Saturday, April 11, 2020

Putting A Pin In Lavender Town


Hiking down from the Rock Tunnel, Pokémon Tower juts out above the rocky hills that nestle the Lavender Valley. This prominent feature of Lavender Town was where Pokémon owners came to mourn and often inter their deceased Pokémon. I really didn't have much of an interest in visiting a Pokémon graveyard, but it was hard not to be awed by the dominating tower as you approach the town. Even after entering the sleepy little town, there wasn't much else remarkable about Lavender.
Emails from Professor Oak indicated there was a chance the local Pokémon expert had discovered a new type of Pokémon here in Lavender. That was pretty exciting! I had a chance at being a part of something new. There was a problem, of course. This local expert, Mr. Fuji, was nowhere to be found. No one had seen or heard from him in days. I spent an entire day poking around Lavender Town, talking to the locals, but no one had seen or heard anything from Mr. Fuji. The town was quite abuzz about "ghosts" in the tower, however. I wondered if these ghosts be the Pokémon that Professor Oak had sent me to investigate.
Despite having very little interest in wandering around a vertical graveyard, eventually the Pokémon Tower was the last place I had left to search for Mr. Fuji or new Pokémon sightings. It was early evening when I approached the tower. I figured if I was going to find any ghosts lingering about it would be after the sun set. Mind you, I really was skeptical about ghosts in the tower. The locals seemed to be deathly afraid of the place since recent sightings. They rarely left the ground floor if they went to mourn and no one would be caught inside after dark. Apparently, Mr. Fuji wasn't the only person to go missing in relation to this tower at night. It was certainly mysterious, but I didn't believe in ghosts.
"Yo." A voice called out to me as I made my way up the steps to the tower which was settled on a small, rocky hill. I looked up from my feet to see the young trainer I had met many weeks ago in Viridian City outside the Viridian City Gym. "We haven't been properly introduced," he said as he made his way down the stairs towards me. "I'm Blue."
"I've heard of you," I muttered. Blue was one of the trainers competing aboard the S.S. Anne, but I had not seen him in Vermilion City. I had only heard he was doing exceptionally well in the advanced trainer bracket. "I'm Fox," I offered.
"Yeah. I know. Gramps has you out here working on his Pokédex. Same as me." Blue pulled a Pokédex out of his pocket with a scowl. I could tell from his look that Pokémon research bored him to tears. "He also sent me to this tower - same as you, I assume."
"Yeah," I admitted.
"Well, don't bother. There's nothing we can learn here." He began descending the stairs again, nearly pushing me out of his way with his shoulder as he passed by. "Come on. Let's battle."
"Right here? Now?" I asked as I turned to follow after him.
"Yeah. There's something I need to see for myself." Blue spoke without turning to look at me. He was singularly focused now.
Official Art of Blue

