Hexoshi (forum thread) is a libre game generally inspired by the Metroid series, notably the older versions.
It is seeking funding using CrowdSupply for a budget of at least $1100 to achieve "Milestone 1" which involves fleshing out the first world of the game, including new enemies, player abilities, and 30-40 rooms, and the graphics for it all (which seems to be the bulk of the funding requirement).
It already looks quite well done, even though it is in the early stages of development. Smooth animations, accurate and responsive movement, and fun music all make it quite a compelling game and something the FOSS game scene doesn't really have.
Hexoshi is developed by Julie Merchant, aka onpon4 on the FreeGameDev forums. It is written in Python and SGE. Julie/onpon4 also developed ReTux (forum thread) - a project that received less credit than it deserved, likely because it looked so similar to SuperTux due to re-using graphics from the classic FOSS platformer. In my opinion, ReTux is a better and more original game than SuperTux and a remarkable achievement given it was a 1 man effort with a relatively short development time. However, when the developer tried to get ambitious funding for ReTux there seemed to be little response.
This time around, Hexoshi has no such problems with potential mistaken identity. The caveat is that the graphics do not exist for Julie to pick up and use. The crowd funding effort is already on track to succeed.
Thursday, March 28, 2019
Why I've Opened A Patreon
Dear readers, I'm launching a Patreon to help fund myself, my articles, and writing my book. I'm going to be leaving the GoFundMe for the book open, but advertising it less. The simple division between the two projects is this: The Patreon is for me, Rowan Kaiser, and the GoFundMe is for Possibility Space pre-orders. If you don't know which one to give to, a recurring Patreon donation would be FAR preferable.
I struggled with deciding whether or not to open a new crowdfunding source, but eventually decided that it was the best thing to do. Here's why: first, a Patreon fits my work-style really well—consistent work then reward. It also fits the book, as a series of essays on specific aspects of Mass Effect. Unfortunately, Patreon started a month after I launched this project, a fact of notable annoyance to me.
Second, I'm broke. I'll get into the details of how that came to be momentarily, but the short version is that freelance writing stinks. We get recognized and published in high-profile spaces, but we barely make a living—or we don't. My friend Jenn Frank recently posted a piece called "Why do you write?" that gets at both the terrible practicality of trying make a living writing, and the compulsive destructive need we have to do it anyway. I highly recommend reading it for understanding.
So, let's talk about what "being broke" means, since I don't think the details of the freelancer life are known enough. I made ~$14k in 2013, even with the bulk of the crowdfunding occuring in 2013. That's actually down slightly from my 2012 revenue of ~$17k, which was the most I've made in my half-decade as a writer.
The crowdfunding money was wonderful and necessary and helpful, but a few things got in the way. First, taxes—freelancers get screwed on taxes. Second, a $1000 chunk of it went into savings in order to be able to print the copies I promised those of you who made larger pledges.
Most of the rest was used dealing with the usual summer doldrums. My income is derived relatively evenly between TV and video game writing. TV hits a huge lull in the summer, and video games get a slight one. I also lost my most regular gig, my RPG column at Joystiq, when they stopped doing columns. My partner, with whom I live and split bills, has a similarly fragile employment situation, except in academia, which also has their own summer lull. Worse, one of her most consistent gigs gave her less work last fall, and no work this past spring, meaning bye-bye to savings.
So there you have it. Barely enough money--for now--for rent, taxes, food, catfood. No money for savings, taking the cats to the vet, any luxury items or upgrades, decent booze, going out to eat with any regularity, or moving out of a far-too-small apartment. And it's getting worse, not better, even though I'm published at some of the most well-known and respected pop culture and video game outlets on the internet. Yes, freelance writing stinks, but I have to do it. Help me?
Wednesday, March 27, 2019
Food Game
Find the following food items in the kitchen! A game to practise food vocabulary (fruit, vegetables, drinks, meat, desserts...). Check out our Food and Drink Vocabulary List.
Tuesday, March 26, 2019
Piquet And The Italian Wars In Olicanaland
Last week I had the pleasure of popping over to see James and his Italian Wars collection in nearby Olicanaland. Many of you will know of James work through his blog http://olicanalad.blogspot.com or one of his cracking display games round the shows.
It was a great opportunity to a) see James collection close up b) have a go at Piquet rules c) get my small Italian Wars collection on the table d) meet up with a fellow gaming blogger.
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| The game in progress |
I had the option of either Pike and Shotte or Piquet for the rule set, regular readers will know I'm no fan of PanS and the Black Powder derivations. Piquet however is one of those rules I have never tried, I recall seeing them in action many years ago at the old Triples Show in Sheffield Octagon and wondered what they were all about, so why not.
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| My Swiss block nearest village |
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| Cavalry Command 1 with my Papal Gendarme at the back |
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| Cavalry Command 2, my Borgia Gendarme at the front. |
Other cards include Melee Resolution, Artillery Action, Swift Troops, Free Action card and the Lull card, more on this shortly.
At the start of a phase each player rolls their army die, the important stat being the difference between the two, so if both have a d10 and Player 1 rolls 8 and Player 2 rolls 4, Player 1 wins the initiative by 4. Both players then take the top four cards from their deck placing them in order face down in front of them. Player 1, with the Initiative plays through his 4 cards before passing the action to Player 2 who then plays his 4 cards, then for Initiative again with the winner taking the difference in cards.... and so on.
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| Battle in full flow |
I had heard some horror stories of people sat there for hours in Piquet whilst their opponent won initiative but in this version you are a maximum of 9 cards from playing again and more often than not is 3 or 4. The advantage is, if your opponent has a run of 9 cards, you have a run of 9 cards after they finish. I really liked the system.
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| Gendarme advancing |
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| Game On. |
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| Melee, or not as it turned out ! |
My force had a small command of Stradiots which I set up on my left, followed by a command of three Swiss Pike Blocks (including my very own Canton of Lucerne block) and a small shot unit. This was placed opposite a large open field with a walled boundary.
In the middle I had a command of 4 French Crossbow units of dubious quality. These set up in the small village in my centre with my 2 cannon. To my right by the large open area I put my 2 Cavalry Commands including my Papal and Borgia Gendarme.
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| Borgia Gendarme Victorious ! |
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| Fix in place and... |
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| Flank |
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| Swiss in reverse ! |
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| Better times on the other flank |
Back at YG our 15mm Napoleonic Battle of Albuera is still ongoing, Report soon(ish)
Se Anuncia Total War: Warhammer 2 Y Su Trailer Cinematico
Sega y Creative Assembly acaban de anunciar Total War: Warhammer 2 para PC, la segunda entrega de la futura trilogía del mundo de Warhammer en Total War.
Esta nueva entrega nos traerá cuatro nuevas razas, que son los Hombres Lagarto, Altos Elfos, Elfos Oscuros y una cuarta facción aun desconocida.
Se podrá luchar en diversos terrenos para expandir nuestro imperio sobre las demás razas.
El juego saldrá a la venta en este año pero aun se desconoce la fecha exacta.
Saturday, March 23, 2019
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