Rabu, 30 September 2015

Silent Ponyville: Echoed Sorrows is hiring


 Silent Ponyville: Echoed Sorrows is a game where you dive into Pinkie's mind to uncover the cause of her constant nightmares. (Or something like that. There isn't much to go off of from their site.) The team behind the game is currently looking for a few extra hands to assist with development. Though there isn't much information about the project at the present time, they already have a trailer up, and  a GitHub repository of unfinished code is available on one of the developers' profile for curious eyes to look over.

More information, including how to contact the team, is available either on their site or copy-pasted below the break.


We need help!
In order to minimize time wasted on mostly useless paragraphs (like this one), we'll cut straight to the chase.

We need:

Background artists
    In order to make this game shine, we have to have slightly more than a black background (and no, green will not do the trick here either :P).

    Qualifications needed:

        Ability to create a background from scratch (by scratch, we mean, not a modification of another background)
        Ability to do a pixel art style (not absolutely needed, but it would be great if you could)

Cutscene artists and/or animators
    Qualifications needed:

        Ability to create a cutscene depicting a story, either from an amount of static images, or from an animation

Writers
    While the original "Silent Ponyville" fan fiction was amazing, it is not fit for a video game.

    Qualifications needed:

        Experience with writing
        Ability to improvise based off of pre-existing material

Voice actors
    At the moment, we are only interested in monster sounds (e.g. groans, wails, screams, etc...), and a few lines from pinkie pie.

    Once we have the story finished, we will revisit this.




Send your applications to: ule1452 (at) gmail (dot) com

Remember to include your skype username, and some examples of work you have done in the area you're applying for (if you don't have previous experience, show us that you can work in that area)

 In other news, I'm going to attempt to keep team member requests such as this one listed in the Events section on the site's sidebar as long as they stay active, since that section gets fairly little love as it is. Announcements will still get their own posts, of course; this will simply be a way to keep an easy index to find open positions on projects, for those interested in contributing to something.

Less than one month until Extra Life! We need your help!


October 25th many members of the Windsor Gaming Resource will be gathering at Brimstone Games to play games for 24 hours straight in support of Extra Life! This is an amazing geek driven fund raiser that is in support of the Children's Miracle Network of Hospitals.

That's less than a month away and right now we are only at 33% of our goal, so we need your help!

What exactly are we doing?


Saturday October 25th at 10:00am a group of local gamers will be heading to Brimstone Games. Once there it's simple: we game, and we game for 24 hours straight. We'll be going until 10:00am on Sunday. We will be playing board games, miniature games and maybe even some pen and paper roleplaying games.

In addition to all the gaming, at 8:00pm on Saturday night we will also be hosting a live auction. Anyone is welcome to attend this portion of the event. We've got a great selection to auction off and 100% of the proceeds will be going to Extra Life.

What can you do to help?

Come play games: You should come join us on the 25th and play some games! Even if you can't come out for all 24 hours it would be awesome if you could stop in and say hi, bring us some caffeine and/or play a game or two. We would love the support and encouragement. You can show up at any time during the event. Stop in after work, say hi at lunch, whenever.

If you want to join us or stop in to show your support, you can find Brimstone at 3298 Walker Rd. Parking is available on the south side of the building and on the street around back. 

Join our team: Extra Life lets groups of participants make a team page and we have one for the Windsor Gaming Resource. Click here to join up!

Sponsor a Windsor Gaming Resource member: Any amount helps, even a buck. The Extra Life site has a wide variety of payment options and offers charity receipts. Just click on our roster and pick someone to support. If you want to support me, the captain, directly click here. You can also donate in person at Brimstone Games or PayPal to gilvanblight(a)gmail.com.

Participate in the live auction: The auction will be held at 8pm on Saturday October 25th and there will be a wide variety of new and used games and other geekery on the auction block, including some awesome Dice Bags donated by Mercantile 519. We will even be accepting Debit (Interac) for the auction so you don't need to bring a ton of cash.

Donate games for the auction: Are you a game publisher? Do you have too many games and don't know what to do with them? How about donating your games to the cause. Any donations can be dropped off the day of the event or contact gilvanblight(at)gmail.com to make arrangement before then.

