Tuesday, September 22, 2020

Free Roll & Writes For Quarantine-time (Including A Custom Mod Of One By Yours Truly)

These are crazy times we live in. Almost everyone's life has been flipped, turned upside down by a zombie apocalypse. Seriously, COVID-19 is a lot like those zombie apocalypse movies, only the zombies are invisible, and you don't know right away if or when you've been bitten.

Almost everything about these crazy times has been difficult and terrible, but it's nice to catch a glimpse every once in a while of something good. Every now and again you see people doing something nice to try and help their fellow man through this situation-sometimes it's a big, impactful, important thing, and sometimes it's something trivial, but still nice.

This being a game design blog, I assume that any readers, just like myself, are involved or interested in the world of hobby gaming and maybe game design. For most gamers, anything that happens in that realm probably falls into the category of small-but-nice things rather than big-important things. Nevermind those in the industry who are having a much bigger issue, because for us, games are more than just a pleasant diversion. Me personally? I'm lucky, I still have my engineering job which, for the moment anyway, is still going strong (though that could turn in a hurry if our clients stop building houses!) But I digress...

My intent for this blog post is to point out a couple of those trivial-but-nice things I've seen done recently for gamers. This is by no means a comprehensive list, but I was happy to see a few designers and publishers making available some free PDFs of games. Roll & write games are particularly good for this, as you generally just need to printout a scoresheet and scrounge up a few dice. Here are a couple of R&W games that have been made available for free recently that I took the time to print and play, and found to be pretty darn good (in no particular order):

Super-Skill Pinball 4-Cade: Carniball


Geoff Englestein has a R&W game coming out soon called Super-Skill Pinball 4-Cade, which has 4 different pinball tables, each one a different R&W scoresheet. With just the score sheet and a coupe of tokens, you can play a decent approximation of pinball-minus the physicality, of course.

Publisher WizKids has made one of those tables, Carniball, available as a free print and play so you can try it out.

Tiny Farms

I haven't tried this one, but the competent design team of Matt Riddle and Ben Pinchback, now known as Motor City Gameworks, have posted a R&W game featuring a variation on their "Rolldel" mechanism (a combination of dice and rondel). You can download Tiny Farms (with graphic design by DiceHateMe Games) from PnP Arcade or from BGG and give it a shot. How bad can it be?

Rolling Realms

Designer and publisher Jamey Stegmaier (Stonemaier Games) has designed an infinitely scaleable R&W called Rolling Realms, which, if I'm being honest, might be my pick for his best design yet. It features 9 Realms, each based on one of the games that Stonemaier has published. Each round you use 3 of those realms, and roll 2 dice... use those dice in 2 different realms to mark off boxes and collect resources (pumpkins, hearts, and coins) in an effort to score stars.

Jamey has been doing "Teach & Play" sessions on FaceBook live, where he basically plays the game, and you can print out the single sheet PDF and play along with him - you can even play along after the fact with the videos on YouTube. He's iterated through 9 versions at this point, which is basically how game development goes (you play, then you tweak, then you play again).

Jaffee Realms - custom modules for Rolling Realms

This may be burying the lede, but as Jamey mentioned in today's (4/20) Facebook Live video (v9), I enjoyed the concept of Rolling Realms so much that I have been working on my own custom modules based on games that I have designed or developed! If you're interested, you can download the Jaffee Realms PDF and give it a try.

One of Jamey's Stonemaier Champion supporters was kind enough to help me put the PDF together graphically, and in doing so he helped me simplify the realms a lot, since they can't afford to be very complicated (and as per usual, I started out too complicated on most of them). I'm not 100% happy with all of the realms at the moment, so I may tweak them a bit-but I'll be sure to use the same filename so that the link doesn't break :) For those too lazy to click the link, here's what they look like currently (as of v3, 4/20/20):


So take it easy, have some fun when you can, and stay safe!

Monday, September 21, 2020

Free Roll & Writes For Quarantine-time (Including A Custom Mod Of One By Yours Truly)

These are crazy times we live in. Almost everyone's life has been flipped, turned upside down by a zombie apocalypse. Seriously, COVID-19 is a lot like those zombie apocalypse movies, only the zombies are invisible, and you don't know right away if or when you've been bitten.

