Pen-and-Paper RPG Mechanic – “Narrative Classes”

Hey, guys! FictionCreator (or Blubahub) here again about my roughly 1 and a half WIP pen-and-paper RPG.

I wanted to talk about a mechanic I implemented (like many of the new stuff I’ve made but not talked about yet, I haven’t fully tested it out yet,) classes in my system. But, these aren’t your normal classes.

(You can look at that while I “talk”)

I am taking a different route. Instead, am going for the more “narrative” road. Ability-type advantages. Or, a better way to put it, higher chance of succeeding in select tasks. Also, there can be disabilities. Both can also be not concerning a task, but rather a boost or some special mini-tracking stat (e.g., in the starting class Adventurer, you can choose one stat that your really good at). At the end, sometimes there is a d6 or d3 – this means you roll the die, and if it lands on 6 or 3 then you failed, otherwise, success. Some, though, do not have this, even for the task ones. This means that it automatically succeeds OR the stat concerns something else

Each advantage has a name, and some have “(Cannot be inherited).” Currently, there are three types of classes (or at least planned): Starting Class, Subclass, and Grand Class. Starting and Subclass are pretty simple, so am going to explain Grand Class: This is one of the more end-level classes. Also, class kits can be equipped (called Class Ability Kits, or CAKs). Classes can cost XP.

Also, before I go, I’m not fully sure what am going to do about the Professions stat. I was thinking it can mean “I know how to do _,” but then the problem can be is that it could clash with the class. I may just not have it. Or have the classes alternatively be called Professions.

Gotta go, sorry! Bye!



New Epic Fantasy: Lordships Dev Post #3 – Everfreeze Icewater, Digging, and Cover!

Hey, guys! Am still making up ideas, and though I haven’t properly written it down in some rulebook-way, I want to share one or two I made today for the wargame-boardgame!


Everfreeze Icewater

Ice map piece or part 1Everfreeze [Ice]water is a special type of liquid tile. It is just like normal water but has more of an icy blue look, is always cold (hence ice water), and it freezes anything that goes in it (does not totally “ice-ify” the land around it, through it may make it colder), except for special guys, creatures and such that has either extreme tech or the natural intolerance (aka extreme anti-freeze fluids running through the body). This includes most if not all ice, snow, and related elemental creatures and beings and objects.

Everfreeze Ice tile

Player-placed tile

Through this bit has not been fleshed out enough to test, I also may have it so players can use some special guy or whatever to transport so it can be used in a moat – of the most dangerous kind. Also, this liquid can infinitely supply you, so that it works for oceans (of course they are infinite in real-life/fiction/lore, but they seems like it is so). And I don’t want it to get complicated for ponds…




At least one guy who has not been created yet will be able to dig through the terrain. These guys are the ones for making trenches. These trenches can also be filled with water, either by a connecting water source (where the every turn, whether it be player or other, one more liquid tile is placed in it from the source) or by player’s transportation forces.

Traps can also be placed in here. Forces can walk through empty ones, but there is one potential problem: It takes just as long to get in the pit as it is for ladder-climbing. So, by doing math, where each ladder-climbing action is 2 turns, the force has to go down (2) then move towards the slope, since they are at the bottom (1), and then go back up again (2); so, the equation is 2 + 1 + 2 = 5. Please note that at the bottom it is just like walking on land, so the 1 is 2 for a trench that is 2 tiles wide, and so on. Sorry if this is confusing. 😉

Anyways, this will let you build a moat! And, if you manage to capture and/or tame some, you can get some crocs and/or gators for your waterway! Also, this would be useful for making more paths for watercraft.




Sandbag Pillar

May change the color before giving out test-copies…

And the final thing, cover. As seen above, there is one form of cover shown – full cover, with the exact one above being a pillar of sandbags (also used for sandbag walls). These fully protect the player and are solid to the player (so they cannot normally walk through it or on top of it, and so they cannot attack through it. But, of course, they can move and/or attack from the sides of it.


Another type of cover is partial cover. That protects you from ranged attacks (another thing I need to do; assign melee and ranged attackers) but not melee attacks. Just like how ranged projectiles can “go through” it, the hiding entity can also attack back with ranged attacks (and melee too).

The last and most open type of cover, low cover, protects you from melee attack but not ranged ones, but can be walked upon as if it was a land tile (in-universe wise, they just vault over as seen in military parkouring exercises). So, now attackers can just vault over and give a knife to the enemy’s head. Brutality, kids, only when you want it in this game.



That’s all for now, thanks for reading! Hopefully, I’ll have a decent prototype rulebook to give out to some testers soon. – FictionCreator, The First VUer


Worldly Encounters Day Eight – Doing the fabled stop-in-development… BUT: INTRODUCING CHYBER

Hey, I have decided to do the fabled stop-in-development for awhile – mating is confusing for me in GameMaker; so many variables to create to make sure it does not do it to all of the same type of object/creature (e.g. pimker), plus with the code itself… Maybe I’ll just try to do other things for now; enemies, smart-pathfinding, a journal of creatures, maybe even writing pages (now I do not know how to do THAT at all)!

