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Showing posts with label corridor. Show all posts
Showing posts with label corridor. Show all posts

Nov 28, 2020

HeroForged Corridor Tokens

 Who knows, maybe Corridor could be conceivably ported to a service like Roll20 in the future. Eh, who am I kidding? I'm just having fun with my month of subscription to Hero Forge. It does make me wonder what Corridor could have become if I hadn't realized how much better D&D is.




Nov 26, 2020

HeroForged Corridor Classes: Hybrids

 I just realized my first batch of HeroForged classes was posted in November as well! Huh!





Nov 23, 2020

HeroForged Corridor Classes: Warriors

 HeroForge has gotten better by massive leaps and bounds since I made this post five years ago. With color, textures, more props, and especially poses, I was able to remake all of my original Corridor classes that I made eight years ago. It's a great tool for D&D, and it's been fun to use to remake a lot of stuff like this.





Nov 20, 2020

Corridor Class Pictures Set #5

 Is six years too long of a break from these? :D Since HeroForge updated to implement coloration, I've been messing around with it in my free time, and in doing so I decided to remake all these Corridor classes in a much better form. However, I realized that in order to do that, I needed to actually finish the final three classes first. So I did. And here they are. Many years later.

Also, after all these years and all the hours coloring Knight Guy by hand, I finally figured out how to use the Threshold adjustment to cut down coloring time! That makes me kind of angry, but maybe it'll be a factor in returning to drawing my beloved webcomic. Who knows? It was indeed really fun to come back to graphic art after this long break.

Nov 14, 2015

HeroForge Corridor Classes

I noticed that it's been years since I've said anything about Corridor. Honestly, though it's a fun game, ever since I played Betrayal at House on the Hill, I realized that the path to making a really cool, balanced board game is basically hopeless on my own. So I'll probably never draw the rest of the character classes on Photoshop, even though I only had three left to do.

Recently, I discovered a nifty site called HeroForge where you can design and have 3D printed your own custom miniatures for Dungeons & Dragons and whatnot. Though it would be cool to have my own miniatures for Corridor, each one costs $15 (low detail plastic) to $99 (heavy detailed brass), so I honestly don't know who benefits from the site. Luckily, though, they also just let you have an account and save your creations, so I played around with it a bit today and decided to make the Corridor classes. Most of them are as true as possible to the Photoshopped stickman drawings I did, and it was fun to use the available items, clothing, etc. I think the ones that turned out the best were the Rune Knight and the Battlemage.

May 31, 2014

Minecraft Corridor Tour

My brothers and I were able to fit in a game of Corridor during our Memorial Day break, and after we had rendered the dungeon I wanted to see what it would look like from a first-person perspective. I constructed the dungeon in Minecraft with embellishments to see what it would have looked like, and even though the Master's Lair turned out to be stupid and the Treasury a bit cramped, I was still pretty impressed.

One thing I forgot until now was the matter of perspective of the dungeon. On this version (and in the storyline of the board game) the adventurer chooses to descend into the dungeon, fighting each level's Master and descending deeper until he beats the final boss at the bottom. In the older versions, however, the hero was thrown into the deepest level of the dungeon, and had to climb his way out, level by level, until he fought the final boss who had defeated him in the first place.

May 17, 2014

Golden Corridor Card: Healing

I got this idea from golden cards on Hearthstone. Obviously the final product will be hand-drawn, but it was fun to embellish a live-action picture of myself. And myself.



Easter Egg: The text revolving around the Healing Circle is a latin translation of the Hippocratic Oath, flipped horizontally.

Feb 16, 2014

Corridor Class Pictures Set #4

It's been way too long since I've uploaded a set of these. Even if I'm not actively working on the game anymore, I have to get these done. There's one more set after this, and I'll try and get it out as soon as I can!

Sep 29, 2013

KnightmareGames logo

I'm in a design class right now. It's required for my major; otherwise, I might not have taken it. Still, I'm glad I was able to learn about certain tactics in alignment, contrast, etc., which I may not have figured out on my own. It's always satisfying to learn more about something that you've always known about innately, finding out there's a science to it.
Anyway, if I ever market Corridor, Epic Chess, or any of the other board games I'm coming up with ideas for, this is definitely a pretty good looking logo and name for a company.


This is just the first draft, so obviously it'll get better, but I really think the logo picture itself is very aesthetically pleasing. It's drawn with vectors, as well, so the curves are perfect and scaleable. If I change anything it'll probably be the arrangement of the text or something.
Speaking of board games, I've been making great progress on Corridor's new look of cards. I've hit a snag, however, and need to further playtest the game to see how I can expand the skill sets and balance stats with monsters. I'll also need to figure out how I'm going to procure the art needed for the new cards. The items are easy, obviously, but skills and creatures... yeah. Those'll either take a lot of time or a lot of money to make.

Aug 26, 2013

Corridor Cards Update

While thinking of fun things to customize, I decided to look up how much it would cost to make a deck of custom playing cards. Not only was what I found affordable—it had more creative capabilities than I had thought! Some sites I found even allow you to design the back and front of each individual card. This gave me an idea for something that would definitely be worth putting time into: revamping Corridor completely!