Almost everything about these crazy times has been difficult and terrible, but it's nice to catch a glimpse every once in a while of something good. Every now and again you see people doing something nice to try and help their fellow man through this situation-sometimes it's a big, impactful, important thing, and sometimes it's something trivial, but still nice.

This being a game design blog, I assume that any readers, just like myself, are involved or interested in the world of hobby gaming and maybe game design. For most gamers, anything that happens in that realm probably falls into the category of small-but-nice things rather than big-important things. Nevermind those in the industry who are having a much bigger issue, because for us, games are more than just a pleasant diversion. Me personally? I'm lucky, I still have my engineering job which, for the moment anyway, is still going strong (though that could turn in a hurry if our clients stop building houses!) But I digress...

My intent for this blog post is to point out a couple of those trivial-but-nice things I've seen done recently for gamers. This is by no means a comprehensive list, but I was happy to see a few designers and publishers making available some free PDFs of games. Roll & write games are particularly good for this, as you generally just need to printout a scoresheet and scrounge up a few dice. Here are a couple of R&W games that have been made available for free recently that I took the time to print and play, and found to be pretty darn good (in no particular order):

Super-Skill Pinball 4-Cade: Carniball


Geoff Englestein has a R&W game coming out soon called Super-Skill Pinball 4-Cade, which has 4 different pinball tables, each one a different R&W scoresheet. With just the score sheet and a coupe of tokens, you can play a decent approximation of pinball-minus the physicality, of course.

Publisher WizKids has made one of those tables, Carniball, available as a free print and play so you can try it out.

Tiny Farms

I haven't tried this one, but the competent design team of Matt Riddle and Ben Pinchback, now known as Motor City Gameworks, have posted a R&W game featuring a variation on their "Rolldel" mechanism (a combination of dice and rondel). You can download Tiny Farms (with graphic design by DiceHateMe Games) from PnP Arcade or from BGG and give it a shot. How bad can it be?

Rolling Realms

Designer and publisher Jamey Stegmaier (Stonemaier Games) has designed an infinitely scaleable R&W called Rolling Realms, which, if I'm being honest, might be my pick for his best design yet. It features 9 Realms, each based on one of the games that Stonemaier has published. Each round you use 3 of those realms, and roll 2 dice... use those dice in 2 different realms to mark off boxes and collect resources (pumpkins, hearts, and coins) in an effort to score stars.

Jamey has been doing "Teach & Play" sessions on FaceBook live, where he basically plays the game, and you can print out the single sheet PDF and play along with him - you can even play along after the fact with the videos on YouTube. He's iterated through 9 versions at this point, which is basically how game development goes (you play, then you tweak, then you play again).

Jaffee Realms - custom modules for Rolling Realms

This may be burying the lede, but as Jamey mentioned in today's (4/20) Facebook Live video (v9), I enjoyed the concept of Rolling Realms so much that I have been working on my own custom modules based on games that I have designed or developed! If you're interested, you can download the Jaffee Realms PDF and give it a try.

One of Jamey's Stonemaier Champion supporters was kind enough to help me put the PDF together graphically, and in doing so he helped me simplify the realms a lot, since they can't afford to be very complicated (and as per usual, I started out too complicated on most of them). I'm not 100% happy with all of the realms at the moment, so I may tweak them a bit-but I'll be sure to use the same filename so that the link doesn't break :) For those too lazy to click the link, here's what they look like currently (as of v3, 4/20/20):


So take it easy, have some fun when you can, and stay safe!

Saturday, September 12, 2020

Freddy Pharkas, Frontier Pharmacist: Welcome To Coarsegold!

By Alex



In any good Western, the setting is more than just a place where stuff happens—it becomes a character in and of itself. Whether it's the sun-blasted landscapes of a Spaghetti Western, a shining frontier hamlet menaced by bandits, or a run-down dump that the new sheriff needs to clean up, the rugged landscape, colorful characters, and ever-present danger of the Wild West provides ample storytelling opportunities.

