Play Test
Dreamed I was working with SCV on Spare-Parts Online. We had a pair of systems up and running with about eight people on line with me. I was running on a system that was in debug mode, one screen was a duplicate, in layout, of the main screen, but filled with the text of the background calculations and current database values.
I was trying to focus on the gameplay itself but kept finding myself looking over to the data display. After about twenty minutes or so I realized that the other players weren't seeing all the experience building, etc, so didn't have the distractions I did.
The sp game system in the dream was much different than the pencil and paper game in that there were live Action Point recovery indicators, and the sliders that indicated effect and focus were continually changing as the initiative and actions flowed.
There was a three stacked circle display over the character, faded but visible, that showed the various resources a player could bring to bear at any moment in the game. The circles were the classic red, white, and blue.
One thing that was very different was the concept of resource fatigue and injury, without "Hit Points" to keep track of. Injuries directly affected the performance stats and equipment use related to the character's injury location.
I was trying to focus on the gameplay itself but kept finding myself looking over to the data display. After about twenty minutes or so I realized that the other players weren't seeing all the experience building, etc, so didn't have the distractions I did.
The sp game system in the dream was much different than the pencil and paper game in that there were live Action Point recovery indicators, and the sliders that indicated effect and focus were continually changing as the initiative and actions flowed.
There was a three stacked circle display over the character, faded but visible, that showed the various resources a player could bring to bear at any moment in the game. The circles were the classic red, white, and blue.
One thing that was very different was the concept of resource fatigue and injury, without "Hit Points" to keep track of. Injuries directly affected the performance stats and equipment use related to the character's injury location.
Labels: Friends, Future, Game, Technology
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