Huge thanks to our sponsors:




         

Fallout: Equestria RPG Level Editor


 So far progress on the Fallout: Equestria RPG is mainly restricted to engine work. It's not the most exciting stuff for the average gamer, true, but at least it is better than the horror of absolute silence, resulting in fears that yet another one bites the dust. This update shows the level editor in action, which should be at least somewhat interesting for the modding community and especially the Fallout:Equestria subfandom, who shall finally be given the tools to adapt their favorite Fo:E fanfics into playable epics. That is, unless all their 3D modelers suddenly die on them or something.

 Now, the main thing holding back this project is that, in a surprising reversal of what most would expect, the developer has the project working on Linux alright but is having trouble compiling it on Windows.

Crazy Pony is Back from the Dead

(Bitbucket repo)
  As Crazy Pony went for months without an update, people began to think that the project had died; this theory was all but confirmed when the website went offline. However, what nobody noticed was that the website came back online in April, and without further ado its Bitbucket repo began to show signs of life. Since then a brand-new release of the game has came out in July, and by compiling the source code one can find wonderful new features like Linux support. Multiplayer support is probably still a ways off, unfortunately, but in the meantime one can easily help by making new levels in Inkscape. Maybe I should contribute to this project a little myself, eh?

 Speaking of level design, we have another post related to that subject coming up later on today. Stay tuned!

Selasa, 29 September 2015

Point-and-Click Pony Engine in Progress

Anyone with fond memories of 90's LucasArts adventure games, listen up: Adam "takua108" Rezich is developing a brand new point-and-click engine called PonyQuest.  PonyQuest is designed to allow users to make their own DOS-esque pony adventures that can easily be shared with others.  He's even making the scripting language, which he's dubbed PonyScript, simple to use so even people with no understanding of programming jargon can easily craft their own dialogue and cutscenes.   
 In just 2 weeks, he's made enough progress to release the preview above...




Of course, one pony plus hundreds of  hours of development just doesn't add up.  Right now, Rezich is looking for somepony skilled in pixel art(who's okay with their work being open sourced and accessible for anyone to make sprites and backgrounds with) so the bland shapes in the video can be replaced with some actual ponies.  If you think you can help, email him at adam@rezich.com.  To check out more, visit project site http://ponyquest.net or dev blog http://ponyquestgame.tumblr.com

Senin, 28 September 2015

Legends of Equestria Stress Test Weekend Overview

Pictured: Partying at Sugarcube Corner on Chrysalis server

I've been playing this game for about an hour and a half (has it been that long?), and I figured I'd give you guys my first impressions before I dive back in. I think it's safe to say that even though the current version is in pre-alpha, it's one of the most impressive pony gaming projects I've seen to date.

Yes, you heard that right. More of me waffling, a couple of tips, and a bunch of screenshots after the break!


There's actually a large range of functionality already implemented - the game supports the creation of multiple custom pony characters, running, flying, wearing items, and chatting, among other things.

The sheer amount of modeling that's already been done for this game boggles my mind. Locations include a massive Ponyville, Sweet Apple Acres, the Everfree Forest, and an halfway-finished Canterlot.

The game's riddled with minor glitches at this early stage - however, I found most of them more humorous than troubling. A couple of notable terminal bugs to look out for include getting stuck in the Canterlot meshes and being buried (or spawning) underground. Logging out solves most problems, although for some serious cases I've had to make a new character. However, the team is very clear that this is an early alpha and not representative of any final product, so I'm confident these problems will be ironed out.

The controls aren't very clearly explained in game, so I figured I'd give you the basic rundown here. Walking is controlled using the WASD keys - 'a' and 'd' rotate you while 'w' and 's' move you forward and back, asteroids style. To jump, hit the space key, and if you're a pegasus, pressing space again in midair lets you start flying. While flying, use space and ctrl to increase and decrease altitude, and the 'q' and 'w' keys to barrel roll. Touch the ground to land.

Many of the game's features are currently only usable through the in-game chat box. Type "/help" in the chat box for a full list of commands. Most commands instruct you on how to use them - for instance, typing "/additem" will prompt you with the message "syntax: /additem <itemId> [amount]". Executing this command, you might type "/additem 17 2" to add two pairs of goggles (ID #17) to your inventory.

Without further ado, screenshots!


Ahh, Ponyville. Look at all the pretty polygons.



Flying through Equestria at twilight is a pretty awesome feeling. Also, barrel rolls.

It's a good thing there don't seem to be any laws about breaking and entering in Ponyville.



Friendly warning: after talking to this character, I was unable to exit the dialogue pane and had to log out.



Wonder who lives here?


