Post by Eric Farrington on Sept 18, 2019 17:27:51 GMT
A few items converged in my mind and made me start to work on the Glittering Void Project:
1. I had been watching a lot of Mecha based anime in small bits and pieces and the combat scenes were sticking out in my mind as something that could be fun on the tabletop.
2. I happened across the Dream Pod 9 models for their Lightning Strikes/Jovian Chronicles line. I had heard good things about the game, but never really played.
3. I ran across a few threads where people were taking 1:100 Gasophon (sp) models and converting them into super cool looking models for games
4. I had a ton of Robotech RPG tactics models to use
5. I had been toying around with a few space/aircraft/aeronef games and this was an experiment in altitude bands
6. I had old Aeronautica Imperialis Maneuver cards lying around and wanted to use them....
7. I asked some questions to fellow designers and their response was to try it for myself.... so I am.
As you can see, I tend to design games for myself first and you second. That's why it has so many I statements in so far! These factors combined into me making Glittering Void a space combat mecha game. It combines mechanics from various games to try and get a good, quick flying robot suit game that feels fast and fluid and captures the feel of anime, but still has tactical depth.
Here was the design specs:
- Maneuver, placement, and speed would be a big factor in the game
- Firepower would intentionally be limited
- Focus on Mecha, but other units would be critical like landers, missile boats, defenses, etc.
- Be mini and scale agnostic so a player could use DP9 models, Robotech RPG models, or Gashopons
- Make it tactical and full of decision points
- Capture the feel of a Mecha anime with losing limbs, fast movement, hand-to-hand combat between mecha, and fodder troops blowing up like crazy!
I have started the campaign system, but it still needs more work at this point. However, the bones of the game are in place. I am releasing it here as a message board exclusive until I get the campaign system done. The game is fully playable now, and all four generic factions are ready to go. There is even an experience system to get to ACE status and skills as a pilot. You can play it right now ans still have a great time.
Check it out here: app.box.com/s/4ay4yc3fa0sl8gqjg88c5z5qbmflxxhd
I ask only that you share your feedback and comments on the game in this thread so I can keep tweaking it. Thanks for your time and loyalty!
1. I had been watching a lot of Mecha based anime in small bits and pieces and the combat scenes were sticking out in my mind as something that could be fun on the tabletop.
2. I happened across the Dream Pod 9 models for their Lightning Strikes/Jovian Chronicles line. I had heard good things about the game, but never really played.
3. I ran across a few threads where people were taking 1:100 Gasophon (sp) models and converting them into super cool looking models for games
4. I had a ton of Robotech RPG tactics models to use
5. I had been toying around with a few space/aircraft/aeronef games and this was an experiment in altitude bands
6. I had old Aeronautica Imperialis Maneuver cards lying around and wanted to use them....
7. I asked some questions to fellow designers and their response was to try it for myself.... so I am.
As you can see, I tend to design games for myself first and you second. That's why it has so many I statements in so far! These factors combined into me making Glittering Void a space combat mecha game. It combines mechanics from various games to try and get a good, quick flying robot suit game that feels fast and fluid and captures the feel of anime, but still has tactical depth.
Here was the design specs:
- Maneuver, placement, and speed would be a big factor in the game
- Firepower would intentionally be limited
- Focus on Mecha, but other units would be critical like landers, missile boats, defenses, etc.
- Be mini and scale agnostic so a player could use DP9 models, Robotech RPG models, or Gashopons
- Make it tactical and full of decision points
- Capture the feel of a Mecha anime with losing limbs, fast movement, hand-to-hand combat between mecha, and fodder troops blowing up like crazy!
I have started the campaign system, but it still needs more work at this point. However, the bones of the game are in place. I am releasing it here as a message board exclusive until I get the campaign system done. The game is fully playable now, and all four generic factions are ready to go. There is even an experience system to get to ACE status and skills as a pilot. You can play it right now ans still have a great time.
Check it out here: app.box.com/s/4ay4yc3fa0sl8gqjg88c5z5qbmflxxhd
I ask only that you share your feedback and comments on the game in this thread so I can keep tweaking it. Thanks for your time and loyalty!