Sunday, March 29, 2020

Eminent Domain Origins - Starting Resource Testing

I got another 2 playtest games in today...

Game 1: simulated 5p game (Dave and I played 2 seats each)

I wanted to test the 4-5p starting resources, but there were only three of us. Dave has played a handful of games (last year), while Hoss hadn't played at all. I wanted feedback from fresh eyes on the game in general from Hoss (mostly about fiddliness and grokability), but had Dave and myself each play 2 seats so we could see the 4-5p starting cards in action. Dave had the Afterburner to see if he could abuse it. I had the Upgraded Cargo Hold to see if it felt way too good.

Playing multiple seats is never ideal, but it wasn't too bad. The worst part was probably when the blue player scanned, and then the purple player (both played by me) was able to act on that info :/

In the end, the 5th player (Upgraded Cargo Hold) won, but I don't think it was really due to the starting resources. In fact, I felt like I kind of squandered my start, but that seat just played a good game otherwise.

Dave tried to get the Afterburner online as quickly as possible in seat 4. He ended up in 2nd place by only 6 points. Only two points back was Dave's other seat (P1), who started with $20 and tried avoiding buying a thruster (he got a Hyperdrive).

My other seat (P2-shield +3energy) and Hoss (P3-Cargo Hold) tied at about 10 points back, both seats playing loie n00bs :)

Game 2: 4p, but with starting resources of players 2-5

Russell showed up right at the end of that first game,so next we played with 4, but to test more if the 4-5p cards, we just skipped the 1p ones. Hoss and I started with 2-3p cards cryo Chamber and Weapon+Crystal, respectivly). Dave starter with the Upgraded Cargo Hold and Russell started with Additional Module Slots+$20.

Hoss, still a newbie, didn't do great. He was doing better until a pretty devastating mistake - he left the Outpost to Colonize but forgot a colony marker! I worry a little bit that this may be a common error, but other than warm about it in the rules, I don't think there's anything I can really do about it witjwit making significant changes to the system :/  I did about as badly as Hoss, just taking way too long to actually put my plans into action.

But more importantly, how did the 4th and 5th players do with their starting resources? We'll, Russell had a pretty strong showing, getting 2nd place without ever using the Additional Module Slots. Though all three of us were close packed in score.

Dave however finished 25 points ahead... Which is like 2-3 big plays in this game. How much of this was due to the Upgraded Cargo Hold? We'll, probably at least 10 of it was from capitalizing on Hoss' mistakes, but he was also able to do a lot with the ability to hold both 2 colony markers and so many resources.

In the end, the Upgraded Cargo Hold is probably overpowered, and the Additional Module Slots is probably underpowered. That technologhy just isn't a "starting resource," and as such is not a useful thing to get at the beginning of the game. I'm going to try "$10+1 Energy+loaded colony marker" and "2 brown + 1 energy" instead of those two starting cards.

Also, originally each player started with 3 VP, in case you ran into an asteroid in the early game and didn't have shields. I've been trying the game without that, but I realized today that starting with 1 energy is irrelevant if you have nothing to lose by crashing into asteroids. So I think I'll add VP to all of the cards so that starting with 1 energy is relevant again. I think most of the cards will get 3vp, but I can tune up or down for cards that feel a little strong or weak.

A few other little details...

With the inclusion of the starting resource cards, I have deleted the stage 1 rewards, because they served the same purpose. This shortens the game a little bit, but I did add 3 tiles to stage 3, so it should not be too different than the old version. However, one of the stage 3 rewards is a free Thruster module, which is great (better the earlier you get it), but comes out fairly late, so there isn't much time to use it. But without the stage 1 rewards, that one can come out all the earlier, which may be too strong. I might move that one to stage 4 instead.

As for the Wormhole physics I talked about last time, I worry that "any OTHER wormhole" will be one of those easily forgotten rules. I guess the game doesn't break if players go in and out of the same wormhole, I've been playing that way. But should I have an easier to remember rule?

The Popularity Of Vivi


I was looking over a subreddit within the JRPG community thank showed the results of a poll of the most popular JRPG characters of all time.

In the results of that poll Vivi ranks as number 2. second to a character from a game I haven't played yet (Breath of Fire iv). Vivi is the highest rated FF character.