Canterlot!






Airships make every game better. Remember that, folks.




I get the Cutie Mark Crusader's clubhouse, but not Fluttershy's cottage? Grr.


Animal models in the Everfree!


The full inventory interface. Visible also are the chat window, emotes, and minimap.

Click here for a direct link to a Windows mirror, or hit up the team's facebook page for alternate downloads or to comment on the project. Kudos to the LoE team on their great work, now, let's flood the servers and make their test weekend a success! Remember, the demo will only be playable for a limited time. I'm off to play some more Parasprite Pac-Man in the Ponyville well.

Starswirl Academy Debut Trailer


 About time they released a trailer for Starswirl Academy, and it has everything you might expect. Humanized ponies in schoolgirl outfits, pretty backgrounds, synthesized music, etc. Now about that protagonist...it's probably for the better if I don't say that much about him, although I'm honestly not all that surprised. At least this is almost guaranteed to turn out better than, ahem, that other pony visual novel did.

I would write more, but things are kinda hectic around here; the boiler room flooded while the cat was taking a dump in it. Needless to say, she got more of a shock than you will when you discover the main character's identity.

New Fighting is Magic Build at CG


Mane6, creators of Fighting is Magic, are doing quite a bit of stuff at Canterlot Gardens as many of you have probably heard. They have a panel, and will be livestreaming a new build of the game (with Rainbow Dash included) at the con. You can see the stream here, or on their website. Also, tomorrow they'll be hosting a massive Fighting is Magic tournament starting at 12pm, with prizes. The competition may get heated - too bad I'm not there, because I would definitely take first place (not really).

Revenants of Chaos Needs Level Designers


 If this trailer is anything to go by, I'd say that Revenants of Chaos captures Rainbow Dash's speed quite well its gameplay, which is uncommon for most platformers with her as a playable character. Ideally, Rainbow Dash shouldn't be content with simply trotting everywhere, but feel free to break out into a run or take to the skies. This isn't always possible, of course, but this project seems to pull it off quite splendidly, partially helped by an original soundtrack by DasDeer. Thing is, right now they could use some level designers, preferably ones who have tried their hands at Mario or Sonic-style levels in the past. If you'd be interested in helping them out, you could send their leader an email at okamikurainya@gmail.com or message them at their #Project-Dash deviantART page.

Of course, this comes a day after I lament the lack of Rainbow Dash platformers which actually let her fly. Figures.


Bert or Clarence: "Glen or Glenda" for a new generation!
In completely unrelated news, this abomination needs its own game before it eats the internet.

Legends of Equestria Stress Test


We figured that you would all like to know that during Canterlot Gardens, Legends of Equestria will be undergoing a little stress test. What does that mean for our readers? Well, it means that from September 28-30 LoE will be open to the general public! That's right, for a limited time only everypony will be able to give Legends of Equestria a spin (except for Linux/FreeBSD users, who will have to wait for the release of Unity 4), and we'll be able to see how far the dev team has come. Once my extremely slow 20-90Kbps internet connection finishes downloading the game I'll test it myself and give you my thoughts on the game so far, but don't worry! Since the developers openly admitted that it's still in Pre-Alpha and not a finalized product I won't be unfair and give the game a score, but only a "first impressions" post. That sound good to you?

Also, there's a torrent for the LoE pre-alpha over at http://www.legendsofequestria.com/LoEPreAlphastresstest.torrent, which we advise that you use if you can. Have fun!

My Little Pump It Up Project


As far as I know, My Little Pump it Up is the only fan-made project dedicated to ponifying StepMania 5 - which, to be honest, sounds pretty cool. Maybe this could be the next convention gaming staple.

The team is creating the interface more or less from scratch, but they need money to purchase a machine in order to show off the beta at BronyMexiCON. Head over to their site to check out the project or donate!

Minggu, 27 September 2015

My Little Game Jam Date Announcement + Theme Voting!



Earlier this month we posted about about this upcoming event called My Little Game Jam, a 2 day game-creation competition. Back then we had no idea as to when this was taking place, but now with the release of the team's new, sexier website website we can now confirm that the event will be taking place on October 5th at 23:59 UTC. Theme voting is also up, so if you want to help decide what the games must be about then you can do so over at http://www.mylittlegamejam.com/themes/. You can also suggest new themes if you'd like, but try and not go overboard like you guys did with that silly Dub the Dew contest. After all, who would want to play (or make!) a My Little Pony fangame about Fred Durst Society of the Humanities and Arts, eh?

