Posts Tagged ‘Game Chef’

Mappa Mundorum: Map Generation, version 1

September 17, 2009

I’ve been doing a little noodling around with automated map generation, and I thought I’d share some early results:


Not exactly what I originally imagined, but on the way to usable at least.  (I’d want to add scales and keys of course.)

For the technically inclined, these paths are all cubic curves.  The start and end points are obvious, and the control points are randomly grabbed from a set of points consisting of the five planets, the sun, and points 180 degrees opposite the planets in their orbits.  The colors are a gradient between the two planets, reversed so that you can tell where you’re going from the start of a path.

So that’s a start.  For preference, I’d like to be able to automatically avoid the more boring, line-like paths, and then have a random subset follow more complicated paths (possibly comprised of two or more cubic curves, with the midpoints somewhere near a random third planet?)  Still, this is a lot better than I expected to have this soon.


Mappa Mundorum: Next Steps; Critique Exchanges

September 15, 2009

So, I’ve completed a fairly good first draft of the game, if I do say so my self.  What next?

Well, playtesting would be the obvious next step.  The problem here is that even if the software support for the online game were in place, I don’t see finishing a game in less than two months, let alone the two weeks before the next deadline in the online mode.  Which is not to say I’d be uninterested if volunteers were to materialize.  For the tabletop version, I don’t anticipate getting a group together for this in the two weeks either.

So, there’s working on the software, which I may end up doing, and aiming for, if there’s to be any resubmission, the 365 day deadline.


If this had been a more traditional Game Chef event, these two weeks would be the critiquing phase.  This is something that I’ve missed (apart from many admirable responses on my CW post and a couple of small comments elsewhere) this time around.  Even though it’s not official a part of the competition, there’s nothing to stop us, so…

Anyone wanting to exchange draft critique/reviews, drop a reply her, and I’ll take a look at your game and post some hopefully substantive comments while you do the same for mine. (For at the very least the first five in the unlikely event that response is overwhelming to this offer).  In previous years, I’ve tended to focus on mechanical issues (degenerate strategies, un-covered or counterintuitive corner cases, and the like.)

Mappa Mundorum: Revised First Draft

September 14, 2009

This is the submitted version of the First Draft.


(Only a few changes from the Friday version.  Fixed a few typos, added an Agent sheet and expanded the Victory Points sheet,made it clear that Agent’s carrying capacities are 1, 2 for favored,  and added a brief boxout on narration duties and warning against blocking.  Also added a line separating the columns for ease of reading.  No rules or background changes.)

Mappa Mundorum: The First Draft

September 11, 2009

Here is the first draft:


As always, comments or any sort are more than welcome, as, at this point, are volunteers to help playtesting…

(Edited to fix attachment)

Tapping in, First Thoughts

August 31, 2009

All right then. I’m in for Game Chef 2009.  And, it seems as though I have a name for my game: Mappa Mundorum.  Map of the Worlds.  Sounds like Planetary Romance.  Not sure if it’ll be fantasy, clockpunk, steampunk, or dieselpunk in character just yet, but it certainly would seem to find use for Dividers, and a Star or two, and a Fleur-de-Lis and a Seabird or two might well find themselves making an appearance or two.  Intrigue seems inevitable.

Next question is what other medals to go for. My last design, We Die at Midnight in Little Game Chef would have qualified for the Al Gore award, and some of my other designs leaned toward that direction as well, so that’s not inconceivable.  Brevity?  Probably not, but we’ll see.  Cerberus?  Again, possible but not a given.  The rest of them seem even less likely, though.

Brainstorming I

August 31, 2009

Some ideas:

Clockpunk setting, on a world that isclose enough to historical Earth to recognize.  Around the early 1700s, I think.

The main differences between this world and ours are that (1) all of the planets of the solar system are habitable.  (That is, the inner planets,  Maybe the moons of the Giants as well, if I need them.), and (2) There was a lost Space Age near the dawn of civilization, during which Egypt and Babylon, at the very least, esbtablished some colonies)

The enlightenment saw a renewed interest in these civilizations as well as the Greco-Roman romantacism in our timeline, and the techniques involved in interplanetary travel were rediscovered around that time.  Or possibly now is the end of a Great Solar Storm that prevented travel for the past few centuries. Or both.

So by now we have an age of imperialism and colonialism going on across the entire solar system.  And, notably, in both directions, as some of the off-Earth powersare quite advanced and interested in acheiving influence on the homeworld.  (I think that the Aztecs will have a powerful ally providing them medicine and arms, for example…)

Now, what exactly are the players doing in this world?  I think that this is a game of interplanetary intrigue; statecraft and spycraft carried out with slow-moving information.

So I’m probably talking all four ingredients, to some extent.  I like the idea of measruing out travel times on an map of orbits and transfer orbits with dividers as something the plaers actually do, even if I’m not sure how those maps will be generated.   Seabirds are the spaceships, which necessarily land and launch from oceans (or, where none are available, soft dunes and snowbanks for the landing.)  Fleur-de-Lis come along with France as a power in this era, and, of course, we have Stars a-plenty out in space