"I want to do this a bit differently, cause I don't have a lot of time to waste on rookie trainers like you," Blue said. "You pick your best Pokémon. We'll do a one-on-one battle. Your best against… one of mine I think I can beat you with. I need to see how much you've improved."
Wow. I was amazed at his cockiness. I knew Blue was a rising star in Pokémon training in Kanto, but I couldn't believe the size of his ego even then. I pushed that aside and accepted his challenge. I thought carefully about which Pokémon to choose. Dustin the Hypno was clearly the strongest on my team, but Royal - now a formidable Gyrados - was tempting. I held both Poké Balls in my hands and thought about the pros and cons of each one. Ultimately, I decided on Dustin. He had far fewer weaknesses than a Gyrados, and with Dream Eater had a way to convert the psychic energy of his opponent into his own power.
"Let's do this," I said firmly as I tossed out Dustin.
"Interesting," Blue offered. "I didn't think you would have such an advanced Pokémon." He seemed pleased, though it was difficult to tell. "Hmm. Charmeleon." He flicked a Poké Ball in my direction and a large Charmeleon appeared between us.
Blue's Charmeleon was fast. It rushed in and slashed at Dustin who was hit hard. Dustin launched a psychic attack aimed to confuse the Charmeleon, but it only inflicted some psychic pain. Charmeleon reared back and spit a ball of fire out of its maw which slammed into Dustin's chest, scattering embers all around us. All the while Dustin was slowly, methodically swinging his pendulum that he held in his left hand. Before Charmeleon could land another blow, he was lying on the ground sound asleep. Dustin ambled forward and crouched down near Charmeleon to begin devouring his dreams.
"Enough." Blue was done. "I've seen enough."
"That's it?" I asked.
"You will win. Your Hypno is well trained. That's a powerful combination. I don't need to see any more. Charmeleon doesn't need to suffer. But now that I know what you're capable of, I need your help." Blue withdrew his Charmeleon and matching him I withdrew Dustin.
"What kind of help?" I asked.
"Something big is going down in Celadon City. I need you there."
"What about the research Professor Oak wants done?" I asked.
"Who cares? Gramps will live. This tower isn't going anywhere, and besides I told you its pointless right now. Right now, we need you in Celadon City."
"What's in Celadon?" I asked out of curiosity.
Blue stepped in close. "Team Rocket," he stated.
"What?" I took a step back in surprise. At first I thought he was trying to recruit me. I thought that Professor Oak's grandson was perhaps a member of a criminal organization.
"I want to take them down," he stated casually. "Not just me. There are other trainers involved. Some gym leaders, too. It's going to be big and we need all the able trainers we can find to help out. I just need everyone to be in place when we hit them and make it clear they aren't welcome in Kanto any more."
"Oh!" I said in surprise. "Wow. That's … not what I expected."
"Yeah. No one is going to expect a bunch of kids with their pets to flush out a massive criminal organization, but we're sick of them and we're sick of how they treat Pokémon and how they crap all over League rules and traditions. They have to go. Once everyone is in position, we're going to hit them hard at their base of operations in Celadon, and there are others trying to get into Saffron to see what's going on there, too. Are you in?" he asked.
Being completely honest, the whole thing felt way out of my league. We were just teenagers! How were we going to stand up to gangsters? What was the plan? What did Blue want me to do? It was pretty overwhelming, but at the same time I thought of losing Nibbles. I thought of Saffron City on a constant lock down. I thought of the trouble caused in Cerulean when I had been passing through. Team Rocket was a Kanto problem, but even so their reach had affected me as well. If Blue thought I could help, shouldn't I help? I don't know what I was thinking, but Blue's confidence was infectious. "I am in. I'll head to Celadon tomorrow morning."
"Good," Blue said and then brushed past me again.
"Smell ya later, Fox."

Current Team:
Attacks in Blue are recently learned.



Bill's Storage: Kiwi (Pidgeotto) & Vesper (Zubat)

Old Man Daycare: Charlie (Pidgey)

Friday, April 10, 2020

Download IGI 2 Covert Strike Highly Compressed For Pc

Download IGI 2 Covert Strike Highly Compressed For Pc

IGI 2 Covert Strike Full Review

Welcome to IGI 2 Covert Strike is one of the best Shooting game especially for shooting lovers that has been developed by Innerloop published by Codemasters.This game was released on March 3,2003.


Screenshot



IGI 2 Covert Strike System Requirements

Following are the minimum system requirements of IGI 2.
  • Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
  • CPU: Pentium 4 1.4GHz
  • RAM: 512 MB
  • Hard Disk Space: 2 GB




Wednesday, April 8, 2020

Dwarves Aren't Just Going To Blue Themselves

I'm gaming tonight so I won't get getting any further on these guys this week. The blue shade and base color are down, it needs 1-2 highlights next and I made hit it with a wash to see if I like it better that way. Leathers, flesh, hair and basing to go!

Warmaster Dwarves Warmaster Dwarf Warriors Warmaster Dwarf Thunderers Warmaster Dwarf Anvil of Doom (+2) Warmaster Dwarf Butts

Saturday, March 28, 2020

Storium Starters: Crash Landing

Storium Starters are starting scene ideas for the generic Storium worlds available to everyone. They contain introductory narration, challenge text, outcomes, and some location or world information that may be necessary to understand the first scene, though I attempt to keep them generic enough that they can easily be slotted in regardless of other world details you might have designed. Along with the initial scene idea, they will also contain ideas for where the story could go from the starting point. Storium Starters are released to public domain and may be used without attribution for your own games.