And no, I am not wishing luck to the hopeful contestants, as I trust that they won't need luck. Our fandom has some very talented developers, you know!

Demo: Equestria Adventure

 For various reasons, pegasi in most fangames seem entirely unable to fly. Why is this? It would entirely ruin a platforming game if they could do so, obviously, but no satisfactory in-universe explanation has been produced yet. Equestria Adventure's Ponychan thread makes efforts to solve this conundrum by saying that it takes place in an alternate universe where pegasi cannot fly, but if that were the case then why would they even bother growing wings in the first place? Maybe pegasi are the new penguins or something, I dunno. At least she can still, you know, go fast and all of that stuff, which makes this demo somewhat worthwhile while it lasts.

Speaking of penguins...
Rainbow Dash the penguin
At least penguins can use their wings for swimming, which I doubt Rainbow Dash would be very good at.

Trosh: The Movie: The Game

Trosh: The Movie: The Game

 For some reason it seems that fangame releases seem to all be clustered around the same time, followed by long periods of silence from everybody. These usually provide an excellent opportunity to search around a bit, find some projects that have been overlooked or remained obscure for long periods of time. I'm not entirely sure if Stabyourself.net's (they're the guys who made Order of Twilight, by the way) Trosh would count as a pony fangame or not, given that you run around shooting pony OCs that belonged to an annoying user on their forum, but at least it's something, right?

Last time I checked, the OS X build for this game was broken. And yes, I do have some more games to hopefully post later on today.

Spike's Quest Graphical Showcase

Spike's Quest

It's been a long time since we've heard anything from the Spike's Quest developer, but yesterday he decided to release a graphical showcase of a particular ingame room. It's fairly obvious that he has put a lot of work into this project, but it almost feels as if it is missing something. Part of it probably has to do with the cluttered environment and overwhelming amounts of detail that take the focus away from the main character. At times Spike almost feels invisible with all pillars and grates standing in front of him, but thankfully good ol' MisterBull appears to be aware of the issue and will hopefully resolve the issue before the next playable release.

I am also of the opinion that adding a slight parallax scrolling effect to the pillars in the front and back would have a positive effect on the environment's three-dimensional feel, although again it's up for MisterBull to decide as to whether or not he will include that effect.

Sabtu, 26 September 2015

My Little Dashie Visual Novel Demo


Out of all the My Little Pony:Friendship is Magic fanfics out there My Little Dashie is probably the most beloved. The concept of a man finding a cardboard box and opening it to find his very own filly Rainbow Dash inside was rather cute, even if the story was a tad predictable and considered sappy by some (such as myself). It didn't really surprise me when the nice folks over at The Daily Oat decided to begin work on a visual novel adaption of the classic fanfic, and I must say that it seems to be turning out in a rather nicely. I'll let somepony else review this visual novel when it comes out, but in the meantime why don't you give the demo a spin, eh?

The demo seems to be only for the Windows/Mac platforms, even though the Ren'Py engine also supports Linux and Android. Hopefully they release a Linux binary for the final release, but in the meantime it looks like you'll have to use Wine for this baby. Sorry!

Ponu News for iOS


 Unfortunately our mobile site still sucks, which is bad news for those 4% of our readers who visit Equestria Gaming with their iOS devices. Android users already had a better way of viewing the site in the form of Ponu News, a little news app that has just recently found its way onto the iPhone (yes, it should also work on your iPads and iPod Touches). Eventually we would like to rewrite our site's interface to be more mobile-friendly, of course, but in the meantime Ponu News should serve all of you mobile users just fine.

 In the meantime, Windows Phone users continue to be left out, but they're quite the minority here. As in, there are more people visiting from their PlayStation 3s and BSD machines than folks with Windows Phones.

Jumat, 25 September 2015

Apocalypse: Galactic Arena (p)review - on Kickstarter right now!

Apocalypse: Galactic Arena is a 2-6 player battle game by Storyception Games that is currently on Kickstarter.

I was contacted by one of the designers, Christos Chrysou, and provided a prototype copy of the game to (p)review and as of writing this there are 13 days left in that kickstarter.

The game has already funded so it will be be made. Right now they are working towards some great looking stretch goals like a bigger board and new heroes. 

