November is well on its way and Thanksgiving is only two weeks away for us Americans.
While November has been National Writing Month for a while, this is the first year I was aware it was also National Game Design Month. NatGaDeMon is a month all about designing games. I’ve decided to take a quick break from development on FEV to make a game for this month. I hope this isn’t an issue.
It’s already in second draft and it’s called Phoenix Rising. It’s a rules light game that uses the Radiant Engine, the same engine used in Dungeon Bastards. The engine has been altered to allow for more traditional play. It’s also my first experiment for a game with a more defined and prominent setting.
It’s set in a world where Earth has been lost and mankind found the rest of galactic community in their travels. Not too long after, they discovered that space is weird. Not in the traditional science fiction sense, though. It’s weird in a science fantasy sense. We’re talking councils of space wizards, elemental benders, the ability to engage a “super mode” or the simple fact that space travel is dirt easy.
For anyone interested in seeing the playtest, you can find it here. Quick warning, this is not professionally laid out. It is playtest material so it is simply straight from a word processor.
Phoenix Rising isn’t the only game I’m making for NatGaDeMon. The other one isn’t ready yet for public viewing, but I was dared by a friend into doing something different and unexpected. So, I decided to start work on Yokai Blade, a rules medium-to-heavy traditional roleplaying game. It’s nothing like I’ve ever made before since I’m normally the rules-light indie kind of dev. That said, I am doing a lot of things different despite being traditional in objective.
I plan to have both titles done by the end of November. Whether I will end up selling them, I have no idea.