“Turtles and Tadpoles”, surely something to be done with such a title!
Make a game about a group of casual citizen scientists, following up on their research and the interesting hijinks they get up to.
Ha, completely unrelated reading and I stumbled upon:
To keep these and later programmers (the Mattel team peaked at 110 people in 1983) from being hired away by rival Atari, their identity and work location was kept a closely guarded secret.
In 1982, TV Guide published an article about Intellivision’s secret programming team. The writer of the article wanted to come up with some group name other than “The Application Software Programmers,” so he came up with the name “The Blue Sky Rangers.” This was based on the programming group’s “Blue Sky Meetings,” which were a series of brainstorming sessions for new game ideas.[1]
This name stuck and the programmers were (and still are) collectively referred to as the Blue Sky Rangers.
This quick idea about a blue skies rpg sure is getting interesting! ![]()
An idea I’ve become obsessed with: patience games as computer RPG mechanics.
I’ve been playing 51 Clubhouse Games on Switch, and let me tell you, it isn’t sexy, but it sure has lasting power. Probably because many of the games in it are thousands of years old, and that mean very well play-tested. ![]()
Anyhow, I was playing Spider Solitaire, which has multiple, hmmm, difficulties, depending on how many suits are included.
The card drawing in Spider is really fascinating, as it “blankets” your game with new cards, a layer you now need to resolve before you access the cards beneath them… it’s hard to describe, unless we all learn the glossary of patience terms…
… and I’m not expecting that of you until at least May.
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Anyhow, once I got the hang of it, I realized how great it was to clear a depot (place to play cards), and also how I wish I could start the game over, sans the complete suits I can completed, making the game that much easier each subsequent play-through.
Kinda like “exploring”! Elsewhere I’ve been thinking about mechanics to passively show how a group of people accomplish travel-related skill checks.
Here’s my idea: when a new area of the map is opened, the player plays a game of Spider, most of which can not be won statistically. Based on the terrain (and maybe weather/season), the number of suits are included for increased difficulty, 1 - 4. Each time a suit if completed and removed, that much of the area is now “known”, and doesn’t have to be re-explored; this equates to a subsequent game for that portion of the map to contain less suits, which is a bit easier, demonstrating the more the map is learned, the easier it is to fill in the blank spots. But, as a card game, not a map-map. ![]()
And then I got to thinking, OMFGBBQSAUCE, there are 23 gazillion patience games, and probably only like, five things you need to simulate in an RPG! I could make an entire RPG based on solitaire games, and it would be fun!
So I’m gonna do that, as a proof-concept thing, somehow. ![]()
I learned that shogi pieces are five sided to show which pieces are yours, and which are your opponents. That’s neat design! Consider they also “upgrade” (!) when entering enemy territory by flipping over and being in a different color, and yet all armies are the same materials and colors. The game distinguishes who a piece belongs to by orientation! Which is very important as well, since you can play captured pieces anywhere on the map!
Have I mentioned how wild shogi is? It’s wild!
Oh yeah, the idea! So, I was always reminded of shogi pieces (having been exposed to them long ago via anime, only recently learning the game) when I saw those badge/emblems for HTML/CSS/etc. You know:

(Whoa, they call it the HTML5 Logo, found at W3C HTML5 Logo)
Anyhow, shogi piece! ![]()
I was thinking this would be a neat way to show rows of things in a web game, using shape-based orientation as an additional visual layer to distinguish between sides in an HTML document. ![]()
Neat, huh?
In These Certain Times
Precognition is so refined and integrated with other technologies, a sprawling underground market of goods and service are developed to circumvent causality.
Organized crime is a bizarre socia-religious experience, with gang-cults fighting each other to different ends. People in this crime world are known as Outlines.
I was falling asleep the other night and I thought of a game that started out as a text adventure, and as it progressed, it began to introduce graphical elements until it was NES quality, and the graphics kept upgrading, until it was a modern AAA type graphical experience with emergent gameplay and all this wild stuff.
Gardening golem called Volt; short for Voltaire.