I've played the game a handful of times. Trying it with both one character each side and with teams of three facing off against each other and I feel pretty confident in recommending it. The buy in price for a full copy of the game is only $47 and that includes worldwide shipping.

What is Apocalypse: Galactic Arena all about?

Galactic Arena is a straight up battle game. Characters are built and then placed into a hex grid based arena and you battle until the last man is standing. While there's a ton of background information, the game itself is just a fight to the death in the arena. 

Based on information on the Kickstarter, Storyception's website and what the designer has shared with me, this is only the first game in a full universe that Christos and his friends have been gaming in for years now. They call this world The Apocalypse Universe and, assuming things go well with Galactic Arena we can expect to see more games in this world including an RPG.

Based on the background I've read the universe is a Sci-Fi one with a lot of cyberpunk influence. It also reminds me of a more sane version of Rifts and also seems to have a bit of Mutant Chronicles in there.

What I do know based on this game is that the art if awesome. I really dig the look of each of the characters on their player cards. On the pack is a large amount of flavour text with the character's background and why they find themselves in The Arena. This fluff is very well written and evocative even though at this point it's really nothing but fluff.

How do you play?


First you decide if you want to play one character vs. another, two on two or three on three. No matter which choice you make it will always be two sides and each side will have the same number of characters. Each side can us played by a player or players can team up for a max of 6 players per game.

Once you've picked your sides you each pick characters. There are currently 10 included in the game with the possibility of more depending on how well the kickstarter does. Once characters are picked you then put up a screen in the middle of the board so that the other team can't see what you are doing. I found this a bit awkward and only actually used the screen the first game. Every game after we just made sure not to peek.

Once you have your characters you then build them. This, to me, is the coolest part of the game. Each character has a ton of special abilities listed at the bottom of their character sheet. They also have a stat that determines how many slots they have to spend on these abilities. 

The special abilities are broken into two categories: offensive and defensive. They also have a variable cost. Some are free to use, others cost 1 action point to use and some can only ever be used once and cost an action point. They include a whole bunch of ways to break the basic rules and are all named in thematic ways that make sense for the characters. For example: "Ice Wall - Your opponent misses when he executes a range attack" or "Absorb Essence - when you successfully deal damage, restore 1 health point"

With 10 different characters and 12 different abilities for each and each player taking between 3 and 5 of these abilities you end up with.... um... a lot of possible combinations. Actually a crazy amount of possible combinations.

If that wasn't enough, the other thing you have to decide before you start is which weapon your character will use. Each character has a choice of three. Weapons again break the basic rules again, by doing things such as extra damage, ignoring armor, lighting their target on fire, etc. 

Once you have your characters ready you build the arena. There are three types of 'scenery' that you and your opponents take turns putting on the map. Barriers block movement, Explosives damage people who move into them and Stasis Fields stop movement. The board also has a bunch of trap spots pre-printed on it. Next you place 6 crates out on the map randomly in the 'corners' of the board. If someone passes through these spots they get a free upgrade (like any good First Person Shooter). The final set up step is to put your characters on the board.

In my copy the characters were just represented by hex tiles with names on them. This has already been upgraded to standees for the final game. There is also the possibility of miniatures being unlocked through kickstarter.

Now you are ready to battle. 

Battle is done using an action point system. This is reminiscent of FASA Star Trek or X-Com. You spend one action point to move based on your move speed. You spend another to attack. You can spend more to activate your special abilities. Most characters have 6 of these points, but some have one more or less. What is very interesting is that dodging an attack takes an action point, so if you spend too much time defending you won't have many points left to attack and the opposite, if you are too aggressive you won't have any points left to defend. Actual turns happen in initiative order (which varies by character).

Attacks are made using a D10 plus your character's Attack stat. This is an opposed roll vs. the opponent's D10 plus their Defense stat. Weapons and special abilities modify these rolls quite a bit. Base damage is only 1 per hit but this can be modified as well. Characters have health in the 4-6 range which makes games quick and deadly.

A huge part of combat is players activating their characters special abilities. This is done using a LIFO or stack system, with the last power activated happening first and potentially cancelling out previous abilities. When a player attacks the defender gets the first option to activate an ability, then the attacker and back and forth until both players pass. Only then are the dice rolled. Then players have another chance to use abilities to modify damage.

Once every character is out of action points a new round starts. Everyone gets their points back, their special abilities refresh and the battle continues at the start of the initiative order. Rinse and repeat until there's only one team standing.

So what did I think?