But here’s a larger-then-in-game image (exported as GIF) of a Chyber:


chyber – real size

chyber-baby – baby form

Here’re some ideas I have about chybers (through all of these may not be final, or at least in the game): Chybers are creatures that can go into the Digiverse of Worldly Encounters (basically the galaxy’s Digiverse), so in-game they can wrap around slightly ahead. They would probably be partly aggressive, but once they are attacked they shy away (hence their ability to warp so they do not get hurt and their name; cHYbers)..!

Also, there would be a Digiverse that the player can also go in (and bring select workers, besides the ones native to it) and find food, live-in, build in it, et cetera!




SOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO there you go, an update! I may make a 3d-version of all the guys from before in dot big bang (see earlier article about dot big bang) voxel editor! Time’sa gone! BYE-YA!

Worldly Encounters Dev Log – Day Four – Baby Forms

Hey! I don’t really have anything to show (gameplay-wise) today, but I do have plans that I want to talk about!

But before that, am gonna talk about what am *trying* to do/coding. I am currently trying to make the Pimkers stop moving, but I am also now coding a system where the worker-creatures can mate with each other and produce offspring at a nursing zone (right now green). In addition to that, I am working on multiple “selector” circles, such as the selecting and goTo one, the deselecting and stop moving one, and the mating circle..!

One of the main things I wanted to show off was the baby/immature forms of sneaker snikers, pimkers, and blubblues (sorry for them being so small):





– and here’s a large shot/GIF of an immature pimker and a sneaker sniker (above is their real 8×8 pixel in-game forms):



I plan on making more worker-creatures (and baby forms), so I’ll post again soon (maybe even again today)!

Bye-ya Readers!

Worldly Encounters Dev Log – Day 3

Ok, I started coding it (Worldly Encounters) about three days ago (may have been four through) in my 2D program of choice (and that I now know how to use): GameMaker: Studio. And today I will show off your progress! Also, I made a sprite for something I call a Pimker (made by me, again): spr_pimker_0

Here is a GIF of most of the stuff I have gotten done so far (or at the top if you already saw it or want to look there):


I made all the sprites myself! Also, it is not as laggy as shown in the GIF – but like most GIF maker software, it lags some..!  And it’s definitely not shaking at all! Basically, just note that there are some differences in real life than this moving image(s). As you can probably tell (and some you probably didn’t notice/know), there is player movement in 8 directions,

As you can probably tell (and some you probably didn’t notice/know), there is player movement in 8 directions, player facing the mouse’s direction (on the x and y scales), and (for now) it has instant taming of these wild creatures  when the player touches them so they can act as workers (Pimkers move slower than those blue workers – may call them Blubblues (singular Blubblu)). Meat that is once picked up by those Pimker workers are then put at the drop spot (temporarily); the brown square. Working Pimkers that when selected with the yellow area become alerted with a right click and go to a desired point that is clicked upon by a left click (though right now they do not stop once they reached the clicked spot..). And then, of course, the yellow seemingly highlighted area that follows the mouse (but that would be different in a controller set up.. probably use a stick to move the circle).


Unlike most written Dev logs that are posted to people who do not even care about how it is coded, I will be sharing it! I am currently learning it, so this stuff will (most likely) be easier for me to explain than others who have been using it for years!

Here is how I made the player always face the mouse and its x and y position (it is under the player’s Step event, the event where you do most of the code and its actions and do stuff like change variables, make if statements – usually true or false or if variable equals this number/variable time of stuff – et cetera):

image_angle = point_direction (x, y, mouse_x, mouse_y);

So, here is a breakdown of it: it is setting its image or set-of-sprite(s) angle (image_angle) of obj_player (obj stands for object) to be direction looking at (point_direction) the mouse. In the parentheses, x and y (x, y,) together is the set origin of the sprite (assigned earlier under the object’s sprite, in this case, spr_player (spr stands for sprite)) that is used as the position, and mouse_x and mouse_y (mouse_x, mouse_y) are the mouse’s x and y position which spr_player of obj_player “looks at.”

For workers, it is just the same line of code that is run under an if statement (conditional statement) to the position that the mouse is at AND (&& in GML) clicked at.


Here is one thing that I would like eventually in the game: A Logbook with all the stuff/info about creatures, plants, minerals, etc. To have an entry of something (e.g. Pimker) into the logbook, you would need to scan them in by some scanning/ device (yes, I want the scan the object/living thing for some seconds and BOOM! INFO type of thing 😉 )!


If you have any suggestion(s), you can post them/it below in the comments, and I probably will try to add them in a final version of the game! That last thing I want to say is that I have no schedule for posts (at least for these Dev logs), and plus there is the factor that not knowing HOW to code it or not having the TIME to do/try/learn it; even if I wanted to do a weekly/monthly thing. I’ll just post when something is worth talking about, even a little bit. AND sorry for typos and grammer mistakes if there are any.



See ya!