I found this really interesting. Vivi is definitely one of my favourite characters also, and I think it is for exactly the same reason. He is one of the only JRPG characters who shares us genuine anxieties and worries about death. He allows himself to actually sit with and dwell upon the mysteries reality of life coming to an end, he has an interiority that the gamer can relate to, but perhaps would never vocalise, would never admit to being able to relate to,

As Catholics, members of the one true Church, with the entire truth about reality, we want to help poor Vivi realise what awaits him after death, what awaits all those who have failed to be regenerated by grace, and all those who have been regenerated, those few who have persevered to the end as friends of God.

There was a beautiful comment on the review of FF9 by a reader-

"Vivis ending is also very sad. I wanted to go into the game and tell him all about Jesus."

That is certainly true, because the best the game can offer the reader is continuing existence through your offspring, having meaningful friendships while you are alive, living on in other people's memories..... basically the kind of stuff you get in humanist funerals.

What Our Lord and saviour offer is the full truth, heaven or hell and for eternity.

I am glad Vivi is the most popular character because it shows that there are so many individuals who, deep down, are worried about the eternal truths, they are worried about death, they are worried about who they really are and what purpose they are made for.

This is fantastic, it shows there are people who are preparing themselves to hear the Good News. Because Jesus Christ's message can only reach those who have got this degree of interiority, who aren't just chasing after pleasures but are genuinely seeking meaning, answers to the biggest questions. Vivi embodies that. Vivi doesn't get the answers, but we have them.

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Tuesday, March 24, 2020

Two Point Hospital Review (NSW)

Written by Jennifer O. Cuaycong


Title: Two Point Hospital
Developer: Two Point Studios
Publisher: Sega
Genre: Simulation, Strategy
Price: $39.99
Also Available On: Steam, PS4, XB1



When Two Point Hospital first made waves on the personal computer two years ago, it became known as the spiritual successor of Theme Hospital, and rightfully so. It carries the genetic imprint and soul of its 1997 progenitor, a business simulation game which has become an enduring hit in the video game industry. To date, Theme Hospital has sold over four million copies worldwide, a feat that Two Point Hospital hopes to equal, if not surpass, as it ports over to the Nintendo Switch. Developer Two Point Studios does have the pedigree; producer Mark Webley was also the project leader, as well as programmer and developer, of Theme Hospital for Bullfrog Productions. Today, with designer/artist Gary Carr and programmer Ben Hymers, former Bullfrog colleagues, they're meeting the challenge head-on. Given its presence in six platforms all told, Two Point Hospital has become the second most downloaded game in terms of sales in much of the world.




If you remember playing with Theme Hospital, and remember, that was 23 years ago, you'll definitely find Two Point Hospital a familiar and comforting presence to have in 2020. It looks familiar, sounds familiar, plays almost the same BUT. The BUT is that, in 2020, Two Point Hospital is Theme Hospital on steroids, making the experience better, with fun, three dimensional graphics, seamless camera transitions, and better storytelling overall.

In Two Point Hospital, much like Theme Hospital, the player acts as an administrator and decides which patient needs are best met by the hospital of a specific area at a specific point in time. The hospital comes as an single empty shell, and the player is tasked with filling it with clinics for diagnosis and treatment, as well as the hiring, firing, and training of its employees, from doctors to nurses to assistants to even janitors. There are options for buying extra lots and erecting new buildings, as well as adding new clinics to address the area's patients. There are plenty of ways to customize the hospital, with extra features and elements that can be unlocked through progress in game levels and areas.




While the bare bones of both Theme Hospital and Two Point Hospital are the same, upgrades have been introduced to completely change the way the latter meets the challenges of this new era. For one, changes in the way characters behave, function, and work within the model hospital make this homage a better version of the original. Traditional gender roles no longer apply; both men and women can be doctors, nurses, assistants, and janitors — and, as such, emphasis is placed on qualifications and training rather than gender.

In Two Point Hospital, training is available for all personnel, thereby allowing the player's chosen medical professionals to specialize. This enables diagnosis and treatment to go much faster and with less failure. Assistants are no longer mere receptionists; they are a vital cog in the hospital manpower wheel as they perform check-in, basic triage, and even marketing. Janitors no longer just clean, maintain, and upgrade machines; they can also train others as they accumulate skill in other areas.




