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Re: Welcome Metropole Luxury Coffin

PostPosted: Wed Jun 30, 2010 2:12 am
by misterecho
I look forward to reading it.

Re: Welcome Metropole Luxury Coffin

PostPosted: Wed Jun 30, 2010 7:08 am
by Rob Lang
Very, very excited. I get to start reading tomorrow! :)

Re: Welcome Metropole Luxury Coffin

PostPosted: Thu Jul 01, 2010 7:12 am
by madunkieg
I would like to add one name to the Special Thanks part of the credits of my game: Mike Horsepool.

Mike, being a night worker, was up after midnight local time when I finished Metropole Luxury Coffin. I had made the pdf but was worried the file size was a little small. So, I sent it to Mike who looked it over and assured me the pictures were there and the fonts looked okay. I submitted the game to 1km1kt and chatted with him some more until the adrenaline of finishing wore off.

Future versions of MLC will include his name as thanks for calming me when I was feeling a bit frantic.

Re: Welcome Metropole Luxury Coffin

PostPosted: Thu Jul 01, 2010 7:39 am
by Rob Lang
Everything I've ever created has been finished because of the support of others. Kudos to you for letting the internet know of their helpful exploits!

Re: Welcome Metropole Luxury Coffin

PostPosted: Thu Jul 01, 2010 8:53 pm
by madunkieg
Well, a new batch of files has gone up, and my entry doesn't seem to be there, so I've uploaded a copy to 4shared.

http://www.4shared.com/document/1qFpxbi ... in_01.html

Not sure if this is okay for the contest still, or what happened to my original submission attempt, but you might as well all get the chance to see it.

Re: Welcome Metropole Luxury Coffin

PostPosted: Fri Jul 02, 2010 1:42 am
by misterecho
Don't worry you're in. :)

Re: Welcome Metropole Luxury Coffin

PostPosted: Sun Jul 04, 2010 7:43 am
by madunkieg
There was a problem with the link I put up in some places, such as my blog (). The link posted here seems to be working, though, so no worries.

Re: Welcome Metropole Luxury Coffin

PostPosted: Sun Aug 29, 2010 10:37 am
by madunkieg
Still looking forwards to the feedback. I had thought to wait for it before starting to post updates to the game, but I have playtesting coming up and it's time to get things working, starting with the core mechanics.

Updating Match Tests
It is now possible to remove a card with either a matching ranked card or two or more cards added together to total the rank of the card being removed. Thus, a 2 a 3 and a 4 could be used together to remove a 9 (2+3+4=9).

Now, I have two directions I can take with match tests with the hopes of making them more of a process, more quest-like as the playtesters asked for.

1. Allow the GM to exchange one of the remaining cards with a new one between attempts. This could be tied to discovering a clue or inspiration within the story.

2. Keep some of the cards hidden, perhaps 1 card is normally kept face up at a time, but clues within the story may reveal more.

On top of that, complications that arise within the story could potentially add a card to a match test.

Updating Beat Tests
I'm considering having cards played by other players be chosen randomly from their hands. This would make it more consistent with match tests, but reduce the strategic use of low cards.