Trying Out New Contrast Paints

   I usually use Vallejo paints, but I thought I would give the new contrast paints a try. I am using the Goliath gangers from the Necromunda Underhive boxed set as my test subjects.I went with flesh, because they have a good deal of it showing.

Guilliman Flesh over Flat White base

White spray, Strong Tone wash, Guilliman Flesh Contrast paint
Did this based on a Twitter post

Rear view of above.

Guilliman Flesh Contrast over flat white base

   I was skeptical but it seems to work fairly well. I usually use a black basecoat, though, so I guess the next step is to try it over with that.

Getting A Bit Of Everything In Guild Ball: The Union




Tuesday night is our game night out at Top Deck Games (aka Card Titan online if you're into Magic the Gathering) and last night was the first time I've been able to make one in a while. 

It was also the first night in a long time where I was able to get two whole games in, and it ended up being two Guild Ball games for me as the other Warmachine players had already paired off when I was done my first match. 

I decided I wanted to play more of my newly fleshed out Union as I'm probably most excited about playing them.  I figured I'd post about why I'm personally excited about them given my history and what I feel makes them strong. Please keep in mind, I'm no expert at the game so this is more of a layman's perspective. 

Why I'm Excited About Union

I can't talk about what makes me excited to play Union without talking about my previous teams in Guild Ball.  I started the game playing Brewers, and then picked up Engineers because well, I like beer, and I'm an Engineer.  

Brewers, especially when I picked them up, were more of a fighting team, and Engineers once they got reworked were more of a goal scoring team, so they'd make excellent compliments to each other, or so I thought.  Both teams also generally rely on a single captain more than the other. Brewers generally want to be playing Tapper and Engineers generally want to play Ballista. 

What I've found from playing both teams is that it's like playing the two extremes of the game. It's not quite as opposite as playing Butchers and Fishermen, but it's close enough to feel limiting.

Union by contrast can more easily play what the developers call a balanced game, looking to get 2 goals and 2 take-outs to get the 12 points to win the game.   This is probably why I'm more excited to play Blackheart as my Union captain compared to playing what most people consider to be the stronger Veteran Rage as my captain, though I do enjoy playing both. 

My First Dream Team

I wanted to make a team that had as much 2" Melee as possible while also being balanced.  Back in June of last year, it appeared that Union had a good 6 player lineup for this:

Blackheart, Strongbox, Harry, Mist, Benediction, Gutter

Then in July the nerfs came for Harry which toned the team's damage output way down, but I still feel as though these 6 players can make for a hell of a team. 

Blackheart can still score from very far away, using all kinds of dodge shenanigans to get in range for his 6" kick to nail a goal, quite likely at Tap-In range.  He also has Butchery which can give you +1 to damage results against the model hit, and with all non-mascots having 2" melee, it's not hard to stack crowd out's on the player you've hit with Butchery.  Strongbox add's +1 TAC in a 4" aura, which again can allow someone like Gutter to get in and do a massive amount of damage, but nearly anyone on the team can be made to hit hard enough to be a problem with that kind of setup. 

And then there's Mist. He's got to be one of my favorite models coming from playing Brewers and Engineers. Now that Slothecian models have been released, he gets a free 2" dodge if he's within 6" of Grace or Benediction. He has Acrobatics, so he's got a guaranteed 2" dodge.  He has 2" Melee which is fantastic on a striker, and he's got dodges for days.  A turn 1 goal with him when you're receiving is extremely easy to bang in, and with him kicking off it's not impossible to get in that scenario either if your opponent isn't very careful about it. 

The Extended Roster

Blackheart wasn't my first Union captain, that went to Veteran Rage, since I could buy him and Strongbox cheaply in a blister and I already had all the other models necessary to make a team with him at the time (a friend had given me an extra Mist model he had as payment for splitting a pizza on game night – damn Guild Ball is a cheap game to get into).  This gave me a 6 man of:

V. Rage, Strongbox, Avarice & Greed, Gutter, Mist, Harry

This team was far better before Harry and Avarice & Greed were nerfed, but now that I've fleshed out the guild there's a lot of flexibility on how you can build a solid Vet Rage team.

My 10 player lineup is now:

Blackheart, Vet Rage, Strongbox, Avarice & Greed, Gutter, Mist, Harry, Grace, Benediction, Decimate



As of last night, I tried out the following team for Rage and it worked well into Engineers:

Vet Rage, Strongbox, Mist, Gutter, Decimate, Grace

With this, I have three models with 3 dice kicks, and two models with an 8" kick.  While it seems like a lower Influence team at only generating 11 influence, it gets 2 influence for free to fuel Grace every turn.  This allows her to give a "free" Quick Foot to extend Rage's personal threat or to make Mist go even further to score a goal. 

Since it's a Vet Rage team, few people want to fight into it and so go for goals, allowing me to easily get snap back goals with Mist or if I'm receiving, get a very easy turn 1 goal with Mist.  Getting an early goal is a big deal for the team since the extra goal Influence goes a long way to helping Rage do what he wants to do.

It's hard to understate how deadly the team can be with Rage's Heroic or Legendary play and Strongbox's 4" Aura.  Last night I had a setup where Colossus (DEF 2, ARM 2, Tough Hide) was crowded out by Mist, Grace, and Strongbox. Rage popped his Legendary play and then charged in for free with Furious. On the wrap I got a Knockdown and did 4 damage.  I then spent 4 Influence on Red Fury, not making Rage attack, but making Strongbox, the friggin Turtle attack.  

