Dungeon Guilds & Miniature Dragons – part 2

Let’s get back to some (non-video) game design!

This post follows a previous one; so, if you are interested in this topic, go down and find the beginning!

As I was saying, I entered the revision team not to much after its foundation. As I wrote, the team was officially DDMGuild sanctioned. The existing members were already closing the first revised set (Dangerous Delves); I just got a final testing task.

To get an idea of that work, open this link: http://oeddminiatures.altervista.org/DDM_MM01dangerousdelves.pdf

Following the players coomunity’s enthusiasm, we decided to go on and revise the Legendary Evils set. Since I was part of the team from the very beginning, I was able to help the team from the concepts. The group was composed of 3-4 other members; one of them was the very boss of the DDMGuild.

The work proceded steadily, with many comments, approvals and rejections.

I still had not a leading role. At the time I was the last arrived and, while the other members were quite famous among players; I had nothing to express my qualities and knowledge of the game.

It was working that I was able to demostrate that my contributions to the team were important.

It was December 2010 when this revised set was finally released http://ddmguild.com/content/original-edition-legendary-evils 

Again, the community was really happy of this new game improvement, but the number of players was dwindling, more and more. It was hard to work on revisions and it was harder doing it for themselves alone or for a meagre group of persons…

We kept on working. The team was losing the ddmguild’s boss contribution (who was not the project lead) because of too many  “real life” duties. We managed to revise a small set, Players Handbook Heroes 1.

We accomplished the work during March 2011, as you can see from this article http://ddmguild.com/content/original-edition-phh1-final-release

During this year of production I showed what I got and, since I was the most fervent worker, the lead designer decided to leave me the “crown” and let me create a new set from scratches.

There began the revisions of Lords of Madness set; it was an impressively huge work, since I wanted it to be perfect, but in the end I was really satisfied. It was August when I announced the beta version to be released http://ddmguild.com/content/lords-madness-original-edition-beta 

Unluckily, a series of problems and difficulties internal to the Guild, caused the Original Edition project to be freezed before this set was fully released.

Since many players were still waiting for these minis, we decided to go to the end and release a final version (at this point, only partially official). http://oeddminiatures.altervista.org/OELORDOFMADNESS.pdf

I would like to explain the method of work I used during the creation of this expansion set. First of all I had to establish a basis for each miniature of this set. I browsed almost every Dungeons and Dragons manual and looked for all the miniatures. I serched for monsters, races, classes, creatures, gods and so on. It was not a short work. Then, I looked at the current edition version of each mini. Later I used similar cost and similar type of creature to create balanced profiles (to do this I used a tool I devised myself with my friends, but I’ll write about it some other day). Finally I submitted the new stats to the other team members. When I received their feedbacks I adjusted the profiles accordingly. In the end I published the beta of this set and read the players opinions. I took in account them too in order to improve this set even more for the final release.

It took an enormous quantity of time, but, well, it was funny doing it!

Since there were many other sets still to be revised, we decided to go on, at least for ourselves and for the mnimum number of players still enjoying OE Dddm.

We completed and pubblished Dungeons of Dread expansion set not too much time ago. This set can be considered unofficial, but was created by the official revision team… quite a bizarre situation. http://oeddminiatures.altervista.org/Dungeon_of_dread.pdf 

Right now we are closing one more set (Players Handbook Heroes 2) and thinking of revising a new one…

Meanwhile, if you are interested in all these things, if you wanna try this game or, I don’t know, you have lots of spare time, you can give a check to this website, where the Original Edition materials are gathered.

http://oeddminiatures.altervista.org/

This website is freshly baked and still under construction…. and empty. But it’s the soul that matters!

Next time, I don’t know what topic I will write about…. perhaps mouse hunting….

So, stay tuned and come back!

What if GTA was for girls?

Finally, the third game which interests me of the Ferrero’s Kinder Surprise website: Trendy Dolls!Immagine

Again, I bypass the greater part of the explanation regarding what is the Magic Kinder Website, what is Ferrero, and so on….

Just, be aware that this game, is free at http://www.magic-kinder.com/mk/lang/it_IT/only4girls/dolls.htm and I believe it will be released for iPhone and perhaps Android. (Remember to select your language on the website)

So, what’s Trendy Dolls? Trendy Dolls is a game for girls (8-12 years old) based on the Kinder Surprise line of toys called “Only For Her” (no kidding); these toys gather a series of different products, such as assembleable dolls, pseudo-prophetic animal figures, simple jeweles and so on.

Trendy Dolls videogame was designed in order to merge all these elements in a single, captivating, game.

Let’s start from the very concept.

The basic idea was that the game is for young girls. What do they like? They are to young for love and they are not as competition-oriented as boys; they are often jealous of their older sisters and so they would like doing the same things and having the same possibilities. Keeping these elements in mind, the game is thought in order to simulate a living world simulation, a safe place where girls can experience situations similar to those their teen colleagues experience in everyday life.

So, what does a female teen do? She likes fashion, she likes going out, she likes visiting friends, she likes playing social games and so on!

Trendy Dolls is all this (and much more) adapted to a pre-teen audience.

The game starts giving a glimpse of the world map and then the player is took to their room; here the user can customize their avatar (both at appearance and clothes level), change tiles and walls and furnish the room.

The player can select among many available features.

After this, the player selects the “world icon” and goes back to the map.

The world possess some really nice idle animations, showing that’s a place full of life and  adventure.

Now the player can select one of the six countries and go there (or return to their chamber). Each land has a unique layout and shape, with different buildings, people and features. As said before, the ambition of the project was that of creating a simulation of a living world; when the project will be totally finished, each person will have a wide quantity of phrases, played depending on the avatar’s actions and accomplishments.

In each neighborhood, the player meets a different friend of their avatar, accompanied by a Fortune Pet. After a quick chat at a local cafè, the player receive an assignment and has to go to another country in order to retrieve a missing object.

This item is vital for being able to arrange a certain festival. The player has to visit a shopkeeper located in said place and got the object. After that, they go back to the original neighborhood, deliver the packet and assist to a short video showing the festival taking place. 

The player is rewarded with gratitude and some tickets, useful for acquiring new pieces of clothing.

To make a synthesis, the player has to help the six countries doing some errands and, in the end, the happiness will be restored and the avatar receive the thankfulness of all the people of the game; all the while the user collect clothes, shoes, hats and so on.

This game has not a game over or a manner to lose; as said, competition is not really loved by young girls.

Once again, this game’s tunes are designed to happily accompany the player around the world. They are really nice and well conceived!

Just like the other two Magic Kinder games, a series of advertising short movies were realized. The following link takes you to them:

http://www.magic-kinder.com/mk/lang/it_IT/video/dolls

This should be all…. keep on following me!

Next time, I should go back to D&D miniatures!

Stay tuned!

What if GTA was for girls?