It also provides ample opportunities for fart jokes.
Westerns often feature cattle rustlers, Indian tribes (both friendly and not), Chinese immigrants, Mexican banditos, poncy lawyers from back East, smooth-talking gunfighters, card-sharks, prostitutes, piano players, corrupt officials, virtuous lawmen, sweet schoolmarms, frontier kids, miners and gold prospectors, and anyone wanting to strike out away from civilized society to make their way in the wide, wide world.

Coarsegold, California, the setting of FPFP, is most definitely a dump. But it's an interesting one, and good sized. I spent the vast majority of this session wandering the town, mapping it out, picking up what I can, and generally testing the limits of the game world before I did what the game intended me to do at this early juncture: head to Freddy's pharmacy and open for the day.

Main Street




Freddy begins on the central-western section of Main Street, home to the Golden Balls Saloon, Mom's Café, and the Dirty Sheets Hotel. Billy the town handyman is boarding up the latter, and when Freddy inquires, Billy confesses he doesn't know why.



I don't find anything else to do on this screen, and Billy doesn't provide any useful information, so I decided to check out the two establishments that are still open.

Mom's Café



Mom's is a down-home diner run by Helen Back (get it?) a pretty nasty piece of work. She's quick with a cutting comment and a threat to Freddy's life if he dares touch things he shouldn't.


She's also quick with an Airplane! reference.

Mom berates Freddy for calling her "Mom," for not being at his pharmacy, for trying to walk where he shouldn't, and basically just for existing. Geez, don't you think some players get enough of this from their actual moms?

Mom is assisted by her cook Hopalong Singh "from the Far East." Based on his look and his name, he's a Chinese-Indian, but not a Native American Indian.



He doesn't provide any useful information at this moment, and seems to exist solely as a racial caricature of the typical denizens of an Old West town as popularized by Hollywood . . . but let's take a moment to discuss this, shall we?

In the Year of our Lord 2020, Hopalong's character portrait sure looks offensive. And maybe it did in 1993 as well (I was 12, so had I played this game, concepts like this would likely have eluded me). But let's look at a few things here:
  1. The Nature of Comedy: This is a comedy adventure game, and I see caricatures of plenty of the white people in this game. Freddy is a stereotypically goofy white guy, and we haven't even gotten to the barber or the sheriff (oh, the barber . . . a walking, talking Irish/Italian stereotype if there ever was one). I get the sense that Al Lowe, Josh Mandel, and their team of artists just wanted to make everybody look ridiculous, regardless of their race. And since I have both played other Al Lowe games, have heard from Al's former colleague Corey Cole in the comments that Al is not a racist, and am also not in the business of judging other people's hearts and souls without actually knowing them or having evidence to do so, I'm going to just roll with the caricatures here.
  2. Context: This game is a spoof of Westerns, and from what I can tell, a loving spoof at that. Even during my so-far short playtime, I already get the sense that this game is spoofing everybody and everything ever associated with the Western genre. And so, like classic spoofs of the past and presumably Blazing Saddles, a movie I have not seen but which seems to be this game's main inspiration, everything here is done for the good-natured laughs.
  3. Times Change: It's inevitable. Yesterday's comedy becomes today's heresy, and vice versa. The team behind FPFP could never have predicted the future, and I for one refuse to judge the content of a work's creators by the social mores and taboos of the present. I am nearly 100 percent certain that everybody who worked on this game was a good, decent, kind-hearted soul who just wanted to make players laugh and not at certain ethnic groups or what have you. I'm giving the FPFP team the benefit of the doubt and I sincerely hope that anybody reading my posts or playing along with me does the same.
  4. And if you are offended?: Then my apologies only in the sense that me sharing this screenshot or blogging about this game bothered you. My intent is to write about my experiences playing FPFP, what works, what doesn't, and maybe dig deep into what makes adventure games tick and why we love them.
Thank you for indulging me in this digression. This was the elephant in the room that stuck out to me a few minutes into exploring Coarsegold. But now that it's out of the way, we can talk about more important, weighty matters. Like fart jokes.

