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jlauboro at yahoo.com
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Old January 19th, 2004, 05:58 PM
Hi, all. I'm currently developing a sci-fi miniatures game called
Multiverse. It's getting to where I'm pretty much done with the rules
for gameplay and for army creation, and now it's time to start some
other processes.

I consider Army Builder support a pretty critical facet of any
successful start-up game, so I'd like to start trying to get together
a group willing to put the time into creating some Army Builder data
files for it. I expect it to be very challenging work, due to the
nature of Multiverse and the army creation system.

Multiverse is being designed as a "universal" system. While it's
going to have its own background, and will come with a number of pre-
made armies (shooting for around 30), the core of the game is built
around a highly flexible army creation system. In this system the
player, if designing an army from the ground-up, goes through the
following steps:

1) Creates a basic profile of six stats. These will determine the
base cost of every model in the army, and will be the starting stats
for each unit.

2) Selects army characteristics. These are traits that modify the
stats of the basic profile and mostly affect the whole army. They can
also grant special abilities to some of the units in the army, or
provide cheaper access to certain unit traits.

3) Creates units. The player picks the type of unit they wish to
create (which determines unit size and weapon options), purchases a
number of unit attributes (which further modify their stats or grant
abilities), and buy weapons and armor for the unit (which are also
designed from scratch as well).

4) Repeat ad naseum until the army is designed. There's also a
vehicle design system in addition to individuals, artillery, and a
couple other bits and pieces.

I don't know if this is something that Army Builder is capable of
handling, since I'm not very familiar with the ins-and-outs of it.
However, I can provide as much feedback and design input as you'd
need from me, as I have a very clear idea of what I'd like out of the
files. You'll also have total access to the rules and to my brain, so
any questions that come up during development can be answered quickly
and fully.

I'm expecting to have the game all ready to go by around June of this
year, so I'd like to have a "beta" of the files squared away by late
May. If that's not possible, please let me know so I can adjust my
expectations. The game is going to have about 30 "traditional"
army lists in the book, so worst-case I can just get those into data
format.

Now the bad part: at this point, I don't think I'm going to be able
to offer any sort of cash payment to whomever works on the files. I'm
publishing the game with next-to-no budget as well as getting married
this spring, so extra cash is a little hard to come by. What I can
offer is full credit in the rulebook (making you published and
credited), a free copy of the game or two per person, and possible
payment should the game do well enough to require a second edition or
expansions.

At any rate, thanks in advance for your time and consideration.
Preference will be given to folks that already have a team together,
and are used to working together. Alternately, if you think you can
take the project on all on your own, please let me know what you've
done previously so I can check it out.

Feel free to contact me with any questions, as well as checking out
the website (www.triskelegames.com). I can be reached at this email
address (jlauboro@yahoo.com) or at jason@triskelegames.com.

Sincerely,
-Jason Lauborough
Designer, Triskele Game Design Studios
www.triskelegames.com

PS: If you're not interested in helping create the files for the
game, but would like to be involved in the final playtesting of the
game (which will be occuring over the next few months), please
contact me as well. We'll definitely need as many players as possible.



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  #1 Reply With Quote
brian.a at pacific.net.au
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Old January 20th, 2004, 04:10 PM
Hi, The big problem with what you are trying to do is that Armybuilder has
no functionality to change a units stats/options/items remotely (Other than
from parent unit to child unit and back).

I'm not sure whether you are familiar with the Warhammer 40k system, but the
second step in your army creation routine sounds very much like the
doctrines for the Imperial Guard in WH40k, which (I know from experience)
were very hard to implement properly. Ditto for the basic stats.

The closest armybuilder can get to doing this is via the validation
routines, which will tell the user that something is not right, but it will
be up to the user to set all the basic stats and army characteristics
manually for each separate unit in the army.

Step 3 and 4 are easy enough to do under armybuilder.

On the other hand, assuming the 'premade' armies means that the basic stats
and army characteristics are already chosen, these should be pretty straight
forward to work in.
----------
Brian Adamson


-----Original Message-----

Date: Tue, 20 Jan 2004 01:09:40 -0000
From: "Jason Lauborough" <>
Subject: Looking for a team to create AB data files for game in development.

Hi, all. I'm currently developing a sci-fi miniatures game called
Multiverse. It's getting to where I'm pretty much done with the rules
for gameplay and for army creation, and now it's time to start some
other processes.

I consider Army Builder support a pretty critical facet of any
successful start-up game, so I'd like to start trying to get together
a group willing to put the time into creating some Army Builder data
files for it. I expect it to be very challenging work, due to the
nature of Multiverse and the army creation system.

Multiverse is being designed as a "universal" system. While it's
going to have its own background, and will come with a number of pre-
made armies (shooting for around 30), the core of the game is built
around a highly flexible army creation system. In this system the
player, if designing an army from the ground-up, goes through the
following steps:

1) Creates a basic profile of six stats. These will determine the
base cost of every model in the army, and will be the starting stats
for each unit.

2) Selects army characteristics. These are traits that modify the
stats of the basic profile and mostly affect the whole army. They can
also grant special abilities to some of the units in the army, or
provide cheaper access to certain unit traits.

3) Creates units. The player picks the type of unit they wish to
create (which determines unit size and weapon options), purchases a
number of unit attributes (which further modify their stats or grant
abilities), and buy weapons and armor for the unit (which are also
designed from scratch as well).

4) Repeat ad naseum until the army is designed. There's also a
vehicle design system in addition to individuals, artillery, and a
couple other bits and pieces.

I don't know if this is something that Army Builder is capable of
handling, since I'm not very familiar with the ins-and-outs of it.
However, I can provide as much feedback and design input as you'd
need from me, as I have a very clear idea of what I'd like out of the
files. You'll also have total access to the rules and to my brain, so
any questions that come up during development can be answered quickly
and fully.

I'm expecting to have the game all ready to go by around June of this
year, so I'd like to have a "beta" of the files squared away by late
May. If that's not possible, please let me know so I can adjust my
expectations. The game is going to have about 30 "traditional"
army lists in the book, so worst-case I can just get those into data
format.

Now the bad part: at this point, I don't think I'm going to be able
to offer any sort of cash payment to whomever works on the files. I'm
publishing the game with next-to-no budget as well as getting married
this spring, so extra cash is a little hard to come by. What I can
offer is full credit in the rulebook (making you published and
credited), a free copy of the game or two per person, and possible
payment should the game do well enough to require a second edition or
expansions.

At any rate, thanks in advance for your time and consideration.
Preference will be given to folks that already have a team together,
and are used to working together. Alternately, if you think you can
take the project on all on your own, please let me know what you've
done previously so I can check it out.

Feel free to contact me with any questions, as well as checking out
the website (www.triskelegames.com). I can be reached at this email
address (jlauboro@yahoo.com) or at jason@triskelegames.com.

Sincerely,
-Jason Lauborough
Designer, Triskele Game Design Studios
www.triskelegames.com

PS: If you're not interested in helping create the files for the
game, but would like to be involved in the final playtesting of the
game (which will be occuring over the next few months), please
contact me as well. We'll definitely need as many players as possible.



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