The amount of damage it does in this situation is outrageous: 2 Base Attack, +1 from Shelling Out Aura, 3 Crowd Outs, +1 from Legendary Play, +1 dice from a DEF 2 model being knocked down is 8 total Dice for TAC and +1 to all damage results.  Since Strongbox only has a 2 deep playbook, he is able to wrap many times. Even with Tough Hide taking damage off of each result, I was still regularly pulling 5-6 damage per attack after Tough Hide. With 4 Red Fury attacks I easily took down one of the biggest models in the game with a little turtle.  He's like an honorary Teenage Mutant Ninja Turtle, I should try and paint a mask around his face.

Strengths and Weaknesses

One final thing that Union has over my other teams is that with my lineup I really can pick either Blackheart or Vet Rage and play two very different games, which is something relatively rare in Guild Ball. 

This isn't to say that the team is nothing but a power house, I actually lack a significant amount of resiliency that I normally have with a lot of Tough Hide models.  As it is a lot of my models are either 4/1 or 3/2, which is possibly better than average, but once they get knocked down or debuffed they will take a lot of damage very quickly.  So far my games with them have been good, but I intend to play a lot more with the team.

The only thing is…I really want to play more with my Engineers and even my Brewers since it feels like so much has changed in the game since I last played.  I'm definitely riding high on Guild Ball in general right now and it feels pretty good.

Uclan Games Design Students In Global Games Jam 2020!

What a truly awesome bunch of students and Alumni we have!
They've all worked really hard together in groups over the whole weekend for long hours and they've now completed the Global Game Jam 2020.























The Global Game Jam 2020 started on Fri 31st Jan in all sites around the world, and this year's theme is...

Repair
The theme reveal clip at the end of the GGJ20 keynote video showed objects in various states of repair, breaking and repairing buildings and pots, repairing relationships, and plants repairing themselves.

See the theme video.

You can see the UCLan Game Jam link here.

https://globalgamejam.org/2020/jam-sites/university-central-lancashire



























Lewis Wright, who organised the event at UCLan with Simon Ashcroft said, 'Everyone smashed it out of the park, cleanest game jam I've been a part of. Every group had fun and a working game by the end of it.'

They recorded all of the games that were shown at the end, including the game dev ones as a comparison. They're gonna make a show-reel out of them for us all to see on the YouTube channel.

They even tidied the studio room before they left. Time for some well deserved sleep for them all. Wish I could have joined them this year as the comradery and sense of fun was evident as always as we watched them working away via Twitch TV. ☺️

So proud of you all!























Coordinate Transforms, Again

Back in 2015, I had attempted to explain coordinate transforms in terms of matrices. In 2016, I started over, trying to focus on coordinate transforms without matrices. That didn't work the way I wanted either, and I wrote a blog post about that, saying that I was going to focus on game cameras. I started that, but lost motivation. The last line of that blog post is: Well, I failed. I lost motivation to work on this so I've put it on hold … again. I think I may take a long break from tutorials.

I did take a long break. I joined a game company as a consultant, mentored people making interactive articles, improved my existing pages, and also worked on lots of other things (2017, 2018). I'm reasonably happy with how things went. I've continued doing these things, but my attempts at making new tutorials have failed. Several times I tried to make a tutorial about differential heuristics for A*, but lost motivation. I tried to make a tutorial about common heuristics for A*, but lost motivation. In both those cases, I realized that it's hard to write a tutorial when I don't really understand the topic nearly as well as I thought I did. I also run into scope creep: I start with an idea but keep adding more topics to the page faster than I can actually write them.

I don't know where that leaves me. Will I ever write a comprehensive tutorial again? I don't know.

For the past few weeks I've been revisiting coordinate transforms. What am I doing differently this time? I'm keeping the scope small. Instead of all topics related to coordinate transforms, I've picked a style of game and limiting myself to the transforms that make sense for that style of game. All other topics I can tackle later.

Here's the rough outline:

  1. Show a side scrolling game with some cool camera effects.
  2. Introduce world coordinates vs screen coordinates.
  3. Solve the problem of scrolling: subtract an offset.
  4. Introduce transforms. (may need to be later)
  5. Introduce inverse transforms, for mouse clicks. (may need to be later)
  6. Introduce cameras. More complicated than offsets, but can do more.
  7. Show some cool effects with cameras. (may need to be earlier)
  8. Introduce chaining transforms.
  9. Show some cool effects with chaining.
  10. Demo showing all concepts together.

In parallel with implementing the interactive diagrams, I'm working on the narrative structure. The standard textbook style is to start with definitions and then give examples. I think that can be unmotivating. But it's also hard to talk about an example without knowing what the concept is. I'm still trying to figure out how to best arrange these sections. This part is often harder than implementing the diagrams.

If this page works, I can then add another style of game to introduce vertical scrolling, and then another style of game to introduce rotation or zooming. With enough examples, I think I'll understand the topic well enough to be able to write a reference that covers translate, scale, rotate, skew, etc. But even if I don't get that far, the first page can be useful on its own.

The "first page can be useful on its own" also served me well for the A* page and the hexagon page. The A* page was originally intended to be one part of a much longer series about pathfinding. The hexagon page was originally intended to be one part of a set of pages that covers all grid types. Those pages became useful on their own, and I haven't written the rest.

Ready To Ride

Had a hard time trying to figure out how to paint this motley crew but this'll do for my tabletop.

Before they get bloodied though, or get to roll some dice anyway, I have a few more stands I want to add, but not right now.