Category: computer games


As you might have noticed, I’ve haven’t really been updating this blog very much. I have unfortunately been keeping busy with other things. Here’s a quick update:

I have made zero progress on my Final Fantasy board game. I have pretty much put it on ice for now. I have no ideas on how to develop the gaming board and making it an interesting part of the game and nobody is showing any interest in the project.

I have become sidetracked by two TV-series: the HBO show Game of Thrones and the anime Fairy Tail. I’ve been in a fantasy mood for a while and now I get to indulge in it.

Earlier tonight I voiced the idea of creating a custom expansion for Dominion to some people at my local gaming club, and I got a lot of positive response. I personally don’t like the game any more, I have played it too much, but it is a favourite as the gaming club.

There has been talk about getting together a group for some Call of Cthulhu. The campaign idea that have been tossed around is a kind of mix between Men in Black and Warehouse 13.

My gaming recently has consisted mostly of older games like Diablo II, Castlevania: Symphony of the Night and old NES games like the Mega Man series.

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Junction Junkie

One of the most disliked feature in Final Fantasy VIII was the junction system. It’s a system used for boosting the different character statistics and to give elemental or status effects to weapons and armour. The player must assign a summoned creature called a Guardian Force to enable the boosting. To increase a stat you need magic spells (who function like items in the game) which you can equip onto stats such as Strength, Vitality, Evasion and Hit-Rate. Which attributes that can be customized depends on what Guardian Force(s) you have junctioned. The Guardian Forces can learn to unlock more statistics to junction magic to by leveling up or by the use of special items.

I think this system is really interesting, I liked it when I first saw it and I still like it now. The possibilities it opens up for character customization are amazing, so when the thought of using it for a custom RPG system popped into my head the other day I knew I’d have to finish something before I could go on to another project.

While walking home from IKEA and trying to get in the mood for an afternoon/evening of Starcraft 2 by listning to the soundtrack earlier today I was reminded of the Starcraft card game I tried to develop a couple of years ago.

If you think of it as a clone of Magic the Gathering then you’re not that far off. You work mineral fields and vespene geysers to get the resources you need to research technologies, to build your base and train your units.

The main difference lies in the tactics cards, my way to simulate movement across the maps and using the terrain to your advantage. The cards tell you what units and how many of them you can use for the maneuver and how many enemy units you can attack. After your units have attacked your opponent attacks back, and those units may not attack more that turn.

The fact that both you and your opponent can play tactics cards and activate unit abilities in both players phases helps the interactivity and makes the combat part more exciting.

I might revisit the project on a later date, if I find a good enough reason for it.