There are various levels to pass, and each level requires at least a one-star rating for the next one to open up. Three stars make one a superstar in that level's hospital and VIPs flock to avail of services. As the hospital's designated CEO and Board of Trustees in one, money decisions are left to the player, and if the player listens to the needs of the populace, decisions on cure, personnel, and material not only earn the hospital a good reputation but also a lot of money to do more things. There are awards to compete for, leading to extra credit for unlockable items. Fortunately, proceedings can be interrupted anytime; the player can choose to go back to previous levels without penalty in his/her last level. Features unlocked in the most current level carry over to the earlier ones so there is always room to improve the hospital, feature and strategy-wise.

As a port from the 18-month-old PC game, Two Point Hospital on the Switch does take a little getting used to, particularly when it comes to Joy-Con controls. It doesn't feel intuitive from the get-go. That said, it takes only one or two passes and practice runs on the levels to get the hang of things. There might be a couple of tweaks needed to make the menus easier to handle, but all in all, they don't take away from the beauty of the game. Frame rate drops can and do occur, especially when the screen gets busy, but, for casual gamers, it isn't really a dealbreaker. In truth, it's hardly noticeable.




There's a lot of humor and hilarity in Two Point Hospital, the same way it was in Theme Hospital, and it's best appreciated in the ingenious way sickness is named, approached, and treated. "Jest infections" never grow old, for one. But it's also sobering to note that while laughter and enjoyment can be derived from the game, it also reminds us that what passes off as a game may emulate true life and death situations. And as in real life in the time of COVID-19, hospitals that are better equipped, better managed, and better staffed are able to save more people.



THE GOOD
  • Fun, funny, and, punny
  • Faithful homage, but improved experience
  • Engrossing

THE BAD
  • Can be repetitive
  • Cartoon visuals an acquired taste
  • Occasional frame drops
  • Difficult at first


RATING: 8.5/10

Friday, March 20, 2020

Mega EverDrive X7 - Almost Everything You'd Want In A Flash Cart

Mega EverDrive X7, courtesy of Amazon.com
 A long time ago, over six years in fact, I purchased my first Krikzz product.  This was the Mega EverDrive (v1), then by far the most capable flash cartridge ever released.  I wrote about it here.  Recently I have had the opportunity to acquire its successor, the Mega EverDrive X7.  Let's revisit the use of flash carts on the Genesis/Mega Drive with the X7.

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Life Is Strange 2 | Episode One "Roads" Review |



After a late spring of prodding, Dontnod's continuation of its award-winning episodic adventure arrangement Life is Strange is here, and it has a loud and clear message to convey to every one of us.

Quick Facts :

  • Initial release date: 27 September 2018
  • Developer: Dontnod Entertainment
  • Genre: Adventure game
  • Platforms: PlayStation 4, Xbox One, Microsoft Windows

'Roads' What Is It About :

'Roads', the first episode in Life Is Strange 2, is around two primary things; naivety and wistfulness. It's a testing, self-contradicting true to life experience about children growing up and confronting the duties that join that, encircled through the account of two siblings who are unreasonably youthful to be outfitted to manage their nerve racking circumstance. That juxtaposition is, at its center, what makes this opening section to Life is Strange 2 so exceptionally extraordinary. 

Life is Strange 2 includes none of the characters or settings of its forerunner. Its new saint, a 16-year-old hero Mexican-American kid named Sean Diaz, does not have a choice turning around time-travel capacity like Max Caulfield. Be that as it may, the minute an acoustic guitar starts carefully strumming over the sun-kissed title screen, it is obvious what you are playing. This might be a new story among new faces and obscure districts, however from every other angle this is Life is Strange.


The game rapidly sets the scene. Sean is a relatable track star youngster who is attempting to discover his way in the world , trying different things with workmanship, medications, and young ladies and stressing over whether kinships will last as his training finds some conclusion. The two siblings live with their dad Esteban, a workman and the passionate shake of the family which the siblings rotate around. 

Life is Strange 2 is inside and out a more intricate issue: its activity sprawls out from Seattle to the forested areas of Oregon and still more distant abroad, giving it the vibe of a street motion picture in amusement frame. 

