenty of whitewisps for cloth, and back to the east they saw a lot of larger animals for leather. He notices parts of the spinning wheel, he'll need that for cloth products.

The digger and miner go back to the grind.

The door has been completed. It's a little crude, but he he's not exactly a carpenter.

A settler gathers up some fruit from the area, and everyone eats. Meat will be needed soon to sustain them. That settler then goes on to building a short dirt wall. A shovel would really benefit this project.

Another settler goes to the water to collect mud for a smoker. Again, a shovel would help. Or a bucket to bring water up to the dirt piles. Where should the smoker be built?



The scout follows the tracks.

Equipment/Resources:
Spoiler (click to show/hide)
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My forum games:

6 and the Sun (ISG/Multiplayer) An experimental god game.

Frontier (ISG) A survival/village building game.

ShadowHammer

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Re: Frontier (ISG)
« Reply #151 on: June 20, 2015, 11:02:37 pm »

Currently, I think the more important objectives are meat, shelter, bedrolls, and metalworking. The kiln/smoker will help with meat and metalworking, the dirt wall with help with shelter, the mine will help with metalworking, the scout might help with meat, the spinning wheel will help with bedrolls, and the white-wisps will help with bedrolls. Ergo:
Digger: leave the trench for now, help the guy building the kiln/smoker thing.
Smoker-maker: Put it inside the wall-building area.
Door-maker: make a shovel for the wall-building guy.
Wall-builder: keep wall-building.
New guys: gather a bunch of whitewisps, pile them with that other whitewisp-cotton we've got up there.
Gideon: work on the spinning wheel.
Miner: keep mining.
Scout: keep tracking.
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Shadestyle

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Re: Frontier (ISG)
« Reply #152 on: June 21, 2015, 01:00:23 am »

Spoiler: Put the smoker here. (click to show/hide)
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Generally me

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Re: Frontier (ISG)
« Reply #153 on: June 21, 2015, 06:34:32 am »

Currently, I think the more important objectives are meat, shelter, bedrolls, and metalworking. The kiln/smoker will help with meat and metalworking, the dirt wall with help with shelter, the mine will help with metalworking, the scout might help with meat, the spinning wheel will help with bedrolls, and the white-wisps will help with bedrolls. Ergo:
Digger: leave the trench for now, help the guy building the kiln/smoker thing.
Smoker-maker: Put it inside the wall-building area.
Door-maker: make a shovel for the wall-building guy.
Wall-builder: keep wall-building.
New guys: gather a bunch of whitewisps, pile them with that other whitewisp-cotton we've got up there.
Gideon: work on the spinning wheel.
Miner: keep mining.
Scout: keep tracking.

+1 but the wall builder guy tries to make some kind of snare trap or just a trap to catch animals. Because that wall seems pretty much useless to me.
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StrawBarrel

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Re: Frontier (ISG)
« Reply #154 on: June 21, 2015, 07:47:35 am »

Digger: leave the trench for now, help the guy building the kiln/smoker thing.
Smoker-maker: Put it inside the wall-building area.
Door-maker: make a shovel for the wall-building guy.
Wall-builder: keep wall-building.
New guys: gather a bunch of whitewisps, pile them with that other whitewisp-cotton we've got up there.
Gideon: work on the spinning wheel.
Miner: keep mining.
Scout: keep tracking.

+1
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Feral

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Re: Frontier (ISG)
« Reply #155 on: June 21, 2015, 01:42:28 pm »

So as I'm working on the next update, what does everyone think of the game so far? I know it might be a little more slow paced that some of you like. And there hasn't been much action. Yet.

But give me some feedback. I'm will to adjust things. Anything you'd like to see in the game?



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6 and the Sun (ISG/Multiplayer) An experimental god game.

Frontier (ISG) A survival/village building game.

Tomcost

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Re: Frontier (ISG)
« Reply #156 on: June 21, 2015, 01:46:16 pm »

I've been lurking, but for me it's totally fine. I always loved the concept of these games.

If I could say something, though, is that, after most of an area has been explored, we could just have the whole thing uncovered and be done with it. Right now I don't see much of a point in having several little different parts of the main area covered in black. Unless there are little details about those areas, in which case it is fine.

On the other ahnd, I have a question: How much supernatural stuff is going to be in this game? I mean, odd animals, magic, artifacts, slimes and worshipping gods.

Shadestyle

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Re: Frontier (ISG)
« Reply #157 on: June 21, 2015, 02:33:50 pm »

So as I'm working on the next update, what does everyone think of the game so far? I know it might be a little more slow paced that some of you like. And there hasn't been much action. Yet.

