January 2020

For the month of January, I’ve been focused on playing games more than development, but I’ve spent a lot of time finishing putting together two home-brew variant games of GURPS.

The Worlds Playground

One game focused in the prohibition era of 1920 America, centred in the locale of Atlantic City, the game style focuses on resource management and collaborative player interaction. To this end, along with a lot of GURPS focused home-ruling I’d developed a character sheet specifically for the theme and detail of the game, an example of which can be seen below. (click the image to zoom) Custom Character Sheet   For this game I went to great lengths creating a huge play map from historical maps I could find and some photo editing magic I came up with one of my most precious creations to date, a poster sized print of Atlantic City circa 1924… with a few artistic liberties taken for the same of the game-world. While I’m not prepared to share a high-resolution image of my work here I’ll share this much lower quality version, believe me, this thing shocked everyone that has seen it in person. Very proud of this! To somewhat protect my effort and work on this, the map is resized here to less than a quarter of the actual size and quality of the final piece I’ve had printed!

Origami Unicorns

Another game I’d done similar home-brew development for was a game set in a Cyberpunk/Shadowrun world for a Roleplay game with a little mystery and adventure, along with a scenario I’ve written myself featuring plot-twists and visions of a dystopian future-hell with some frenetic action thrown in to keep players on their toes! Again, along with a lot of home-brew GURPS focused rules I’d come up with to fit the game, I spent time developing a custom character sheet specific to the game needs for the players. Once more, an example of the sheet is shown below. Cyberpunk GURPS character sheet  

Free “D”

Along side these not too diminutive efforts, I’ve spent a copious amount of time 3D modelling a lot of assets for Tabletop Simulator. Most specifically my efforts have been aimed at assets for Battletech. Nearly two weeks of February have been sucked away by an intensive Blender-Render session. I’ve even been giving some mild tutoring to a couple of friends that had decided to help me get some things done. The greatest project I’d completed in my Blender efforts was a scaled map of Antietam, with the ground broken into 30 meter scaled hexes and 5 meter height details. Antietam 3d map