See the two cans in the foreground of the screenshot? Looking at the can of corn reveals that it's P&W brand corn, "The firm, crisp kernels that look as good coming out as they do going in." The can of P&W beans—"The firm, crisp beans that smell as savory on the way out as they do on the way in" (Fart joke no. 1!)—is empty, and can be taken. As commenters on the introduction post have noted, actions which give Freddy points are accompanied by a sample of an old Western guy yelling "Score!" which is quite hilarious.

Helen does have some more intel about why the Hotel shut down: "Sheriff Shift and Phineas were there, talking about it being a fire hazard and something about there being back rent owed." But she's totally not a gossip, guys.

Golden Balls Saloon



Next door to Mom's is the Golden Balls Saloon, an eating and drinking—well, drinking establishment run by one Sam Andreas.



Sam doesn't have anything useful, or even friendly, to say and has no Ovaltine to give Freddy. Too bad, because I really want that secret decoder ring (yeah, that's two A Christmas Story references so far in my playthrough—maybe there'll be as many of these as there are fart jokes!). Anyway, this place is a dump. There's a piano player named Neville Shute who doesn't talk but who will play requests from the game music (I pick that hoary old chestnut "Revolucion Numero 9,"), some bandito-looking dudes who won't talk to you, and old Doc "Dizzy" Gillespie, who is drunk off his ass.


And thinks he's Lionel Barrymore.

Freddy comments to the good doctor that his prescriptions have been getting sloppier and sloppier, and wonders if the doctor has been writing them drunk. To which the doctor has some drunken ramblings peppered with various denials. I imagine that this becomes a plot point later on in the game. For now, there's nothing to do in the casino save for click on everything (including the moose) and appreciate all the little jokes.

And before I forget, yes, the inventory is also a source of jokes, bad puns, and gags. As in Leisure Suit Larry V, you can click any object on any other—including itself—and get some sort of funny little message.

There's a door in the back of the Golden Balls that takes you out back.


Behind the Golden Balls.

The area behind the Saloon looks out to bluff street to the North (here, the bottom of the screen). The Old Abandoned Synagogue lies to the west (the right) and the top of Reverend Sy Hallelujah's house is visible to the northeast (lower-left of the screen). Local medicinal quack Dad Gumm's wagon is back here, and a bottle of his elixir lies on the counter. There's a staircase that leads to the Hotel balcony, but Freddy can do nothing but peer through the locked windows into the empty rooms—I have a sneaking suspicion born of countless years playing adventure games that this will be important later. The back window to Mom's is open, and every once in a while Hopalong Singh walks by, but all he does is tell Freddy to get lost. Lastly, there's an icepick stuck in a barrel.

I do the only sensible thing an adventure gamer would do, and grab the elixir and the icepick. The game comments how Freddy almost circumcises himself when he puts the icepick in his pocket, but that it's no skin off of his nose (how droll). The elixir is basically super-powerful alcohol, and Freddy dies if he drinks it.


What could possibly go wrong?


Oh. But it was only 190 proof!

In clicking things on other things in my inventory, Freddy uses the icepick to poke a bunch of holes in the empty can—which gives me points—and then throws the icepick away, so I guess that was something I was supposed to do.

Let's keep walking along Main Street. West of the first screen we come to a stretch of road with a blacksmith and a bank. The road continues south. I see a small child walking (or running, in this case)—one of the many denizens of Coarsegold out and about. It adds a lot of flavor and life to the town. You can talk to them, but so far none have said anything useful. The street continues west and south.




The smith, Smithie, doesn't have much to say except that he'd sell his shop in a second if he had a buyer, and that he really doesn't like it when you click the Hand icon on him.



Otherwise, there's nothing going on here, though Smithie does explain his rather odd-looking horse is missing most of its lower legs because neighborhood vandals stole them in the middle of the night. Looks like even sleepy Coarsegold, California, isn't immune to petty crime.

The Bank of Bob



The Bank of Bob is a rather sad place run by a rather sad guy named P. H. Balance. There's nothing to do here—Freddy can't write in the register and he can't go into the back area—but there are funny asides with nearly every interaction Freddy has with Mr. Balance and his bad hearing.







P.H. is always trying to get Freddy to open an account with a special holiday day, but Freddy wisely passes. There is a wanted poster that gives a close-up when I click the Eye icon on it; I'll bet anything at some point Freddy's skills as a gunslinger are going to come into play. This one is for some goofball named Bill the Barber.



