Jake's blog

17 Jul


in boardgames


I recently invested in a Decktet, which is an interesting alternative deck of cards. It has 36 cards in the default deck, in six suits of ten cards each - which is accomplished by way of the regular rank cards having two suits each. As can be seen in the above image, each card also has a name and an illustration in a similar manner to a tarot deck; there is in fact an interpretation guide on the website for people so inclined. Additionally, each card (apart from the aces [ones] and crowns [often but not always tens]) is categorised as either a 'personality', 'location' or 'event' (or sometimes more than one). There's an extended Decktet, which includes pawns and courts (each with three suits) and a single wildcard, the illustration for which contains elements from each of the six suits.

28 May

Tristan and Iseult v1.4 - New Features

in nano, videogames, VNs

The latest version of Tristan and Iseult - 1.4 - is now available from the downloads page. As previously mentioned, this release contains the following new features:

23 May

L.A. Noire Game Aid

in design, lanoire, videogames

L.A. Noire Overlay360 Overlay

Are you the recent proud owner of a copy of Rockstar/Team Bondi's latest blockbuster videogame, L.A. Noire? Are you thinking that your game experience has been lacking something, that there's some kind of disconnect between the controls and the action, but you're not entirely sure what it is?

25 Apr

Vote 'YES' to the Alternative Vote

in design, politics

Vote YES

I spent half an hour this afternoon pretending I was a graphic designer... I don't like any of the 'official' Yes-to-AV posters, so I made some of my own. Here, print them out and put them in your front windows:

23 Apr

Tristan and Iseult - new features coming soon...

in programming, videogames, VNs

Tristan and Iseult has been out for a couple of weeks now, lots of people have downloaded it and a fair number of those have given some useful feedback to improve the game - thanks to everyone who's pointed out bits they didn't like and especially those who've suggested ways to get around those problems. One common request was for some change to speed up the battles - some people don't want to wait to watch their little blokes tramping across the countryside, they want to get stuck into the tactical gameplay stabbing and slaughtering part of the game - so I've added a raft of features to help out in that regard. Some of these I'd been thinking about before release and just didn't have time to add, and others I hadn't thought of at all until someone suggested them.

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