This Storium Starter is meant for the Space Adventure world. It is possible you may find uses for this starter outside of that world, but your mileage may vary on that.

This starter assumes that you are using the Dauntless ship described in the world's cards. If you have another name and design for your ship, you may need to make modifications to make this make sense with your concept.

Scene:

In the moments before the crash, it was like the world went silent.

It didn't, of course. The crash was the loudest noise any of them had ever heard by far. But in the moments before it, they heard nothing. The world moved slowly, too slowly, and they could see every little detail, every tiny blade of grass, every speck of dirt on the ground that was coming far, far too close.

The world moved too slowly, yes, but too quickly as well. They had time to take everything in, but not enough time to *do* something about it. One eternal moment they were plunging towards the ground, staring in horror at the shuttle's viewscreen and blaring alarms. The next...

Impact.

They weren't sure how long it took for them to shake off the daze, to clear their vision, to scrabble at their safety harnesses and crumple out of their seats. They weren't sure quite how they got out of the shuttle. Some walked, or walked and crawled and stumbled. Some were carried.

When they were fully able to take in the world about them once again, they were clear of the shuttle, and they were alive. That was what mattered.

They each looked around. Others had gotten clear too. Everyone? That wasn't sure. Some, at least. Shell-shocked, defeated, despondent, defiant...the expressions varied, but all knew the danger they now faced.

The *Dauntless* - the ship on which they served - would search. But it would take time, and in the meantime, they had to survive.

They were on an unknown world, in the middle of a wild jungle of strangely-colored plants and natural metallic formations. They'd come to explore it, in fact - that had been the mission. Quietly explore, take some samples, get recordings of the local wildlife, determine if there was any sign of sentient life. They'd taken a few preliminary scans on the way down, and located a safe place to touch down.

That place was *hundreds* of kilometers away.

So, first things first: They needed a safe location where they could patch up anyone in need of it, take stock, and get their bearings. It wasn't safe to remain by the crash site longer than they had to. The noise would certainly have attracted some attention, and chances were, anything willing to approach could be deadly. It wasn't a good idea to go traipsing off into the jungle on a longer journey yet, but hopefully they could find a place nearby that would serve their needs for the moment.

Hopefully without stirring up any of their own trouble, or getting lost. The jungle was sure to be confusing, but on the bright side, the smoke rising from the crashed shuttle, higher and higher, could guide them back if they ran into trouble.

And the shuttle...the shuttle itself was totaled, a mangled mass of metal. It was hard to believe any of them had gotten out of it at all. It was sure to be dangerous - sharp bits of metal were poking out seemingly everywhere, and exposed wiring and damaged control panels emitted sparks. But there might be something of use in there - and at the very least, they needed some basic supplies. Best to get what they could from the shuttle before they had to leave.

Slowly, the team set to work. The mission was a wash, but they had a new one now: Survival.

Challenges:

  • Seeking (Relative) Safety:
    • Description: A crash-landing on a world that's still a mystery...there's sure to be dangers lurking in the wilds. Immediate survival is priority number one: You need a place you can defend.
    • Points: This is the major challenge for the scene. Assign it points equal to the number of players you have. 
    • Strong Outcome: You find a location nearby the landing site that is safe enough for now. There aren't any notable dangers near it for the time being.
    • Weak Outcome: You find a location nearby the landing site that *seems* safe enough for now. What significant danger did you miss spotting?
    • Uncertain Outcome Idea: The players find a safe location, but there's a danger approaching that they're aware of so their time there will be limited. Or, the players are unable to find a safe location, and return back to the crash site to let everyone know they're just going to have to get moving as soon as they can. Or, the players find a site that *could* be safe...once they deal with a more minor threat.
  • Salvage:
    • Description: Your shuttle crash-landed, and it won't be flying ever again. Best see what you can salvage from the wreckage before you move on.
    • Points: This is the secondary challenge for the scene. Assign it points equal to half the number of players you have, rounded up.
    • Strong Outcome: You salvage some general supplies and one particularly useful item from the wreckage...what is it?
    • Weak Outcome: You salvage some general supplies, and CHOOSE: You salvage a particularly useful item...what are it? But whoever played the most weakness cards (or a volunteer) is injured while they search the ship - how? OR: You salvage something that you think will be particularly useful - what is it? But you don't notice it was damaged badly in the crash.
    • Uncertain Outcome Idea: The characters discover an item that would be very useful to them...but it is trapped within the wreckage. Now they'll have to figure out a way to free it in another challenge.
These two challenges are both focused on searching or exploring in some ways, but emphasize to the players that the manner in which these challenges progress is up to them. If characters are more combat-focused, for instance, they're welcome to state that they encounter aggressive wildlife while exploring or other minor physical threats that they can overcome with their weapons and combat skill. Or, maybe there's something in the ship that's being blocked by a heavy object, and a big guy needs to move it out of the way.

