Browsing articles in "Analog Game Development"
Oct 5, 2013

Tomes of Academia

There are many resources available to researchers and its going to be a long and arduous journey sifting through to find relevant research papers. There is a large difference between citing academic journals and citing internet sources or books. Academic journals have been peer reviewed by others in academic while most of my current sources are from websites and other non-academic sources. This is going to be one of my largest weaknesses which is the lack of a formal proper academic background. I’ve never had to do a dissertation so far and a 25,000 word thesis is going to be a massive pain.

Well, one of the recommended academic journal databases recommended by my supervisor was Ethos,

Thankfully KDU library also subscribes to a large number of databases so my next step is to start collecting literature to better understand my topic and redefine it.

Also here is the finalized version of my logo. It should be less serious, while also impressing upon those that like Role-playing games and the fantasy genre that it is a light-hearted take on adventuring in a dungeon. I’ve also added the three ‘flee’ing characters above to represent the three playable classes in the game.

Sep 24, 2013

Digging up Dungeons

Rejuvenating an old project for a research project brought back many memories. Time to start cracking at it.

I’ve got about 2 weeks to begin testing phases.

Sep 22, 2013

Logo Design – Dungeon Fodder

The silhouette is an important part of what I think about when putting together logos and designs. Assuming the logo stands-alone, will be sufficient to communicate it’s message? For the Dungeon Fodder logo, I’ve decided to go with a traditional fantasy-typeface and play around with illustrated components instead. Skulls are a definite must-have for any respectable dungeon and the standard version (vanilla version) of Dungeon Fodder will feature three classes which are the iconic Warrior, Rogue and Wizard.

Feb 6, 2012

Meet the Heroes

Character Illustrations for the three classes in Dungeon Fodder. The Warrior which eventually becomes a Champion, the Wizard that becomes an Archmage and the Thief which becomes an Assassin. This project has taken ages and gone through tons of rework but I hope to have a more refined prototype to test soon.

May 11, 2011

Dicey Odds

In Dungeon Fodder, there are numerous actions which are guided by chance. Success rates for combat, success rates for opening a trapped treasure chest, success rates for everything! Being a fan of pen & paper tabletop gaming, I’m biased towards the dice as a means of simulating random events.

Even after coming to the conclusion that using dice would be the most accessible method of determining random events in the game, the number of die was another issue that had to be looked into. A colleague brought into my attention that the odds are radically different when using different numbers of dice.

For example, a single die roll is pretty simple to think about and calculate your probabilities. On a regular 6 sided die, you have a 1/6 chance of getting a certain number.  Thats about a 17% chance which ain’t bad.

Using two dice however ups the odds somewhat.

This is a simple table of all probably outcomes of rolling two dice simultaneously. There are 36 different combinations possible but that does not mean your odds of getting a certain combination is 1/36 (about 3%).

Here is the same table but now, it is based on total outcome of both dice.

Now, to count the odds.

  • You have 1/36 (2.8%) chance of getting a 2 or a 12
  • 1/18 (5.6%) chance of getting a 3 or an 11
  • 1/12 (8.3%) chance of getting a 4 or a 10
  • 1/9 (11%) chance of a 5 or a 9
  • 5/36 (13.8%) chance of a 6 or an 8
  • 1/6 (17%) chance of a 7

Not that this is really important but its interesting to know. If rolling items from a specific table, common items should definately be placed on the Higher Odds portion of the table, (probably a 7) while overpowering items are placed on the lowest odds portion (maybe on a roll of a 2 or 12).

Majority of the results in Dungeon Fodder relies on a the results of a single die. I find this to be more straightforward and improves upon the pacing of the game. Some feedback has stated that there might be too many die rolls therefore that has to be looked into as well.

May 11, 2011

Enter the Dungeon

What is Dungeon Fodder?

by definition, a dungeon is a poorly maintained kennel for all sorts of monsters. Amazingly, treasure seems an abundant fixture in such places and adventurers throng dungeons in hope of making off with an enchanted sword or some silly bauble.

Fodder on the other hand, is food used to feed livestock. This could comprise of hay, straw, oats and grains which no self-respecting carnivore would touch. The term fodder also refers to something which is worth close to nothing. Something so worthless that to sacrifice it, would bring no sense of loss whatsoever.

Here is a quote ripped off wikipedia, “Cannon fodder is an informal term for military personnel who are regarded or treated as expendable in the face of enemy fire.”

Putting the two words together, you get a really expendable person whose life is worth less than a handful of barley having to journey deep into a dungeon to survive by making sure no one else does…

fun? I’m not sure…

Anyways, Dungeon Fodder is a board-game I’m putting together during my free time.

It is to be played between 2 – 6 players, DF puts you in the shoes of one such adventurer trapped in a dungeon forced to battle his way to be the last man standing (or woman!). The trick to defeating your foes is to use not only your natural abilities but also the environment (dungeon) as a weapon.

As of now, there are only 3 classes in development and 2 play modes which are still being adjusted to maintain a semblance of balance in the game.

More on the game later!…