West of the smithy I come to Robertson Cliffs and the mighty Blackwater Creek spanned by the Old Bridge and leading to the deserts beyond. What a view!



How old is this bridge? So old that when I walk across, a floorboard falls away and Freddy comments that he only has three more trips across the bridge left. I'm getting flashbacks to King's Quest II and the suspension bridge leading to the three doors King Graham needs to find the keys for. If you remember correctly, you only have so many trips before the bridge gives way, so if you've walked across it too many times before finding the final key, you're out of luck, chump.

I explore the desert beyond and see nothing but ants I can't do anything with and a desert I can't delve further into, so here I restored and continued my exploration of Coarsegold.


This one was so bad it didn't even deserve a groan.

South of the smithy and the bank lay the brothel, run by one Madame Sadie Ovaree. I try to go in because, you know, research, but the game tells me it's only open at night.



There are lots of specifically named plants around here, such as foxtail. There are other parts of town where the local flora is similarly called out, and I wonder if Freddy will need to gather some to make medicine.



East of both the smith and the bank and the hotel, we find an eastern stretch of main street with several buildings. The Post Office is closed, but Chester Field's Mercantile Co. and O'Hanahan's Barber Shop are both open.



Not much going on in the mercantile shop. The proprietor, Chester, heads into the back and never comes out so I can't buy anything, and all I can do is swipe a paper bag from the counter. But hey! Here's ol' Whittlin' Willy from the intro! He's whittlin' away and has nothing vital to say, but it's cool that he's an actual character in town and not just a narrative device.



There are some notices around with in-jokes, mostly referencing other Sierra games, so I head over to the barber shop instead of wasting my time further.



Walking Italian/Irish stereotype Salvatore O'Hanahan is busy working on a customer named Eb Sorbeen, Jr., a reference I do not understand. You can't interact with Sorbeen in any way, but O'Hanahan has a lot to say . . . especially if you poke around his shop. I can't take anything, but I don't yet know if I have to. At least the game makes a comment about Freddy—and adventure gamers generally—propensity to take anything that isn't nailed down.

O'Hanahan is worried about the tourist trade, and is concerned by the fact that the Hotel has been closed. He wants Freddy to come back when he has news about . . . anything, I guess. I make a note to do so.



East of here is a bit of road containing the Sheriff's office and Freddy's pharmacy, as well as the Tall and Thin Shop and PP's Playhouse, both of which are shut down. Freddy's helper/human cigar store Indian Dominick I decide to check out the Sheriff Checkum P. Shift's office first.






The Sheriff is a nasty piece of work. He seems lazy and vindictive too, and those are his good points. He also constantly mispronounces Freddy's last name, which is kind of funny.



The Sheriff pooh-poohs Freddy's complaints about the town's dwindling prospects, explaining that he shut the Hotel down due to it attracting the wrong kind of business. The playhouse was likewise shut down for showing "smut" like Chaucer, Rabelais, and Balzac. The Tall and Thin Shop, however, was not shut down for any prurient reasons, but because tall and thin people are sneaky and can turn sideways and disappear (the Sheriff's concerns, not mine! Any sane person knows it's short people you have to worry about).

This guy is useless, but there's a wanted poster here, advertising potential heroes to be on the look out for one Mike "Stinky" Pickhinkie.



Freddy's associate Dominick is standing outside of the pharmacy. He seems like a friendly enough guy, and tells Freddy about what he's been reading lately.



Freddy wisely decides to just keep checking out Coarsegold.



The schoolhouse and the old abandoned Assay Office are next to the pharmacy. There are kids playing Freddie can try to talk to, and if you wait long enough the schoolmistress and Freddy's love interest Penelope Primm walks out. Freddy can engage in some sweet, good-natured flirting that is obviously reciprocated, but there's nothing else to do so I continue east.



Right next to the schoolhouse is a gross old swamp. The Abandoned Mine is to the north and an old broken down train at the old broken down train station is to the east, but I can't get to either. Freddy dies if you try to walk on the swamp also, so don't do it.