I've really enjoyed every game I've played of Apocalypse: Galactic Arena. It didn't read very well but actually playing has been a lot of fun. It's the character building through special ability selection that really makes this game, with the actual interaction of those abilities being the icing on the cake.

I love the artwork and based on all of the fluff on the back of the character cards, the Appocalypse universe looks really cool. That leads me to my biggest disappointment with this game: it doesn't feel like a full game. To me it comes off as part of a game. A really great combat system with a really cool character building system. Having that and only being able to use it to beat the crap out of the other players just isn't quite satisfying enough. I want more. I want the RPG that goes with this system, or I want a tournament system that lets me level my characters. Something more, than just a battle game.

That said Galactic Arena is a really good battle game. It reminds me of something Games Workshop would have put out back in the Talisman/Bloodbowl days and that's a good thing.

I think the kickstarter is worth backing. The full product looks even better than the preview copy I received and I think the price is right for a game like this. If you would like a nice quick battle game with an insane amount of customization and possible combinations, I think you owe it to yourself to check out Apocalypse: Galactic Arena. Back it now on Kickstarter!

The Legend of Celestia updates are Zelda-tastic


  With all the 25th anniversary celebration, I can't help but feel like I'm being spoiled with Zelda goodness this year, with Nintendo and its fans alike showing their devotion to the franchise in a big way.  In fact, that MLP/Zelda project we reported on a while back has made some big progress recently.  Check out the first gameplay footage!
 It appears to be making very good on its word to create a classic top-down Zelda experience with a distinct MLP feel.  Check out more after the break.



 In terms of gameplay details, there's been news of loads of secrets to find and item slots(whose quantity directly affect the game's difficulty- there's a poll regarding that here: http://polldaddy.com/poll/5531194/)

Another music composition from the game has also been revealed: the Canterlot theme.
Between this and the last theme, the music has a very retro RPG style.  It really is pretty, and I can't wait to hear more.  The game's writer, Lucan, has set the release date for sometime after December.  But with Skyward Sword to tide us over, so the wait shouldn't be too agonizing.   

Kamis, 24 September 2015

The Return of Harmony--er, Sapphire.

Hey Everypony!

I'm very sorry for my long absence. I've also been impacted by the wrath of college. I may have my work cut out for me academically and socially(trying to keep Twilight's wisdom in mind when making friends), but I'm finding it a bit easier to manage my time and so I thought it was a good as time as any to return. Expect updates soon!

Super Derpy: Muffin Attack Preview


A cloud dodger... with flash animation? And it just updated? I love you guys sometimes. Somepony's caused chaos near Discord's statue, giving him just enough power to turn muffins into muffin-zombies. He's trapped the Elements of Harmony in their homes, planning to bide his time until chaos reigns and he can rule Equestria  once more. Fortunately, he hasn't accounted for Ponyville's resident muffin expert! More after the break.



All that's available right now is a development preview with a single level, but the game already looks very promising. After a beautiful scrolling-tapestry style intro vaguely reminiscent of Wind Waker, the game opens on the overcast skies outside Ponyville.

Mmmm, pretty textures...

Control Derpy Hooves as she soars through the skies, dodging muffin-zombies, flying pigs, and pies(?) while collecting cherries and muffins. The gameplay didn't blow my mind, yet - that is to say, it was fairly standard for a side-scrolling item dodger. However, the effort put into the animation, cutscenes, menus, and voice-acting was evident. I'm looking forward to more from this promising project!

Rabu, 23 September 2015

An interview with Emil Larsen, the man behind Burning Suns


This weekend I got the chance to do an email interview with +Emil Larsen of Sun Tzu Games about Burning Suns, a tactical sci-fi board game currently up on Kickstarter.

Diceships!
Burning Suns caught my eye for a few reasons. For one I really dig 4x Sci-Fi board games. Stuff like Twilight Imperium and Eclipse. I was addicted to Masters of Orion back in the day and it's great to see that board gaming has finally really started to capture that feel. Burning Suns looks to do some new things in the genre. There's currently over 700 possible factions in the game (possibly more to come with stretch goals), that totally blows away any other game I know. There's also some really cool looking miniatures that integrate dice into their design. Emil calls them Diceships. There's also a neat alignment system worked into the game.

