02-12-2026, 03:41 PM
Wherein I document the various projects I am working on in this tiny forum with almost no active users.
ACTIVE PROJECTS
ACTIVE PROJECTS
- Casefile Omega TTRPG. Status: Complete, waiting on artwork.
- Casefile Omega Introductory Adventure Module. Status: 20% completed after several crash outs where I decided the story sucked and I just killed it and started over. Honestly, im starting to get tired of looking at CF:O stuff at this point. I've been working on it for two years. It's hard to force myself to write an actual module with the core rules I spent so much time and effort on. There's some kind of irony there but im not sure what variety.
- Unnamed ASCII-based RPG creator. Status: 50% completed after a whole ass rewrite from scratch. The version 2 editor is mostly feature complete now, still lacking save function though. Still to do: build a client engine to actually read the map files you make with the builder software, and then implement the actual game part of the game. This is things like triggers and dialog trees and combat, etc. Im essentially just ripping off the way NWN1 did it, which is actually how most rpg games are built, though with less-developed in-house-only tools, usually. What set NWN1 apart from other rpgs that shipped with an editor is that the editor was intentionally designed to be a public product from the start, so it has a level of polish and QoL that most in-house rpg editors don't have. To see the difference, you only have to look at the NWN2 editor, or the editor that shipped with dragon age.
- Martian Abyss TTRPG. Status: Planning and Design Phase. I know what I want it to eventually be, but I haven't really started on the actual content yet, just setting up the document design at the moment. The story here is that we have colonized a vast underground ocean far beneath the surface of mars.
- Shrouded Earth (tentative name) TTRPG. Status: Concept Phase. I have a text file with ideas for this that i've jotted down over the last 5-10 years or so, but I don't know if I want it to be a game or a book or both. The story is that the nuclear bombs dropped on Hiroshima and Nagasaki weaken the fabric of our reality, which creates several holes in different locations on the planet (Naturally in places where the wall of reality was already weak due to other events) that connect to a sort of "bridge" or "crossroad" place, which in turn connects to other alien worlds. The "crossroads" is a formless void full of a sentient fog, which immediately pours out from these holes and begins covering the planet. In addition to the fog, the crossroads allows alien creatures to cross through from their world to ours, if they're capable of utilizing the crossroads. Some of these worlds are also covered in the same fog because they did the same shit we did, some of them are not, and they just know how to open a controlled door. Over time humanity eventually learns how to wall off areas from the fog, which are called freeholds, but it takes long enough that technology has essentially stagnated at the 1930s/1940s, and society has fractured into desperate groups huddled in these freeholds. The players would be "Wardens" (or possibly Roadwardens?) who have learned how to survive within the fog, and travel between the freeholds. This is basically the films "The Mist" and "The Postman" merged with a kind of WW2-based post apocalypse. Except with intelligent alien species in addition to the monsters.
- Shadows Of A Fallen Empire TTRPG. Status: Concept Phase. I have way less notes for this one as I have only been thinking about it for a couple years. Essentially a game that takes place during the last stages of the collapse of a Roman empire fantasy analog. The players would be the last vestiges of a legion company, returning home after crushing defeat at the hands of invading... I dunno, barbarians? orcs? returning home to find out that the reason they received no resupply or fresh troops on the front line was because the entire government had collapsed except for the capitol city and its immediate region, where decadent nobles still insist on behaving as if they rule the known world. The idea is that the players would have to decide if they throw in their lot with one of the surviving city/states that is now independent (though not according to the capitol, of course, but who cares?) in the face of the oncoming horde, or flee to the capitol (where there is still a standing army... sort of) or become bandits in the chaos of collapsing civilization. Bonus points if the invaders were actually a sovereign nation the Rome analog invaded first. The game would start with a harrowing retreat back from the front line, being chased by enemy forces the whole time, where the players can choose whether or not to make alliances with other, separate units who are also fleeing (like cavalry or siege engineers) and maybe rebuild the company, or go it alone and be fast and sneaky.
- The Ferry board game. Status: Concept/Design phase. This one is a board game that operates similarly to heroes quest, but is set in the modern day during a zombie outbreak. The titular ferry is a Japanese ferry where the players are when the outbreak hits. The ship becomes essentially a floating HQ, and the game takes place when the ship docks at ports in Japan, and the players have to go out and scavenge food and supplies. the starting squares would be the docks each time, and the town/city would be randomly created each time the ship "docks" out of grided cards that are placed on the table to form the map. Zombies and probably bigger faster stronger zombie things would be controlled by the game master, similar to heroes quest. In addition to supplies, the players can find equipment that can be brought back to the ship, and used to upgrade weaponry and such, provided they also have the right materials. They can also rescue survivors who are either required to operate the upgrade machinery, or can be assigned to job slots on the ship, which grant bonuses and maybe once-per-map abilities, like, I dunno, artillery bombardment. I'm not sure what the end-game looks like for this, but you could do set pieces for special maps with story elements in between randomly generated maps. The game loop would be to scavenge enough food/water to feed everyone on board the ferry, so it gets progressively harder as you rescue people, but also your abilities and weaponry get better.
- They Feed At Night gameboy ROM. Status: 30-40%? I haven't worked on this in a year or so, I don't know why other than I just haven't. This one is massive as its hundreds of screens I have to draw, but I enjoy doing that so its not bad. Part of the issue is that between new versions of GB-Studio and me forgetting what the fuck I was doing, I would probably have to redo most of the guts of it, though I can of course reuse all the artwork, which is the most labor/time intensive part. Maybe I'll dig this out on the weekend.