This seems like quite the hazard to have right next to a school, but that was the Wild West for you—full of danger and stupid design choices.

So that's Main Street. Taking any of the alleys north, or walking off the bottom of the screen behind the Golden Balls takes you to Bluff Street.



In the center of Bluff Street is an old church. All you can do is open the door and snag a votive candle, which turns into a glob of wax, but it's an inventory item so I think I'll keep it. You can mess around with the coffin poking out of the old broken-down hearse next to the church, but that's it for this screen. Neither Sy's house in the lower-middle or the Old Synagogue in the lower-left can be entered, so I go to the west, first to check out the graveyard and then the rest of Bluff Street.



You can't do anything in the western part of Bluff Street or the graveyard, aka Reboot Hill, though the game has the customary humorous headstone inscriptions. The undertaker's house is closed, and the outhouse to the left has a missing wall. Freddy comments on how this really improves the ventilation. I also see the upper part of a gallows and noose—with luck, Freddy will never find himself hanging on the other end of this.



Finally, we come to the eastern part of Bluff Street. There's a water tower, an old Grist Mill and an old Bakery you can't do anything with, another entrance to the Old Abandoned Mine, one of the town's water towers, and another outhouse. Freddy can turn the water on or off, but otherwise do nothing with it. Clicking my can-with-holes does nothing, and doesn't even bring a special message up. This is good because at first I was worried that I'd made a mistake by not having a fully intact can with me here, but so far that fear is unfounded. There's also the old Mayor's house in the upper-right, but the Mayor retired and his house is, for the time being, not able to be interacted with.

In the outhouse we find fart joke no. 2: A cornucopia of sounds that I thought were the delicate music of flatus turn out to be an electrical joy buzzer under the outhouse seat. So not really farts per se, but I'm counting it.

So that's Coarsegold! Here's my map, comprised of screenshots.



I really like how the town is put together. It's logical and never confusing.



But finally, my wanderings take me back to Freddy's pharmacy, where I suppose the good pharmacist should finally get to work for the day. The game informs me that the game is half-over after I unlock the front door—I have my doubts, but I'll bet you anything it's sure to get interesting. I can't wait to start poking around in here.

Session Time: 1 hour, 20 minutes
Total Time: 1 hour, 20 minutes
Inventory: paper bag, elixir, melted candle, can with holes in it
Fart Jokes: 2

Hiring: Project-based 3D Artist



Title: 3D artist
Focus: Polishing environments and props
Type: Full-time, project-based (approx. 1 year)
Last day to apply: 4th of November 2018


After 3 years of hard work, we are now close to finishing one of our new games. We want it to look amazing, and to accomplish that we need more (hu)manpower.

This is where you come in.

We are now looking for an experienced 3D artist, who will focus on environments and props for our upcoming horror game. Our ideal person loves horror, and is able to convey atmospheric environments and terrifying scenes through 3D art. The position is full-time and project-based, lasting for about a year until the new game is ready to be shipped.


What will you work on?

We are quite a small team, but we consider that our strength. As an environment artist you will get to work on every level of the game, ranging from small props to whole levels. This means your contribution will greatly influence how the final game looks, plays, and evokes emotions.

Here are some of the things you will be working on:
  • Creating basic models that make up the levels, such as walls and floors
  • Modelling props of various complexity, both with and without the help of concept art, and often having to take gameplay concerns into account
  • Constructing particle systems, both by drawing textures and using parameters in our editor
  • Combining various techniques to create special effects, such as flowing water or fire.

If you want to know more about Frictional work practices, you can check out the introduction post of Rasmus, who will be your closest teammate.


What are we looking for?

You have to be a EU/EEA resident to apply.

The person we're looking for is creative, driven and most importantly self-sufficient.

Since the position is project-based, we are looking for a person who can start as soon as possible, end of November the latest.

