This blogpost refers to the “Back in Action” Trickdraw card. You may have received it by backing the Trickdraw Kickstarter, by requesting it to be used with a Promotional Edition, or by some other top secret means. “Back in Action” is not part of the base game. Its use is entirely optional. This is the first card in Trickdraw to interact with the discard pile. As such, it is important when playing with this card to keep the discard pile tidy, and to stay mindful of which card is on top. This is not necessary for normal Trickdraw gameplay (but still recommended).
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Introduction AI generated art just made the jump from jumbles of spaghetti to nearly indistinguishable expert artworks.
My final vehicle tier list. My character tier list is slightly further down the page.
TL;DR: Using Mapbox JS documentation to add markers, toggleable layers, and raster images. Check out the map here.
TL;DRIf you’re like me and want to get to the point, here are the basic steps:
An IntroductionA few days ago, I noticed a very interesting Reddit Post around a website (https://history-maps.com/) that uses JavaScript and HTML to display history in relation to the geographic location of each event. Being a history nerd, I found the page to be extremely interesting. But being a worldbuilder, I wondered whether it would be possible to go a little further and build a history map around a fictional world.
The first thing I did was explore the Reddit comment section. One commenter mentioned the Mapbox API, and u/vaznok mentioned using GeoJson data generated in Azgaar world generator. A great start to this journey. by Blake Propach
An Introduction to Balance We’ve all played games that have felt like they had never been tested a single time before getting put on the shelf. Some of us have been lucky enough to fall in love with a game that felt like a strategic masterpiece, maybe simple, maybe complicated, but every part of it felt honed and complete. I personally take balancing very seriously. A truly competitive game is built on pillars that those playing the game expect to be solid. Not all players may be aware of the pillars. In fact, a game is best when no matter what level of scrutiny a player or group assesses it with, it should be just as competitive. One, choices must matter. If the player is not inputting meaningful choices, they aren’t affecting the game enough to make it more than chance that they’re winning or losing. Two, these choices should be reasonable. Reasonability for me comes in two steps. I should both understand the question, and the solutions that I have choice of. In an economy game, it should make sense the difference between constructing a resource building for later use, constructing a unit for immediate use, etc. I should have some idea of why I would build a unit before I make it. And three is why I’m writing this. Choices must be equal. If I were playing some form of chess where I can add any piece to the board at any time, I’d want an equally good reason to choose a bishop or rook over a queen. When an obvious solution appears to a game, it becomes unbalanced. |