Storium allows players a lot of leeway with defining what happens during a challenge, including defining their own threats if need be. The Outcomes should tell players the range of things that can ultimately result from a challenge, but the way the challenge gets to those outcomes is fairly open. Players should keep things on theme for each challenge, but should feel free to come up with details that suit what their characters can do...or what they really struggle with.

If you plan to do a second set of challenges this scene, you may wish to warn your players not to play all three of their cards during these starting challenges (or all their card plays for the scene, in any case, if you are using different settings from the defaults).

Players get to get creative with the outcomes on these challenges - they're quite open. If you'd rather have more control over things starting out, or if your group doesn't seem comfortable with creating the details in the outcomes, you may wish to specify more clearly what "useful item" is found or what "safe location" is discovered. Making these sorts of things up can be a lot of fun for players, though - and for you as narrator - so if it feels possible, try letting players have more freedom with the details.

Setting Information:

This starter takes place on an uncharted alien world which the crew of the Dauntless had been tasked with exploring. The Dauntless itself is not present yet - the characters took one of the exploration shuttles on this mission. The Dauntless may arrive during the game as a change to the story, or its arrival may take place at the end of the game - the event everything builds towards.

The nature of the world is up to you, and depends on where, precisely, you would like the story to go. You might start with either the Planet DRX-31880 or the Planet EV-1996 location cards, or feel free to make up your own as suits the direction you'd like to go with the story. I've set things up with a jungle environment above by default, which fits DRX-31880 best, but that's a fairly easy modification to the narration if you'd like to have a different sort of environment.

The Dauntless itself is an exploratory space vessel with several decks in the offical cards, which should have a fairly large crew. The player characters and any NPCs you decide to have as part of the crash landing are a small subset of this crew. The Dauntless knows they are here, so it will come and look for them.

Moving Forward:

Where do you go from here? Well, there's quite a lot of options:
  • Hostile Sentients: Maybe what brought the shuttle down was an intentional attack by a hostile force. Are they native to this world? Perhaps they are from an old enemy of humanity, or perhaps they are a new foe. With this idea, it's best to hint at the possibility of these sentients early on - maybe as early as right after these starting challenges, by having someone notice that some of the shuttle's damage looks like it was hit by a powerful energy pulse. Introduce them as actual antagonists as early as scene 2, and either have the players play the mouse to their cat and try to reach a place where they can safely signal the Dauntless, or find a reason they need to confront the hostiles directly. Is peace possible?
  • Survival: With this, it's all about survival - the players are faced with challenges from wildlife and plants and unusual weather and anything else that seems interesting that you can throw at them. The story is all about waiting for the arrival of the Dauntless. You'll want to be careful to give players reasons to be active, though - what are the group's actual moment-by-moment tasks? Finding food and shelter, chasing after dangerous wildlife that also stole something crucial, saving an endangered crewmate...those are the sorts of challenges that can give the story a sense of momentum. It is harder to do a pure survival story than a story with solid antagonists. One angle that you can approach, then, is to find an antagonist - why did the ship crash? Maybe someone on the crew didn't want something on this planet to be found, and committed sabotage...and maybe he's working against the crew even now. Or, maybe there's just an incompetent NPC officer who tries to assert his authority and gets the group into dangerous trouble.
  • A Trap! With this one, it's about the Dauntless. Bringing down the shuttle was a trap set by a hostile force, but a force that doesn't fully reveal itself until the halfway point when Dauntless arrives. Perhaps the players can realize the danger before then, and work to stop the plans of the aliens, or perhaps they struggle with their survival until the arrival and then have to work to take back Dauntless when the hostiles take it over.
There's sure to be more you could do - maybe the world is the home not of a hostile alien force, but of an inexplicable supernatural entity or other being beyond human understanding. Maybe the world itself is sentient and trying to kill the characters. Maybe they all actually died in the crash and their existence now is a purgatory where they have to work through their faults and come to understand themselves better...there's a lot you can do with this as a launching pad, so take the story where it seems to go...or just see what your players come up with and go from there, as suits your narration style.

