Is it dead yet? [Pokes with Stick]
Apparently not. But, since I’ve been working in my new job for 7 months now, I think I gravely miscalculated the amount of time I’d have to blog. I’m sure you know the drill. It’s a classic, cliched excuse I realise, but quite often I get home and all I want to do is zone out with a book or game, since I’m often sat at a screen all day these days. And then, when we’re in a weekend, I’m typically keeping social.
Anyways, I’m no longer making any guarantees about even the regularity of anime season analysis posts. Frankly, they don’t get all that much use in any case, especially when my compatriots in blogging often put alot more effort into it than I do!!
Well, thats enough about blog-no-mancy. What’s happened worthy of note in the last few months?
Lets start with Aniventure EX, shall we? Originally the goal of that was just an amalgamation of v5 and its expansion, Shimaihen. But over time, I’ve ended up tweaking this and that under the hood, and it has ended up being pretty much an entire re-write based on all the feedback I’ve received over the years, sporting a whole host of new mechanics!!
Version 5 was the first version I felt really worthy of public consumption, but I’m now really quite excited for what EX can do. It is now approaching an early alpha test. Assuming that goes well (and it doesn’t flop like Aniv v4 did to me all those years ago), then creation of the beta will continue and is probably around 3-6 months away, followed by the final version in about 6-9 months. These are also fairly optimistic estimates, so take them with a pinch of salt.
As for the changes, well the biggest is that I’ve finally dispensed with percentile rolls entirely, adding a second dice system all my own to system. We still have Aniventure 5’s Stacks in there, since they are very cool for opposed actions and always have been, but the new roll, which is currently called the “Base Roll”, replaces percentiles for rapid task resolution. As it provides a foundation for the stacks to work off too, ‘Base’ seemed like a good moniker, though its open to change right now. All of it still uses D10’s exclusively.
Well, I’m also rather excited for Wildstar giving me a fresh perspective on MMO’s again this year. I haven’t done much online wise since Guild Wars 2, which I went into for the same reason, but which somehow kind of flopped since there was no real motivation in that game to party up, and often it felt like you were playing alongside people, rather than with them.
Wildstar seems to have a whole bunch of new tricks that are interesting to me. Notably, the Dark Souls esq. combat system; with telegraphs, seems well thought out. Breakout from CC’s too. Nobody likes to be stunned and useless for 3 seconds in an MMO, but now button bashing can save the day! Procedurely generated boss content is a great plan too if they go ahead with that.
The Starbound beta has also grasped me recently, though I’ve given it break for new content for awhile now. It really has potential to be Ultimate Terraria IN SPACE.
I think thats about it for now. Perhaps I’ll return to doing more bemusing philosophy posts like I did in the days of yore, but we shall see.