Warning of some small flickering if you're photosensitive, just some print-size text flashing. Here's a GIF I exported showing the problem I'm facing and that I'd like to request some help with.
Background
I'm not really a coding genius. I took a few CS classes in college but I don't code much in my day-to-day life. My kid recently expressed some interest in becoming a programmer when he gets older, so I figured I'd show him some of the basics by making a pretty basic game with him in Picotron since I got it a while back. He wanted to do "hide and go seek" with sheep, so this concept was born. Obviously, we're in the pretty early stages with level des
Warning of some small flickering if you're photosensitive, just some print-size text flashing. Here's a GIF I exported showing the problem I'm facing and that I'd like to request some help with.
Background
I'm not really a coding genius. I took a few CS classes in college but I don't code much in my day-to-day life. My kid recently expressed some interest in becoming a programmer when he gets older, so I figured I'd show him some of the basics by making a pretty basic game with him in Picotron since I got it a while back. He wanted to do "hide and go seek" with sheep, so this concept was born. Obviously, we're in the pretty early stages with level des
I've recently wrapped up what I think is the bulk of the rules design for a game. Part of the game involves getting 3 missions for scoring, each coming from a pool of 8 possible missions of different difficulty levels and types. I've played probably 30-ish games in multi-hand solitaire to get to the point where I'm comfortable saying that the rules are pretty balanced, scoring mostly makes sense, and I have a general idea of what is considered a good idea and a bad idea for these missions. I just need to make sure the scoring criteria is balanced.
The game is cooperative and card driven, where each player has 12 cards in their hand for each round. Cards are randomized from something similar
I'm working on a trick-taking game using a custom deck of cards, where there are different numbers of cards in each suit, with some suits repeating numerical values. I'm handling the weird parts of that with the design itself (e.g., what to do on ties). However, I'd like to make sure the odds of certain events happening are about where I'd like them at the start, such as when a tie happens. I want to be able to convert feedback like "I don't like it when x happens" into something more actionable, and seeing the results of the numbers being tweaked can help that out.
I'm not really one for coding (I can hold my own, but it takes quite a while) and I'm definitely out of practice with non-arit
The game's page is here. The board game version is highly rated, and there appear to be some valid complaints on the digital adaptation. The coupon is valid through March 2024.
I'm looking to give the code away soon, so first person who calls dibs by the end of the month gets it.
When I moved to the town I live in now and as a bit of someone new to the hobby before I moved, I had the idea of helping teach people to play games that I liked that were a little heavier by exposing them to easier games in the hobby without turning them into un-consenting hobbyists or forcing them to play games they didn't want to with me. Also to avoid an hour-long teach of a game.
For example, I really loved Battlestar Galactica at the time. To teach someone to play this game, they would need to understand concepts like hidden traitors, people changing their roles, semi-cooperative games, social deduction, and so on. So I devised a short list to teach these core concepts better so t
I'm talking about the kind of thing Root does, with the "Walking Through Root" book, where it will have players go through the first few turns of a game while referencing actual rules in the main rule book(s) as a kind of "learn as you go" method.
I'm sure there are others outside of Root or Leder Games in general, but nothing really comes to mind. Anyone know of any others? Are they generally good tutorials, or is something lacking?
I work as a UX designer professionally, and I've been thinking a lot about iconography recently. In many board games, you almost exclusively have iconography without text (e.g., 7 Wonders, Agricola) while in others you have almost exclusively text without much iconography (e.g., Dominion, Fox in the Forest). From a UX perspective, iconography without text is frowned upon in most instances, but blocks of text are also discouraged since people tend to skim rather than read online.
I know that board games are a different medium than an application or a website (where my focus usually lies), and most games that I've seen which rely on iconography also have player aids or suggest leaving the bac
I've been working on some box inserts for Root, since the new expansion should be arriving to people soon (and I just got mine). I like a lot of the other boxes and storage solutions made by the community, but I was hoping for something a little different aesthetically. You can find my inserts here in PDF form.
Anyway, a few things to note before downloading and printing them.
I have not printed these to test their sizes yet. Print at your own risk. By all my measurements, they should work, but I want to still make corrections to the file based on feedback. Speaking of which...
**tl;wr--**I make an alarm clock that someone ends up getting someone shot due to a false alarm. How free am I of liability?
Long version
As a product designer, I notice that a lot of people really want to sleep in longer than they set their alarms for, but at the same time people need to get up at the time they set their alarms for so they're not late. If I want to give someone the satisfaction of choosing when they get up via a snooze button while still getting them up at about the right time, how would I implement that? The answer is simple: the snooze button plays a little noise/script.
For example, I hit the snooze button on this alarm clock, and suddenly it sounds like there's
Big hypothetical that can be summed up as "can you sue a ghost?"
Let's say that 5 years from now, someone comes up with an invention that (1) scientifically proves that ghosts are real and that (2) is capable of making accurate identifications of who the ghost was in their mortal life. You foolishly move into an estate previously owned by John D. Rockefeller (or preferably someone who didn't divide up their estate that much with their will), and it's haunted by Mr. Rockefeller himself.
If you use the machine to identify the ghost as Mr. Rockefeller accurately, can you sue his estate for damages for the trauma he's caused you? Could you sue him for property damage (assuming he's throwing di
At about 19:40 in Season 1 Episode 5, right after Buster bids on Lucille 2 there's a guy wearing a tuxedo and frog mask standing behind Buster. Is this part of some running gag? Is it because Lindsey stabbed a frog in the wetlands? Or is it just meant to be weird?