The carefree dynamic of the Diaz family is quickly fathomed as you examine Sean's home, gathering supplies for a late-night party. The course of action has had a honest to goodness graphical refresh as a result of Unreal Engine 4, which infers swathes of superbly completed the process of describing objects, ordered journal doodles, and fluid, human activitys that pass on another level of nuance to the record.


Life is Strange 2, most importantly, is an account of fellowship and society, and even in its beginning times Sean and Daniel's relationship is tremendously contacting. Out and about, Sean is urged to not just pay special mind to or secure Daniel, but rather help raise him. That duty shows in manners both self-evident – don't spook the child with phantom stories previously you stay outdoors amidst the forested areas around evening time — and more hazy. You're bankrupt and eager and urgent. Is it worth a critical dollar to offer him a hint of something to look forward to as a chocolate bar or a toy? 


An untidy whiteboard demonstrates a disorderly errand plan… Invoices and apparatuses uncover that Esteban is a compulsive worker. Sean chimes in contemplatively to The Streets in his room, and Daniel opens his entryway somewhat subsequent to pummeling it close to ensure his sibling won't see his Halloween ensemble. It's a living domain, more so than any found in the principal diversion. 

The devil genuinely in the subtle elements, and this is extended to the discourse. Sean would now be able to respond to surrounding discussions amid ongoing interaction, or, in other words, much like the framework found in Night School's Oxenfree. This implies the game doesn't simply bolt you out when you associate with something, and there's very little dead air when you're investigating, which I for one believe is a colossal move up to life is strange part 1.


Discussions proceed all through physical activities, which helps me to remember discussion among Sam and Nathan in uncharted 4, makes the experience undeniably streaming and artistic. This is helped by an influx of new camera strategies, from taking off feathered creatures eye-see shots of the siblings to astute close-ups and wide edges that give space to the player to think about and consider what unfurls before them. 

A progression of grievous occasions happens not long after the introduction which results in the incidental demise of their racially provocative neighbor, which subsequently prompts their dad turning into a casualty of police severity, shot dead without hesitating. 

The menu and stock framework have been fleshed out definitively, and your knapsack is loaded up with nostalgic things from your home and will keep on clamoring with articles as you advance through the story. You can likewise hang trinkets and connect fixes to it, these going about as the discretionary collectables you can discover amid the occasions of the diversion. 

In particular, the things in your rucksack really mean something, As it holds everything that the siblings have left from their previous life. Sean's journal is another key bit of gear. Amid calm minutes Sean can utilize his craft aptitudes to sit and draw the earth around him, a fun little amusement that effectively makes a memory,(This too helps me to remember Uncharted 4 where Nathan draws his own guide in somewhat entertaining path as he continues investigating ) demonstrating DONTNOD's proclivity to attach play to the story.



While investigating you will locate an additional blue feature on specific things in the condition that takes into account a dialog between the siblings, rather than perceptions neighborhood to the hero. You can train Daniel about trail blast blemishes on trees and push him to continue attempting when he has a craving for abandoning skipping stones. 

Its influenced fascinating in light of the fact that you to understand that Sean is similarly as green to the world as his sibling, however is presently his sole gatekeeper. You're compelled to consider how you utilize that duty. Daniel is starving and you don't have any cash for nourishment, yet by taking you affect him by obscuring the lines among good and bad, which have outcomes even inside this one episode. 


Obviously, there are additionally interchange, more twofold flashpoints that don't have simple answers, however I found that creation intense choices and lamenting my activities attempted to make a feeling of perpetual quality and promise to my own story that had me considerably more drew in with this account than I at any point was in past titles in the arrangement. 

At last, this outcomes in a wonderfully paced prologue to a fresh out of the plastic new world, one that I never needed to take off. Cunning composition and important moves up to the moment to minute ongoing interaction guarantee that Life is Strange 2 is an equation breaking development for the experience diversion kind. 

The Verdict :

The first episode of Dontnod's Life is Strange 2 guarantees a greater, more intricate story than told by the predecessor, Though its social reactions feel expansive and rather awkward up until now, its center story of fellowship and clique between two conceivable characters is as of now gigantically contacting. With Life is Strange 2, DONTNOD has overhauled and refined each component that made its ancestor fruitful, while sprinkling some supernatural new increases in with the general mish-mash to make a basic kind pushing background that isn't only for fans.


