Posted By admin on July 2, 2009
I think we may finally be done with the “crunchy” side of the game. Jason and I have been hammering away at the range of horrible things that can happen to your character in the world of Cipher. All those little bits and pieces that float to the surface when you finally see the light at the end of tunnel: autofire, aiming, environmental damage, diseases and toxins. Jason put a lot of time and effort into vehicle rules and he opened his closet to show off the collection of death-dealing objects we can put into a weapons list.
Don’t misunderstand. Cipher is not focused solely on “beating the living snot out of things”. Quite the contrary, we’ve done our best to design Cipher as a rich experience in playing someone with mental abilities and to give the players dozens of alternate means to resolve conflicts using those powers. We know this is a role-playing game however, and have gone to great lengths to ensure that once the cuffs are rolled up and the acrid smell of gunpowder begins to fill the air, you’ll have a fun time slinging those bloody dice.
The upshot of all this rambling is that now Cipher is hopefully in the home stretch. The pieces are fully formed, now I just have to finish putting them together to make a pretty picture.
Stick with us,
Paul
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Posted By admin on June 30, 2009
That’s my input at the moment as I begin new and improved writing habits. This is brief as I should be writing Cipher at this very moment, but it had been a while since I had given you guys an update.
Our creative team is kicking into high gear this summer. We’re all very dedicated to completing Cipher and getting it out to you as soon as possible. That’s not to say we’re going to be sacrificing quality for the sake of getting it published. To the contrary, it simply means that other distractions are taking a backseat while I give this game the attention it truly deserves.
Stick around, we’re going to knock your socks off!
Paul
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Posted By admin on June 2, 2009
Have the likely cover & logo for Cipher completed. Check it out at this link!
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Posted By admin on May 28, 2009
After yet another sabbatical due to that thing called “life”, we are back in the saddle. We’re going over the crunchy bits and making absolutely sure they are how we want them to be, then it’s back to getting the words put down in the proper order with the proper feel to them.
Stick with us. We’ll have Cipher done in the not too distant future.
Paul
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Posted By admin on March 10, 2009
One of the issues with making progress recently with Cipher has been that I had become disenchanted with portions of the setting. Not that I had grown bored really. More that while I was rather fond of, and proud of, a majority of the pieces, the cohesive whole had become lackluster to me. It was missing something…something to act as a glue for the various fragments of setting I had so lovingly crafted.
To most people working on this with me, and those that I have spoken with over the course of the development, I was having rather mundane case of “the artist is never satisfied” and was told (by myself as wel) to “stop monkeying with it.”
We are however, back on track now. As if some ancient hoary deity had opted to pummel my forebrain with a rather large and painful spike of inspiration, the answer was there. I turned this new idea around in my mind, making sure it wasn’t just a red herring sent by my subconcious to give me a false sense of elation.
It doesn’t appear to be. This new “glue” is going to take some time and effort to smooth out, and I have the feeling I’m going to have to sacrifice some sacred cows, but that’s okay. I like steak.
Until next time,
Paul
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