Here are some essential skills we require:
  • Excellent skills at adapting to a style and taking it to a finished state
  • Strong self-drive and ability to organise your own work
  • Interest in and ability to do research for interesting prop and environment solutions
  • Love for working on a variety of tasks
  • Fluency in English
  • Team communication skills
  • Knowledge of game design
  • A Windows PC that runs recent games (such as SOMA) that you can use for work (unless you live in Malmö and will work from the office)
  • A fast and stable internet connection.
And here are some more techie skills:
  • Excellent skills in 3D software. Modo preferred
  • Familiarity with Zbrush/Mudbox/similar
  • Excellent skills in Substance
  • Excellent skills in Photoshop or similar software
  • Familiarity with issue-tracking software
  • Experience in classic/non-PBR workflow.
If you want to impress us:
  • Love for horror and narrative games
  • A major role in completing at least one game
  • Great free-drawing skills
  • Experience in level design
  • Strong game design skills
  • Experience kitbashing/working with modular sets.
For this position you can work from home. We have a central hub in Malmö, Sweden, which you can use if you wish.


What we offer:
  • Flexible working hours, a no-crunch approach
  • Opportunities to influence your work flow
  • Variety in your work tasks, and ability to influence your work load
  • Participation in Show & Tell of games, having a say in all aspects of the game making
  • An inclusive work environment
  • A possibility to become a permanent employee.

How to apply?

If all of the above piqued your interest, we would love to hear from you! Send us your application 4th of November the latest - but the sooner, the better.

Please attach all the following:
  • Cover letter (why you should work with us, what do you bring to the table)
  • CV
  • Portfolio (link or PDF)
  • Examples of works that have inspired you or blown you away.
Please notice that you need to send all of the applications to be considered.

Send your application to apply@frictionalgames.com!


Privacy Policy

By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.

Friday, September 4, 2020

March On The Drina By Vukašin Nišavić, Game Review


War has been declared by The Austro-Hungarian Empire on The Kingdom of Serbia. The generals have taken to the field of battle. It is now your responsibility to defend what has been spoken. Troops are on the move toward the river that marks the border between the two kingdoms. The march on the Drina is now underfoot.

-----

March on the Drina is a strategy game of The Great War: World War I. It takes it from the perspective of the start as troops between the nations of Serbia (and Montenegro), and Austro-Hungary, Germany, and Bulgaria. I was sent an electronic copy of the prototype by the developer for review purposes.

This is a 1 versus 1, 2, or 3 other player game. Serbia is played by 1 player and the opposing side is divided between the remaining players. This might seem a little lopsided as everyone is ganging up on Serbia. That is how the war started. However, game balance is maintained as there are a number of options and some historical context provided.

Players choose which general or generals they want to put into play at the beginning of the game. Generals by themselves aren't combat units. They can defend when they need to. Their strength comes in their sphere of influence on the board with the troops that are close enough to them to gain the advantage. The advantage a general can provide can sway the battle in your favor. There are several generals to choose from, so the choice of who you want in the field depends on the strategy you are working on.

Another part of starting the game is you don't know where the opposing armies are located. Both sides determine the starting location of their troops secretly. The locations are disclosed at the same time and pieces are placed on the board. This aspect of play gives a nice start and takes me back to playing Feudal (wikipedia page) back in the 1970s.

Troops can't combine their strength. If you have 2 troop units, they can't be combined. Each troop has a starting value on the marker, additional tokens are added to show the full value of the troop strength. If you have 2 infantry troops, each with a value of 3, you cannot make an infantry with a value of 6 by combining them. There is a way of building stronger troops when you can recruit, and if you have the financial strength to do so.

You can win March on the Drina by controlling a number of cities or by having more cities under your control when the calendar runs out in 14 rounds. Removing your enemy is a multiple round action. Like the real war, this game is designed to be a war of attrition.

Battles are decided by overpowering your opponent and a little bit of luck (or developing strategy to counter the possible luck). Each battle is a 1-on-1 affair between 1 attacking force and 1 defending force. You can have more than 1 force attack in a round, but each battle happens separately, so remember to shoot your guns first. The strength of the attacking force is compared to the strength of the defending force. Conditions identified from the calendar are added, then a luck card is drawn. Luck grants a bonus of +0 to +3, and the value of the cards is weighted so they play less of a factor in the outcome of the battle than more. If at that point the values are tied, you check the general's influence to see if the outcome is changed.

