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When designing goes a bit awry

PostPosted: Tue Jun 06, 2017 4:32 am
by Rob Lang
I'm working methodically through version 5 of the rules and with character generation largely there, I now need a new character sheet to replace the first sheet and the body/armour sheet.

My design process normally starts with a bunch of scribbles that look like this:

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But this time it didn't. The design process started with a spreadsheet which had a mix of statistics and one liner rules. When I did my scribbles, I didn't look at the spreadsheet and I think that's where I departed. You can see on the right of that image that I've listed all the things I wanted on the front sheet. It says:

Health [Body, Armour, Shields]


The original intent for version 5 was to have body and armour and no stun because stun was weird. The more we (Byrn and I) went through the numbers, it became apparent that stun was useful for close combat and fist fights where you don't do damage but you're knocked out. That can happen if it's humans fighting humans or Augs (bionics) fighting Augs.

Also, I decided that armour was going to be like weapons. It was something handed out to the players - because it is equipment. Bionics needs its own sheet because they are complex (ish).

So really the three discs under health should have changed to:

Health [Body, Stun]


As you can see, we only need two places to put Body and Stun, certainly not 3. Sheilds and armour are equipment, they don't need a space on the front. But I was already working on the character sheet, having taking the top middle as a guide.

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And I went further, working on the texturing too...

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When did I realise my error? Well, it was when I was doing the layout ready for completion:

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Rats! I had an extra disc. The design side had parted company with the engine side. Not the first time and not the last.

How can I avoid this from happening again?
I don't think having a single place to keep all of the designs will work. I like to work equally in analogue and digital. Scribbling down designs has always given me a sense of time and place; and I like looking back on them for inspiration in the future.

Perhaps finishing the text before I start the design might be a good idea! In this case I felt that I had already got the system finished before I went to 3D but in this case I clearly hadn't.

Also not leaving big gaps between doing work on a topic would be great. I don't always have control over that.

Still, there is no harm done. I only "lost" 2 hours of evening. That's the joy of doing 3D, removing and rebuilding with new objects is relatively fast once you have the assets ready.

And as a lovely side-effect, I spotted a cool angle so I rendered it as art:

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The slightly jagged edges bother me this close up but I can forgive that. I see those jagged edges as history poking through like an old pub in a commercial zone.

There you go, a little story of how I went wrong while designing the v5 character sheet.

Re: When designing goes a bit awry

PostPosted: Tue Jun 06, 2017 10:12 am
by Evil Scientist
That last render is sweet!

Re: When designing goes a bit awry

PostPosted: Tue Jun 06, 2017 6:41 pm
by Onix
I stink at making interesting character sheets. I've tried repeatedly, but I guess I think in spreadsheets. So be happy that you can even conceptualize your bubbly, loopy, geary sheets cause I can't.

Re: When designing goes a bit awry

PostPosted: Thu Jun 08, 2017 1:51 am
by Rob Lang
Thank you guys!

Onix wrote:bubbly, loopy, geary sheets


This is a wonderful quote. I like making art with curves and circles. I think if I wasn't doing Icar then I'd be finding some way to build things with circles.

I'm not 100% happy with the final sheet with only two discs, it looks odd. So I'm back to scribbling.

Re: When designing goes a bit awry

PostPosted: Tue Jun 13, 2017 3:39 am
by Rob Lang
So! Here it is. Finally, the version 5 character sheet. There needs to be some text tweaking and I need to do a few print tests but that can be done much later. I can see that it needs more contrast else the detail will disappear when printed.

Image

Original link

For version 5 I'm going to update all the equipment sheets to be in this style too. They'll still be folded affairs but they'll be rendered rather than the rough Photoshop artwork I started with. I'm pretty fast at doing them now, so it shouldn't take too long!

Re: When designing goes a bit awry

PostPosted: Tue Jun 13, 2017 4:33 am
by Onix
All I see is a restricted bar. Ooooh I get it! Man that's some really reductionist design work Rob! JK. :razz:

Re: When designing goes a bit awry

PostPosted: Tue Jun 13, 2017 6:02 am
by Rob Lang
Fixed, thanks Onix! I like a bit of reductionist myself but that went a little too far! :)

Re: When designing goes a bit awry

PostPosted: Tue Jun 13, 2017 4:23 pm
by DOC_Agren
I have to agree on Stun being useful, as we kept our ICAR game very lowtechish and it was fun to be down and out scrapers

Where fist fights were common, Rail Fights mostly to knockout, some more were staged as Underground (yet many people knew where we were to bet) I think something like this happened at least oncehttps://www.youtube.com/watch?v=SjbPi00k_ME
and you want to watch a good slug match, 2 Brickshit House going at it.

But I digress Rob, and well not sure I will download 5 as well you understand :( but those look nice

Re: When designing goes a bit awry

PostPosted: Thu Jun 15, 2017 4:06 am
by Rob Lang
Ah DOC, download it anyway. Even if you don't play it. :) It's still free, you know! :D

The fist fights are going to be more narrative in 5. I am emphasising that if the player doesn't describe the blows, there's an automatic fail! Stun is definitely still a thing because there is a part of being human that you lose consciousness when you've taken too much shock. I need those mechanic hooks to better differentiate what a human is compared to an Aug. It's important that when a character takes bionics that the player knows it's not just about getting a massive stat boost, that they will be losing some humanity with it.

Re: When designing goes a bit awry

PostPosted: Thu Jun 15, 2017 4:17 pm
by DOC_Agren
Rob, I might download 5 but make no promises

as for how to handle bionics, and what it cost to the PC, for ideas to translate to ICAR might I suggest looking at the Cyberpunk 2013 and 2020 systems. They had a good chart to explain the "downward" spiral of a PC with too much cyberware, right up to the scary cops CSWAT who were 1 step away from Cyber Menatl breakdowns themselves but they put down Punks who lost it.