But give me some feedback. I'm will to adjust things. Anything you'd like to see in the game?

This pacing is perfect for me, Gives players plenty of time to think about what should be done.

Maybe a spoilered version of each image update with a little grid for building, or something along those lines.?

I would like to see some Dangerous plants myself, or at least potentially dangerous, maybe something with large thorns, or Irritating oils on it.

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conein

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Re: Frontier (ISG)
« Reply #158 on: June 21, 2015, 02:34:57 pm »

Its harder than others ISG i have seen. And harder than dorf fort maybe!
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Feral

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Re: Frontier (ISG)
« Reply #159 on: June 21, 2015, 03:21:43 pm »

On the other ahnd, I have a question: How much supernatural stuff is going to be in this game? I mean, odd animals, magic, artifacts, slimes and worshipping gods.
All of that, we just haven't really encountered it yet. But this is a medieval/fantasy setting.
Maybe a spoilered version of each image update with a little grid for building, or something along those lines.?

I would like to see some Dangerous plants myself, or at least potentially dangerous, maybe something with large thorns, or Irritating oils on it.
A grid is a good idea. And I have carnivorous plants planned. We just haven't found the area they are in yet. I have much of the map designed. It's a 3x3 map, with a way to move to another map should we ever get that far. And within the 3x3 are explorable caves, a forest, and other secret places.
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My forum games:

6 and the Sun (ISG/Multiplayer) An experimental god game.

Frontier (ISG) A survival/village building game.

ShadowHammer

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Re: Frontier (ISG)
« Reply #160 on: June 21, 2015, 03:26:25 pm »

Aw man, I dun got ninja'd! So much for about half this post. *deletes*

I really like it; the art's awesome, and the mechanics are very well thought out. It's very well-paced, too, although if you need to adjust the pace because irl, feel free. I also really like how even though this is completely peace-time, it's still challenging and fun. It's really hard to make games that don't rely a lot on combat, but this one does it very well.

So as I'm working on the next update, what does everyone think of the game so far? I know it might be a little more slow paced that some of you like. And there hasn't been much action. Yet.

But give me some feedback. I'm will to adjust things. Anything you'd like to see in the game?

This pacing is perfect for me, Gives players plenty of time to think about what should be done.

Maybe a spoilered version of each image update with a little grid for building, or something along those lines.?

I would like to see some Dangerous plants myself, or at least potentially dangerous, maybe something with large thorns, or Irritating oils on it.


Sorry to contradict, but I like how the building is more free-form, and I think a grid might kind of ruin that; regardless of whether you as the GM are kind of using a grid to place and space stuff, I like that it seems as if we can build wherever, even if we can't actually.

I can agree with the plants one, though; it would be cool if the scout found some strange and dangerous plant species out in the forest. Carnivorous plants and hidden cave systems, you say? Awesome.
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Tomcost

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Re: Frontier (ISG)
« Reply #161 on: June 21, 2015, 03:29:07 pm »

Suddenly this got even more awesome

Parsely

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Re: Frontier (ISG)
« Reply #162 on: June 21, 2015, 03:49:02 pm »

Suddenly this got even more awesome
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Feral

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Re: Frontier (ISG)
« Reply #163 on: June 21, 2015, 05:13:10 pm »

Sorry to contradict, but I like how the building is more free-form, and I think a grid might kind of ruin that; regardless of whether you as the GM are kind of using a grid to place and space stuff, I like that it seems as if we can build wherever, even if we can't actually.
No, I don't use any kind of grid system. Things can be built and placed anywhere in anyway. What I'm talking about, and what I think Shadestyle meant, is more for you guys. So instead of me asking where you want the kiln built, you can say you want it in C4 or w/e. And then I'll draw it in that spot roughly.
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My forum games:

6 and the Sun (ISG/Multiplayer) An experimental god game.

Frontier (ISG) A survival/village building game.

Shadestyle

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Re: Frontier (ISG)
« Reply #164 on: June 21, 2015, 06:15:30 pm »

Sorry to contradict, but I like how the building is more free-form, and I think a grid might kind of ruin that; regardless of whether you as the GM are kind of using a grid to place and space stuff, I like that it seems as if we can build wherever, even if we can't actually.
No, I don't use any kind of grid system. Things can be built and placed anywhere in anyway. What I'm talking about, and what I think Shadestyle meant, is more for you guys. So instead of me asking where you want the kiln built, you can say you want it in C4 or w/e. And then I'll draw it in that spot roughly.

^Yeah, and even with the grid, it could be of use for a point of reference, like, "A little to the left of C4"
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