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Frayed Knights RPG - Still A Bad Idea!

Frayed Knights RPG - Still A Bad Idea!
Name:Jay Barnson
Date Posted:Sep 29, 2007
Rating:4.5 out of 5
Public:YES
Comments:YES
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Blog post
Frayed Knights, the comedy-based RPG, continues in all its retro, goofy, embarrassment-to-the-community glory. And I have the posts and pictures to prove it!

I'm pushing forward to get all the core systems "done" (as in "alpha complete" - as in "please make the pain stop I don't want to work on this code anymore oh it hurts it hurts it hurts") in November. Which doesn't leave me much time. I wonder if it's too late to turn it all into a roguelike? Once that's done, I'll be concentrating on content, balancing, content, bug-fixing, content, polishing, content, integration, content, and ... I can't remember. Something rhyming with shmontent.

So here's what I hope will pass for real progress I made in September:

First off, there's inventory. At least that's the geek term for it. Real people call it "My Stuff." No wonder RPGs get such a bad rap... we players use terms like "inventory" which makes it sound to outsiders like we're working after-hours accounting to do an audit of all sellable goods in a retail store or something. Woot! Can I play?

Anyway, I got inventory working. It's horribly old-school for now. Maybe after November I'll find time make a new user interface that doesn't rely on mechanics that were antique in 1993. Or maybe I won't. Anyway, the important thing is that it works, and it includes a description of a 10-foot pole. Old-school adventurers were always dragging around a ten-foot-pole with them through pen-and-paper RPGs. Nobody knows why, except it was something to spend those last copper pieces on. In theory, it was to poke around on the floor to see if there were traps, but we always found that tossing the halfling down the hall did exactly the same thing for twice the entertainment factor.

If you seriously need more help falling asleep and the above didn't do it for you, you can read this write-up on the inventory system.

I tried to something bold, brave, innovative, and different for a conversation system. It sucked. So now I am doing something else. If you want to read what I tried and laugh at my folly, I've got a write-up on the aborted conversation system here. I still intend to rip it off for what good ideas I can salvage for the new, improved conversation system, so maybe not all of it is useless.

Traps and locks. I'm actually a big fan of "rogues" in RPGs, but they are usually treated like weak fighters with the constitution of an anorexic hemophiliac crack-head. Who sometimes get bonus damage in an attack. Oh, and they are good for tossing down halls to find out if there are any traps. Especially if they are halflings.

Frayed Knights doesn't go as far out on the bleeding edge as I'd like to with rogues, but I did create a pretty elaborate trap-disarming and lock-picking mini-game that I hope will work well in the whole game. You can read all about how Frayed Knights handles booby-traps here. And here. And here. Man, I hope it doesn't suck, or I'll have wasted a lot of time.

I also managed to find a sucker... er, friend to help out on level-building. Actually, I think Kevin Rogers' actual job description is "take some really crude pencil-and-graph-paper scribblings that look like they were created by a 7th-grader on a caffeine buzz during math class and turn them into something totally cool that will win awards based on sheer brilliance of design and game-play." So far, he seems to be handling the thankless task quite well.

I'm obviously not heaping enough abuse on the guy.

Oh, and I created a treasure-chest model that has an animated lid! Man, the things I do to avoid doing real work... Please gaze at the screenshot and tell me why I should fire my modeler (me), while I go hide for another month! See ya!

And, as always, have fun!

Jay Barnson
Rampant Games
Tales of the Rampant Coyote

Recent Blog Posts
List:04/30/08 - Frayed Knights Pilot Episode Now Available
03/28/08 - Frayed Knights - The Interview!
03/17/08 - The Future of Indie RPGs
02/27/08 - Frayed Knights, Late Nights
02/11/08 - Why Indie RPGs? Indies of the Round Table #1
01/30/08 - Frayed Knights: Beware the Priests of the Pus God!
12/31/07 - Frayed Knights Development - Frayed Nerves!
12/13/07 - Indie RPG News Roundup - December 13th

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Thijs Sloesen   (Sep 30, 2007 at 00:14 GMT)
Looks like you're making some nice progress! Now come on and get us some alpha gameplay! I want to try this game :)

Dave Myers   (Sep 30, 2007 at 01:12 GMT)
Just wanted to comment that if you aren't already following Jay's frequently-updated blog, you really are missing out on some interesting and insightful "stuff".

Rubes   (Sep 30, 2007 at 03:18 GMT)
I agree...Jay's blog is definitely worth following daily. And this game looks like it will be great! Can't wait to see it working at the next Utah indie game dev night.

Jay Barnson   (Sep 30, 2007 at 07:35 GMT)   Resource Rating: 5
Thanks guys... :)

Fortunately the Utah Indie meeting will be in LATE October, and it's 80% coders who might be able to all nod their heads and say, "Ah, yes, I see where you are going with that."

But in all honesty - except for the tutorials and most of the graphics still being stand-in, the first several minutes should be playable enough to gather feedback.

Rubes   (Sep 30, 2007 at 15:51 GMT)
Jay, one thing I've been meaning to suggest to you (if I haven't already...did I?) is to check out Cliff Johnson's great game, 3 in Three. It's an older game, but he's made it freely available at his web site. There are some directions available on the site for installing it on XP systems (or Macs).

The reason I suggest checking it out is that I think the system of dialog balloons in his game (with the accompanying sounds) would be perfect for Frayed Knights. It's a great way of avoiding the need for voice acting while still providing a great deal of 'style'.

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