GaryCon XII Prep - Moathouse Complete! Heist Complete! Seeking Playtesters!

The Moathouse for my "Rescue of Hommlet" game is complete!

First... picture time!

     

I am ECSTATIC at how it came out! I can't wait to get this on the table at GaryCon and see people play on it.

I am going to do a post after GaryCon of how I built it and lessons learned.

There is one more playtest for the rules. Members of NIFMA (Northern Illinois Fantasy Miniatures Association) are coming to play - there's room if you're in my local area!

Here's a link to the rules if you'd like to check them out. These are more delta's to OD&D/Chainmail than a coherent set that merges the two; guidelines and approaches for how we'll run the game. I've also created "character sheets" for the dramatis personae, here's a link if you'd like to see what I did.

With the moathouse and scatter terrain to represent the bog surrounding it completed, it was time to move to my AD&D game at GaryCon - "The Heist of the Century!"

It's an easy enough job: Get into the Royal Palace, steal the King's Secretary's Seal and return with it, for a reward worth ten years' wages. But nothing is ever simple, is it? Especially when you interrupt something far, far worse, and the opportunities may be far, far bigger. Come experience the world of Etinerra, a campaign ten years going!

The adventure is written, but if you're willing, would you please help me playtest it?

 

I'm looking to do online playtest sessions last week of February/first week of March. Ideally in the evening US Central time. If you're interested, especially if you're not coming to GaryCon, please reach out: chgowiz@gmail.com. Thank you!!

So why am I playtesting this particular adventure? It is like no other adventure I've written or run before!

Dungeon crawls? No problem, I've been writing/running those for years! Outdoor adventures? I'm your guy! In-town, social adventures? Uhhh.... (needle on the record scratching sound)

When I came up with the idea, I was picturing "Ocean's Eleven" or "The Italian Job" in AD&D. Sounds great, right? Then I sat down to write the damn thing and realized I had zero, zilch, nada experience at such an adventure! How should it be paced? How should I provide clues? How do I get the players to plan and execute a heist? So. many. questions!!!

So, I set out to do what I usually do - get inspiration (aka. steal) from good sources. I poked around on social media and got some great tips and pointers to modules, articles and what-not. And boy, inspiration was to be had!

I don't want to give too many spoilers away, but I focused on a couple of primary resources to help me and over the course of four days, roughly about 16 hours total, I banged this thing out.  Once I get past GaryCon, I intend on reviewing those primary resources and sharing how I came up with this adventure.

I'm excited! This adventure and the GaryCon session has HUGE POTENTIAL for affecting my campaign world! Obviously the blurb hints at that, but we'll see how it goes. I always have my one-shots affect my campaign world - it's been so much fun to see how the players react to a dynamic world.

Of course, after all is said and done, with trying to run a game style I've never run before, I may be tearing what little hair I have left out and cursing myself "what was I even thinking?!?" We'll see...

Tuesday, March 17, 2020

Suzy Cube Update: March 30, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
Alright! First week back from GDC and I decided not to mess with things too much and, instead, add a little more life to the game.
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Monday, March 16, 2020

Hiring: Tools Programmer




Title: Tools programmer
Focus: Engine
Type: Full-time, permanent
Last day to apply: 30th of October 2018


Tired of the constraints of Unity, Unreal and other big engines? Want to be in control and get down into the nitty gritty of engine coding? Come join us at Frictional Games, one of the few companies that still makes their own tech, and get all up in our HPL engine!

We are now expanding our tech team and looking for a tools programmer who will help make the HPL engine better, prettier, and more intuitive. Your work on the engine will be crucial to the rest of the team, but it will also be seen by our modding community.

The position is full-time and permanent. Ideally we would help you relocate to MalmΓΆ, Sweden to be close to our core team, but this is not a necessity.


What will you work on?

As a tools programmer, you will be working together with a small tech team that is mainly responsible for our HPL engine, but also tech support for the games.