Personally I found this rather long but detailed review by Undead Viking to really showcase what makes this game stand out:

Anyroad, enough of other people talking about Burning Suns, lets here it from the man himself:

Moe: First off, thank you very much for giving me this opportunity. I remember when Burning Suns was on Kickstarter the first time around and I fully remember being firmly on the fence about backing it. What I don't remember though is why exactly I decided against backing at that time. Obviously I wasn't the only one since you ended up doing a do over, which this time around has already hit your funding goal. Congratulation on that achievement.
Emil: "Thanks a lot Moe, and thanks for taking your time to interview me - I really appreciate that :)"
M: So my first question is: what's different this time around? What did you do wrong the first time, what wasn't right and what did you do to fix it this time around?
E: "It's an interesting point you raise, because I believe I did a lot of smaller errors that together made the campaign fall short of it's funding the first time around.  
To make it easy for your readers to go through, I'll just point out the things that might have kept you from pledging on my first campaign.

  • Include the rules of the game (in a nice layout).
  • Use pictures/illustrations of the available pledges.
  • Include shipping in the pledge and streamline the amount of available pledges.
  • Do an engaging trailer (that makes people want to read a bit more of your page).
  • Don't put all your cool USPs (unique selling points) like minis into stretch goals, you need some initial pull on the campaign.
  • Make sure to build a "substantial" fanbase before going live.
  • Use your Kickstarter preview option as a correction and optimization tool, not a cheap last minute marketing tool. 
Yea, it's been great and we hit the goal quite fast - Which is definitely a testimony to me learning from my mistakes ;) Plus people have been very supportive and helpful all the way!"
M: I personally thought your three tiered stretch goal system is brilliant. Rewards based not only on how much money the project has raised but also the amount of social media attention it has generated and the actual number of backers. I love the fact that even someone contributing $1 is helping to unlock new things for the game and make it better for everyone. This question was also asked by one of my google plus followers: so how well is this new style stretch goal system working for you?

E: "It's working VERY well, so well I'm positive a lot of new project creators will be using the same formula.  
Burning Suns is much more established on both Facebook and BoardGameGeek after this Kickstarter, mostly due to my very loyal and helpful backers who really wanted to help. And I gave them some tools to make that help visible.

I used the amount of backers as a promo goal, since the amount of backers would determine how important my "Print'n'play" options would become. These were combined with my stretch goals that made it financial possible to upgrade many of the components in the game.

One thing I made sure was that to calculate that these goal wouldn't overlap, but instead come up as a kind of stair, since that makes a world of difference always being able to spot the next goal ahead."
M: One of my Google Plus friends +Eric Franklin was a bit worried about this stretch goal system. He asked the following:

"My only concern is that all three categories of stretch increase the cost of production and two of them add minimal money to the project. The "Viral" goals, for example, add zero money to the project but have the potential to significantly increase its cost to produce (art isn't cheap)."

Would you care to address that Emil?

E: "[He's] right, at a glance it may look like that.  
But I'm making sure that my artwork isn't "just" used for a single purpose. It can both be used on components and as high resolution wallpapers etc. So when I'm structuring the different artwork, I'm always making sure we start out with something big and have the opportunity to use it several places.
Furthermore - I don't really believe in "free", people should get something for their effort, so giving them cool stuff like artwork for spreading the word, is a worthy expense on my project - and viral always add value :)"

M: 700 empires! Sorry over 700. That seems insane. I thought Cosmic Encounters was the Space game with the most factions but you have them beat by a mile. Obviously this number comes from the very unique three part player board. Where each player gets a race, an ideology and a structure, I've got two questions in regards to this: first off how the heck did you get up to over 700 and second, how is it that you can keep that many variables balanced?

E: "Haha, yea - in that regard I got most space games in existence heavily outnumbered ;) 
The concept of the 3 part empire building provides a strong multiplication factor, and since you can find a lot of factors on each component (ideology, race and structure) that can be tweaked, it means that I'll be able to keep designing new stuff for quite a while. 
It all started out with 6 x 6 x 6 different components in the first game, and for this campaign I added 1 extra of each, since then the backers have unlocked 2 more, getting us to 9 x 9 x 9 different empires (729).
There are several answers to [keeping things balanced]. You can find some of my pointers on this topic in one of my updates (http://www.kickstarter.com/projects/suntzugames/burning-suns/posts/598623) related to a talk Richard Garfield held in Copenhagen a few weeks ago.  
Another thing is how my campaign and final development phase have been structured. Together with my backers I'm going to arrange a lot of beta test activities on the game (hopefully with over 400-500 gamers), tournaments and more. Things to really polish the game before launch. I'm really using the "crowd" in crowdfunding, unlike make Kickstarter campaigns, which is more or less pre-order pages."
M: You seem to be very dedicated to making your fans and backers a part of the game. Having their impact help shape the game and it's world. You not only stress this in your video and backer levels but also in your updates. I've seen very few designers willing to let their backers vote on which artwork to use for example. Can you talk more about this, what your plans are and why you think it's so integral to the project that your fans are involved?
E: "I think it's pivotal to the concept of a crowdfunding project, that you're looking for more than just funding. Otherwise you could argue that a business angel is just as good. But with the backers of my Kickstarter project, it allows me to gain access to a lot of great minds and thoughts about the project, the stories, the mechanics - practically everything.

