Cyberpunk is dead. We want to save her! Bring her back.Post your thought, ideas, works in process design documents and anything about the project in here! The competition closed for entries at the end of June 2010.
I've been talking over the game with different people instead of posting online. Some are friends, who have asked questions that have really helped the game transform from a high concept into something that will be playable. Some are people at a games club who provided great opportunities to clarify some non-traditional aspects of the game and also know that what I have planned will interest players beyond that close group of friends who are used to my weird games.
The new ideas are much harder to put into online posts because they are less about discrete parts of the game and more about tying the game together. I've also started working on the rules, but solidifying them is a task that always takes far more work than it looks like it will.
My fluff is coming along quite nicely (and I think fairly improved from what I had previously posted to my thread); indeed, it is quickly approaching the point where I will be struggling to cut out the setting to fit in the rules (well, for the game entry at least; a larger version might be produced just because). Each little advancement seems to have so many significant applications that trying to contain it all in a reasonable amount of space will be challenging. The system itself is a bit on hold; I have the framework down more or less but the fluff is becoming so wild that I might have to rethink some basic concepts. Still, I am hoping to have a complete, picture-free, draft done in the next monthish.
I know how you feel, Sabre. I myself am nearing the end of the fun stuff (making things up) and dancing around beginning the actual work. I've had some valuable feedback, both here and elsewhere, and am still psyched about this. Still, I fear that which has happened many, many times before: that the initial momentum runs out, my overactive imagination finds something new to occupy it, and the next thing I know it's the end of June and I haven't done anything at all. (To fight that, next I'm concentrating on what I do best: the mechanics.)
So yeah, what Thought said: if you'd like to try sparring your ideas with the community, I think new approaches might well present themselves.
To be honest I'm extremely impressed with the quality of the entries announced so far. I would like to give you all the greatest shovel full of encouragment. You CAN do it!
Don't doubt yourself, just dig into those reservoirs of self disipline, find that grit in the bottom of your belly, drag yourself through the tough stuff, it'll get easier again, I PROMISE.
Also did I forget to mention the £30! Surely that is a big enough motivation, wait no one else is a tight arse scotsman here?
Seriously gents. find an afternoon, sit in front of the PC and have a cerebral vomit. Write everything and anything. Edit later.
This was one of my biggest concerns when deciding not to make it a 24hr compo. I'm worried some of you will run out of steam. Just because I'm not posting on your threads doesn't mean I'm not reading. I just don't think it's fair to comment as I'm a judge. I've loved what I've seen so far! C'mon guys don't loose heart, or cyberpunk will die.
We did have it. It just gave us cyberpunk v3 and 4th ed Shadowrun.
I can't comment on v3 for contractual reasons and 4th ed Shadowrun is cool, but it didn't do anything it wasn't doing before.
As for Multiplicity, I'm a little concerned about having it be too clunky to tell a good story so I'm going to let it sit. Right now we have to finish work on a project for Sanguine Studios, oddly enough a cyberpunk game, which is about 2 weeks away from being finished. ^_^
I also do which isn't much, but it's enough for me.
I know cyberpunk isn't going to die, I was just appealing to your heart strings! There will be people who play it no matter what. I think we're trying to make it a little more accessible, maybe even a little more mainstream.