Here are some of the things you will find yourself working on:
  • Creating and maintaining the level editor for our proprietary engine
  • Making intuitive user interfaces
  • Creating small specialised tools
  • Working with low-level systems such as IO, AI, rendering, sound, and physics
  • Working with Xbox and PlayStation versions, as well as possible future platforms
  • Internal support for a team of developers
  • Post-launch support.
We also encourage working outside of your area of expertise, and always learning new things. The more areas of development you are willing and able take part in, the better!

If you want to know more about Frictional work practices, you can check out the introduction posts of Peter and Luis, who will be your closest teammates.


What are we looking for?

You have to be a EU/EEA resident to apply.

The person we're looking for is creative, driven and self-sufficient.

Here are some essential skills we require:
  • Well-versed in C++, C#, Java, or similar
  • Knowledge in AngelScript, Python, Lua, or similar
  • You have created an engine or tools for development for at least one game
  • Strong low-level programming skills
  • Familiar with linear algebra
  • Knowledge in working with Widgets / Custom GUI
  • Fluency in English
  • Skills in team communication and support
  • A Windows PC that runs recent games (such as SOMA) that you can use for work (unless you live in MalmΓΆ and will work from the office)
  • A fast and stable internet connection.

These will be considered a plus:
  • Experience in engine development
  • Skills in 3D modelling or texture applications
  • Knowledge in UX design
  • Lover for tech and messing with the low level parts of the engine
  • Excitement for creating fast pipelines and making it easy to create awesome art
  • You live in Sweden.

What do we offer?

We are a small team, which means you will be able to work on a wide variety of things and contribute to our future games in a meaningful way.

We also believe a healthy balance between work and life reflects positively on your work. We offer a variety of perks for our full-time employees, especially who live in or relocate to Sweden. We also don't encourage crunch.

Here's what we offer:
  • Flexible working hours
  • Opportunities to influence your workflow
  • Variety in your work tasks, and ability to influence your workload
  • Participation in our internal game Show & Tell sessions, so you'll have input into all aspects of the game
  • Social security and holidays that are up to the Swedish standards
  • An inclusive and respectful work environment
  • An office in central MalmΓΆ you can use as much as you please
  • Fun workmates, game and movie nights, and other outings!

How to apply?

Did the position pique your interest? Are you the person we're looking for? Then we would love you hear from you!

We will be looking at applications until 30th of October 2018.

Please send us your:
  • Cover letter (why you should work with us, what do you bring to the table)
  • CV
  • Portfolio (or links to your works)
Send your application to apply@frictionalgames.com!



Privacy Policy

By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.

Friday, March 6, 2020

The Reckoning Of Darkness, Short Film, Review And Interview


The Reckoning of Darkness is a great proof of concept film. I could go into more detail about that part, but Christopher Kulikowski, the director, does a much better job of explaining his inspiration below. The look of the film was wonderful and captures the essence of the original story and reaches into the gaps to give us more.

I saw The Reckoning of Darkness at the 2019 FilmQuest film festival (website).The film was nominated for Best Score and Best Production Design/Art Direction, along with winning for Best Costumes.

I would recommend this film for anyone who has read Frankenstein. This captures the feel Mary Shelley develops in her novel and gets back to the horror of what it might be to be questioning our existence and the ability of creating life.

TAGLINE: Some may recall that the story of Victor Frankenstein and his Creation ends in the frozen wastes of the Arctic, but few know what really happened on their fateful journey north.

SYNOPSIS: The Year 1818: Set on a remote island at the extreme north of the British Isles, a mysterious man named Victor washes ashore, seemingly the sole survivor of a shipwreck. He is restored to health by the local inhabitants but guards the secrets of his haunted past and of an evil which has found its way to this remote world, hell-bent on vengeance. So starts the dramatic and violent chain of events in which the tale of Victor's sinister experiments gradually emerges.

What was the inspiration for The Reckoning of Darkness?

There's essentially two parts to the inspiration and genesis of my proof of concept featurette.

First is my love for science fiction, horror and drama that goes back to my childhood and Mary Shelley's time-tested novel, Frankenstein, a narrative which captures all three genres mentioned above.