No matter how many you win by, only 1 troop token is removed. Multi-round strategy is important if you are attempting to take units completely off of the game board. You can also route troops, which can take them out of play for a period of time or for the rest of the game. We found the goal isn't so much of cleaning the board of your opponent, but the control of the cities, which have another benefit.

Each city provides the player with Military Capacity. Military Capacity is your financial ability to recruit more troops. The control of the cities has a greater influence on the game as 1 side creates an imbalance of wealth, and thus power. Balance is still maintained with Serbia versus the multi-national attack as the other 3 nations can't combine their wealth.

Overall

March on the Drina is a strategy game for players who like planning ahead through multiple turns. There are constant moves and countermoves. You can create intricate levels of attack along with setting traps. The rules are straight forward and easy to learn. The complexity comes out in the strategy play on the board. It begins with who you choose and where your troops start. You have the option of playing aggressively or defensively. Each has its advantages. As the game progresses you have watch and alter your strategy to take respond to the changing conditions presented in the field of battle.

March on the Drina is designed by Vukašin Nišavić and is self-published by for 2–4 players of ages 14+. A game is designed to last 2–3 hours. At the time of this writing it preparing for a Kickstarter Campaign.

-----

The war has been waging for years. As you eat dinner, you look around at the faces you are sharing the meal with. There are few who started this war with you. Fewer have names you know than when the thrill of battle first arose. And many will be a part of you for the rest of your life.

 

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If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

I have articles being published by others and you can find most of them on Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).

 


Sunday, August 30, 2020

macSubstrate - Tool For Interprocess Code Injection On macOS


macSubstrate is a platform tool for interprocess code injection on macOS, with the similar function to Cydia Substrate on iOS. Using macSubstrate, you can inject your plugins (.bundle or .framework) into a mac app (including sandboxed apps) to tweak it in the runtime.
  • All you need is to get or create plugins for your target app.
  • No trouble with modification and codesign for the original target app.
  • No more work after the target app is updated.
  • Super easy to install or uninstall a plugin.
  • Loading plugins automatically whenever the target app is relaunched.
  • Providing a GUI app to make injection much easier.

Prepare
  • Disable SIP
  • Why should disable SIP
    System Integrity Protection is a new security policy that applies to every running process, including privileged code and code that runs out of the sandbox. The policy extends additional protections to components on disk and at run-time, only allowing system binaries to be modified by the system installer and software updates. Code injection and runtime attachments to system binaries are no longer permitted.

Usage
  1. download macSubstrate.app, put into /Applications and launch it.
    StatusBar
  2. grant authorization if needed.
  3. install a plugin by importing or dragging into macSubstrate.
    ToInstall
  4. launch the target app.
    step 3 and step 4 can be switched
    Once a plugin is installed by macSubstrate, it will take effect immediately. But if you want it to work whenever the target app is relaunched or macOS is restarted, you need to keep macSubstrate running and allow it to automatically launch at login.
  5. uninstall a plugin when you do not need it anymore.
    Installed

Plugin
macSubstrate supports plugins of .bundle or .framework, so you just need to create a valid .bundle or .framework file. The most important thing is to add a key macSubstratePlugin into the info.plist, with the dictionary value:
Key Value
TargetAppBundleID the target app's CFBundleIdentifier, this tells macSubstrate which app to inject.
Description brief description of the plugin
AuthorName author name of the plugin
AuthorEmail author email of the plugin
Please check the demo plugins demo.bundle and demo.framework for details.

Xcode Templates
macSubstrate also provides Xcode Templates to help you create plugins conveniently:
  1. ln -fhs ./macSubstratePluginTemplate ~/Library/Developer/Xcode/Templates/macSubstrate\ Plugin
  2. Launch Xcode, and there will be 2 new plugin templates for you.

Security
  1. SIP is a new security policy on macOS, which will help to keep you away from potential security risk. Disable it means you will lose the protection from SIP.
  2. If you install a plugin from a developer, you should be responsible for the security of the plugin. If you do not trust it, please do not install it. macSubstrate will help to verify the code signature of a plugin, and I suggest you to scan it using VirusTotal. Anyway, macSubstrate is just a tool, and it is your choice to decide what plugin to install.


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