Post-Jam Breakdown
Before Devtober started, I already had an idea for what I wanted to do with this project, with notes about the things I wanted to tinker with, and even a rough idea for the setting itself. A lot of it was just notes I'd made on my phone over the weeks leading up to devtober, and things I talked about with my friends.
Unfortunately the month itself didn't have the best of starts...
Being sick for the better part of the first week isn't exactly confidence inspiring. And then old problems of mine just slowly started to pile up, getting more and more anxious about time ticking by on a project that was supposed to be a casual learning experience. I'm... still struggling with that, trying to relax and take it easy on this. It's...hard to be kind to myself sometimes.
Working alone on this project has been a stressful experience to say the least. It's hard to work in a vacuum...
But, in spite of all those things that have gone wrong, just the sheer amount of progress done in one month has been impressive. Even if the prototype isn't finished yet, I'm still so incredibly happy with the progress I've made on this project.
But most of all I've...really come to know how much I can rely on my friends to lend a hand. It honestly makes me wish that I'd asked for help sooner, but I'm still happy that I did ask for it eventually. Being able to have my friends work on this project with me took... a lot more of the stress off my shoulders that I'd been struggling with, and helped get me unstuck.
Now I even have a little bit more of a flavorful bit of text at the beginning of my design doc.
This is a game set in what was once a dream of the future, a city floating on artificial islands, gardens brimming with life, and modular towers dominating the skyline. Now the city has lost her luster, neglected and rusting on the water. Her gardens are overgrown, her towers falling apart, and her canals cluttered with debris. Her dream - a city of the future - has long been forgotten by those who made it. The rich flying high over the city and her problems in grand airships that now eclipse the city’s once beautiful towers.
You are a crew not only trying to make their living in this long neglected city, but to take something of it back. You are here to send a message that the factions who rule this city cannot ignore.
I'm... pretty happy with what I've managed to get done in just a month, but I am also going to be happy to just take a break for a while and relax. I've uh... definitely not been working at the best of paces for myself, and I've definitely learned I need to pace myself better.
What I want to do next with this project is... get it to a full prototype, playtest it with friends and maybe even put that basic prototype up on here.
But beyond that I want to keep tinkering with this little game of mine, keep developing it, expanding the features that the classes have, developing the rest of the factions that rule over the city the game is set in.
I think I'll even try to make an expansion or two for it in the future. Because as simple as I want this game to be, I can't help but want to add on more and see how that works with all these other components that make up this project. And quite honestly it's been a lot of fun doing that, seeing how the different parts of this system are starting to work together.
And I can't wait to see how they play in the future. <3
I think I'll post what I have for now, incomplete sections and all as just... a snapshot of what this thing looked like while it was a work in progress. I think it'll be a nice gift for myself down the line, being able to look back and see how far she's come along.
Get Untitled Cyberpunk
Untitled Cyberpunk
A Cyberpunk TTRPG set in a neglected city of the future
Status | In development |
Category | Physical game |
Author | ValBrerund |
Tags | Cyberpunk, devtober, Tabletop role-playing game |
More posts
- Lessons Learned and Classes MadeOct 25, 2022
- Finding the CoreOct 14, 2022
- An Experimental RPGOct 09, 2022
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