I hope that you find this starter useful for your games! 

A Word About The Brazilian Gaming Market

(NOTE: this content is a teaser from my HCI's 2019 paper and the last post of this year)

The Brazilian gaming market is full of opportunities and peculiarities. The country is well-known abroad for being an emergent field where new game ideas can be explored, andalso for its high levels of piracy, unfortunately. In a certain way, the country is a unique "ecosystem" where different business models and creative processes can be explored, given the size and the diversity of its population, of almost 220 million people.

The gaming industry in Brazil is not consolidated though, and under many aspects it is still in an initial stage. As a first step into our discussion, we can highlight some attributes of the Brazilian gaming market, using as reference the data collected in an important survey named Game Brazil Research 2018 (Pesquisa Game Brasil 2018, in Portuguese), conducted by the company Sioux Games.



In its fifth edition, the research comprised interviews with 2853 people, in an attempt to investigate some demographic, consumption and behavioral aspects of the Brazilian gaming field. The first information we need to highlight is the fact that 75.5% of the Brazilian population plays games in a wide range of platforms, like smartphones, tablets, computers, consoles, portable consoles, etc.

According to this research, the gamer audience in Brazil is mainly cross-platform,with 74% of players experiencing games on more than one device. Smartphones lead the numbers as the most popular gaming platforms in Brazil (37.6%), while consoles occupy the second place (28.8%), followed by computers, in third place (26.4%).

Another interesting piece of information from Game Brazil Research 2018 concerns the self-image of the Brazilian gamer audience: only 6.1% of the respondents considered themselves to be "hardcore" gamers. Most of the interviewed people identified themselves as casual gamers.

It was also remarkable, in the research about mobile games, that 60.7% of respondents said they played while in transit (bus, subway or car).

Finally, it is noteworthy that 53.6% of Brazilian gamers are women, and among the female audience the favorite platform is mobile (59%), in which they spend an average of one to three hours a week playing games.

From these preliminary data, it is possible to understand that Brazil is a fertile ground for mobile games and a place with high potential for new gaming business in this field.

There are no massive game publishers in Brazil yet, and mobile platforms like App Store (Apple) and Play Store (Google) constitute interesting opportunities for game designers, indie studios and small gaming companies to showcase their work, in Brazil and abroad.

#GoGamers

Press Release: Announcing The Space Battle Lunchtime Card Game From Renegade Game Studios

 Support me on Patreon!

Announcing The Space Battle Lunchtime Card Game!

Battle In An Intergalactic Cooking Competition At Your Gaming Table

In partnership with Oni Games, Renegade Game Studios is excited to announce the upcoming release of Space Battle Lunchtime Card Game! 
Space Battle Lunchtime Card Game is based on its namesake graphic novel by Natalie Riess, about Earth baker Peony who gets the deal of a lifetime when she agrees to be a contestant on the Universe's hottest reality TV cooking show, Space Battle Lunchtime!

In the game, players will face off as contestants in the intergalactic cooking competition show. They'll collect and combine flavor cards to create the perfect prize-winning dish, trying to impress the alien judges with their creativity!
Designed by Daniel Solis (Wonderland, Junk Orbit)  and illustrated by Space Battle Lunchtime creator Natalie Riess, episodes of the game last about 30 minutes, starring 2-5 competitive cooks who have orbited the Earth's sun at least ten times. Chefs can begin cooking when the game releases in May!
Space Battle Lunchtime is part of the new upcoming event, Board Game Expo! Participating stores will be able to demo and sell this game a full month early on April 4th. Find out more about this program here!
Learn more!

Did you like this press release?  Show your support: Support me on Patreon!Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

Monday, March 23, 2020