It's of course important that you state the general directions and that you remain true towards your concept and ideas. But tweaking it to the appeal of your backers, and polishing based on their feedback is immensely important if you want your product to be more than just a flash in a pan. And that is exactly my goal with Burning Suns, I want it to last."
M: I'm a big fan of organized play programs, especially ones that reward the organizers and participants. I'm often running release events and demos at the FLGS and it's always cool to have something to show for it. Things like laser cut tokens, special dice and oversized cards seem popular this year. I see you are really hoping to have public play support for Burning Suns. What type of program do you imagine there being for Burning Suns?
E: "That's a tough question. As of now the sky is the limit. 
I'm still just dipping my toes when it comes to organized play and programs. Hopefully a lot of backers will come up with good ideas. I've also had a lot of great suggestions from backers, and a handful have already announced that they would love to promote the game and do some presentations here and there. 
I think it's important that the community develop this part, and make demands based on those needs. I shouldn't go and dictate what people should do, just like I'm not going to dictate any tournaments. I want my game to be tournament friendly and balanced, but it's the community who will ultimately make the demand. 
Hopefully it'll be high in many regards :)"
M: You seem very interested in publishing not just a game, but a world, a fiction for Burning Suns. Between the newly launched burning-wiki http://www.suntzugames.com/burning-wiki.html and things like writing contests on Board Game Geek, almost every backer update gives us another peek into the Burning Suns world. A few questions on this. What came first, the world or the game? Just exactly how big are your plans for this world, do you expect it to spill out past the board game into other games or possibly novels? As most people know I'm not just a big boardgame fan but also a huge pen and paper RPG fan and when I see someone creating a world like this I can't help but ask: will there be an RPG in this setting sometime in the future?
E: "You're not the first to ask - so as I said, maybe the demand will rise to a level were it can/must be developed. 
The game came first, and slowly developed into something almost too big to comprehend in one game. In that regard I've also been contacted about plans to maybe share the IP with other designers/creators. 
I would love the universe to expand further - which is also why I did the writer's contest on BGG and why there's going to be a couple of short-stories taking place in the Burning Suns universe. 
The idea is that the Burning Suns game will create the pillars for other great articles to stand on, inspired and developed by backers around the world :)"
M: My last question: one of the things I saw on your project page that made me cringe was this: "Money Back Guarantee" You are willing to pay people back if they don't like it and will ship the game back. Isn't this highly risky?
E: "I've been inspired by Jamey Stegmaier who has been a great support during the project, and I thought that it was a good idea to put a Money Back Guarantee like he did, simply because it's an offer I believe they are entitled too. Furthermore, I believe very strongly in my game being of great value in game play AND in components. I would be surprised if people really would want to send the game back when you take into consideration of what they are getting for their money."
M: That's all I wanted to ask, do you have anything you want to add?
E: "We're entering the last phase of our Kickstarter campaign (http://kck.st/1d2sRN6) - and there's still some cool stretch goals that I know we would all love to reach, getting more minis to the table! So when you read this - be sure to go and help us out with a pledge, and become part of the final development of Burning Suns :)"
M: Well Emil, thank you very much for your time and the opportunity for my readers and I to learn more about Burning Suns. I'm really looking forward to seeing the game and bringing it out to a Windsor Gaming Resource event and giving it a shot.
E: "Thank you so much for having me in this interview Moe, I really appreciate that! And I'm looking forward to sharing Burning Suns with you and all our backers, it's going to be awesome! :)"

So there you have it. It sounds pretty sweet to me. Sound good to you? Well go back it right now! The kickstarter ends on October 5th!