April/May Review

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A daisy growing through a crack in concrete.
Life finds a way.

It has been an entire month (and a bit) since my last update, but I have been hard at work on a bunch of games. After getting back from Breakout I've had quite a bit of energy to push the bar forward. It's already been more than a month, so let's dive in.

Piece of Work is the top of the list; I'm running a playtest and my players seem to be having a grand time. Much of the system has been playtested a lot already, so that's not such a surprise. They have, however, convinced me to take a closer look at Crises, and the GM advice section.

A two-page spread from the game text, for the chapter on Crises. On the left, a woman holds a piece of glass and looks at her reflection, showing just her face in the jagged mirror. On the right, the Crises chapter intro reads "Another day, another tragedy in the feeds. Not your name, not yet. Maybe some people you used to know. Maybe some people you used to care about. One thing's for sure, every day there's another question. Have you changed? Do you even know what you're chasing any more? Would you know it if you found it? They're questions only you can answer. Question that will drown you if you don't learn to swim."
I'm experimenting with some digital art styles.

Crises are a mechanism for the GM to actively add pressure on characters themed to their story. Whether those pressure points are the external demands of a character's life, their internal emotional crises, or the boot of an uncaring system of control, these are levers the GM can pull to ensure there's never a dull moment at the table and that every scene has subtext. Leveraging those crises can take some getting used to, so I've written quite a bit on how to make good use of them in the story. The whens and hows and what-fors.

Along-side all that, I have been putting in a little bit of work creating GM handouts, player sheets, and other tracking tools for managing a running game. It's fine enough for the game to work when I run it, but I need to make it possible for someone else to run it too.

I'm also continuing work on a number of small fun projects for my own sake. I'm about to order art for Dual Citizen, the micro-game I'm making with Gene and Lauren. I've also created most of the initial phase of cards for the Mech-themed Desperation hack I've been poking at slowly.

And I've been learning Godot.

A screenshot of the Godot Project Manager filled with several prototype projects, named Signal, Graveyard, Sigil, Null Courier, and Safecracker.
None of these are real projects, yet.

So yeah, I'm still trying to make video games, very low-key, in the background. I've been looking at Godot mostly as a way to get around the frankly unnecessarily large package sizes of Unreal Engine. I was impressed by how fast it was to pick it up and start making things. I might have to look for a game jam or something to try making something small scope, just to get my feet wet.

What I'm most impressed by is that the 3D capabilities of Godot 4 seem to be much improved from what I remember of the engine many years ago. While there are plenty of things I have reached for in the editor that just don't exist in the engine—like default player controllers—I have been impressed at how quickly things have come together. In a rare moment of pride, I will say that my time learning game concepts in Unreal has actually made me a better game programmer, and that's coming through in my pace of learning of Godot.

A screenshot of the Godot editor with the Signal prototype open. It shows a picture of a campus with four rooms from afar.
A 3D scene from the Signal prototype I've been playing with.

Anyhow. Not a lot of actual final products delivered so far but every wheel I have is spinning to some amount. It's been a very productive month, and I'm looking forward to seeing some of these seeds growing through the rest of the year.