Second, back in 2004, I attended the performance of a play titled Victor, written by British playwright Alistair Faulkner and inspired by Mary Shelley's novel. Unlike most depictions of Frankenstein's creation, in this telling of the story (set on a remote island in the north Atlantic) Victor's creation is intelligent, has feelings of love, despair, hate and loneliness. I was completely captivated and moved by the performance and narrative of this play. In fact, I loved the take on this "Frankenstein" story so much that I secured the theatrical rights, wrote a feature length screenplay and adapted it all into a proof of concept short film and trailer.
 

What project(s) do you have coming up you're excited about?

What is exciting and hopefully upcoming (soon) for me, is to get the feature version of The Reckoning of Darkness off the ground. Currently, my energies are fully committed to bringing this "monster" to life. :-)

What was your early inspiration for pursuing a career in film?

There were many films and TV programs that inspired me as a child to pursue a career in cinema, mostly shows/films such as Star Trek, Star Wars, Dark Shadows, anything fantastical, but what really propelled me into making this a career vs a hobby was the discovery of my father's Bell & Howell 8mm crank camera. Once I had my hand of this amazing device and discovered all the magic of its capabilities, I was hooked. In short, I've been making films since the age of 11.
 

What would be your dream project?

Asking me about a dream project is like asking me what is my favorite song... there are many but for the time being, fully realizing and getting the feature version of "Reckoning..." off the ground would be a dream come true. Other "dream" projects would be to direct a Star Trek feature/TV series and a period thriller that I have in my screenplay arsenal titled Kingsbury Run.

What are some of your favorite pastimes when not working on a movie?

When I'm not working/making a living, I enjoy the company of close friends, family, going to the movies, theater, symphony, traveling abroad, photography, writing, reading, motorcycling and fine dining and wine.

What is one of your favorite movies and why?

So many films come to mind as favorites, but I would say that William Wyler's 1959 classic, BEN HURis one of my top ten. The film is epic Hollywood at its best and a testament to the power and capabilities of cinema. To this day, the scale of the production and end result is truly is awe inspiring... (the chariot race for instance is unmatched spectacle). Yet with all the grand scale, lavish sets, majestic and beautiful music score, fine performances, the story is simple... one of family, love, revenge, redemption and faith. For me... this film sticks, endures and continues to captivate.

You can find out more about The Reckoning of Darkness on the following locations.


You can also watch the trailer on Vimeo (link).

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Recruiting Co-designers / Assembling A Design Team

Ever since I recruited my friend Rick to work on Apotheosis (FKA Worker Learning), that game has made a lot of progress where it would certainly still be sitting in my notebook otherwise. That arrangement is working so well that I would really like to recruit other designers to help me progress my other stalled or (or un-started but promising) designs.

Here are a few of the designs I could imagine handing off to another designer at this point and letting them run with for a while, or working together with another designer on...

Well established designs that I could use help finishing:
* Automatown - worker placement/resource management game about building an army of robots (which are your workers)
* Odysseus: Winds of Fate - Adventure game about Odysseus on his way from Troy to Ithaca. Play as the Fates, who don't care what happens to Odysseus, but pass the time by betting on his progress (and then influencing it)

Established designs that still need work:
* Reading Railroad - Build words (a la Scrabble) to earn coins, spend coins to build track. Connect cities to earn pieces of set collection scoring
* Moctezuma's Revenge - push your luck / deduction game about looting temples, but some are cursed

Early stage designs that still need a lot of work:
* Rondel Role Selection - Shared rondel / resource management / Role Selection game about splicing DNA to make hybrid creatures such as Hippogriffs
* Kilauea - Mancala game about spreading your people across an island, and sacrificing them to the volcano gods to control the lava flow
* Joan of Arc - Bag building game with shared piece movement. Play as a voice in Joan of Arc's head, vying to get her to accomplish your goals.

Idea stage designs that sound promising:
* Dynasty - Spread your villages across China, upgrade them to Cities, and fill your player board with Culture. You'll assimilate other players' culture, and they yours. When someone becomes Emperor, the winner is the player who's culture is best represented.
* Scourge of the High Seas - Deckbuilder along the lines of Ascension, with 2 buy rows (Tortuga, where you buy crew, equipment and ship upgrades, and the High Seas, where you spend crew and equipment to plunder ships)


Any takers?