Jul 9, 2013

New Project: Corridor Role-playing Game

I decided just randomly a week or so ago (Literally randomly. I seriously can't even think of what gave me the idea. I was just suddenly there at my computer, with four pages typed up already) to make a handbook for the original Corridor game (previously called "The Hero," and "Dungeons of Doom") that my brother and friends would play as kids.

Apr 9, 2013

Corridor Class Pictures Set #3

Here's the next batch!
Attack = , Defense = , Magic = , and Magic Defense = ☯. 

Mar 9, 2013

Corridor Class Pictures Set #2

Six down, ten to go! Remember, Attack = , Defense = , Magic = , and Magic Defense = ☯.
To see the first set, click here.

Dec 31, 2012

Corridor Class Pictures Set #1

I've been getting into graphic illustration a lot lately! It's just fun to see my mundane G2 doodles turn into full-color shaded masterpieces.
These are three classes from Corridor, which I've illustrated and added a description to that will be in the manual. While writing the descriptions, I decided to give each class a motive for entering the Dungeon, such as a desire for riches or glory, that corresponded to that class. I have no idea how far Corridor will go, but I'll probably just post the manual online so that the full color pictures can be admired.
Anyway! Here are three of the sixteen classes playable in Corridor. For the purposes of limited font symbols, Attack = , Defense = , Magic = , and Magic Defense = ☯.
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Barbarian
berzerker warrior class
 STATS: 
 The Barbarian enters the Dungeon with the sole desire to prove himself stronger than the creatures of the darkness within. The very thought that treasure is being hoarded by monsters weaker than him fills him with rage, and his goal is to liberate it as soon and as powerfully as possible. Barbarians believe that the best defense is a good offense, preferring to seek  the most powerful weapons available rather than weigh themselves down with armor. In this way the Barbarian can cleave his way to the top of the pyramid of brute strength and power.


  

Paladin
defensive warrior class
STATS:  ♜♜
The goal of the Paladin is to expel evil at any costs. Harboring a strong grudge against the creatures of darkness, the Paladin seeks to illuminate the Dungeon with the light of vengeance and retribution. Armed with a strong devotion to the gods and a knowledge of armor and weapons, the Paladin’s ultimate goal is to do his part to rid the Dungeon—and the world—of all forms of evil.



Spellsword
magic-offensive rogue class
STATS:  ☆☆
Wielder of the mystical ormerods, or weapon-conjuring artifacts, the Spellsword’s motive in entering the Dungeon is as much a mystery as is his entire race. Hailing from unknown lands, the Spellsword seems to gain satisfaction merely from practicing his deadly fighting arts and reaping the glittering rewards from his defeated enemies.

Jun 26, 2011

Corridor Bit: Skills and Classes

Shown in this picture are Corridor's Skill Cards, a system never before used on The Hero games due to lack of stats, turns, organized battle systems, etc. The way they work on Corridor is based on the hero's class, another new feature. Classes, in turn, are based on stats. At the beginning of a game, players place 3 stat points in any combination in their four stat areas, Attack, Defense, Magic, and Magic Defense. Depending on their combination, a class is determined that they keep throughout the game. A player who chooses pure Magic damage with no defense is a Warlock berzerker class, while a mixture of Magic and Attack damage alone is a rogue class, either a Spellsword or Assassin. A complete balance with no real specialization, such as one point in each of Attack, Magic, and Magic Defense is an Apprentice, which is a wanderer-grouped class.

Hero classes such as Barbarians and Knights draw two "warrior" skill cards, while mage-themed classes such as Sorcerors and Wizards draw two "mage" skill cards. Hybrids, such as Rune Knights and Witchhunters, draw a "rogue" skill card and a mage or warrior one, depending on which they more closely lean towards stat-wise. A wanderer class such as a Mercenary draws two cards at random, not heeding its type.

Gameplay presents opportunities to "purchase" new skills at random from the deck, through items or through collecting enough gold. It is also currently a function of the game to trade skills from player to player, but it's one of those functions that isn't set in stone quite yet.

So far the Skill Cards have added a lot of fun aspects to the game; However, there are a lot of balances that need doing, which are important to making the game balanced, fun, not too hard or too easy. So far the issue has been the game is too easy, especially when playing three player.

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Because of so many balances that need doing, as well as having to do so much work on the game by myself, I've decided to take a hiatus for an undetermined amount of time on the game. Corridor has been fun to make and play, but there is an instinct in me seen in many a WarCraft III and Heroes of Might and Magic scenario that discourages me when I work too hard in a small amount of time and it ends up having bugs that are not readily fixable.
In other words, encouragement will be needed for me to continue on the game. My main goal was to have the game finished and balanced in a year, which should be easy to do; especially after about 90% of the game was made in a little over a month and a half. I also plan to continue putting Corridor Bits on this blog as a part of self-encouragement to excite me about finishing the game someday.

Thank you Beta gametesters:
  • Jon Ward
  • Dustin Clements
  • Keaton Ballard
  • Shandee Ballard
  • Tanner Ballard

May 29, 2011

Corridor Bit: The Dungeon

This week I completely finished all of the Dungeon Tiles needed to play Corridor. There are 25 tiles, each a variation of a pathway, intersection, room, or turn. To navigate throughout the dungeon, the player will choose a door to enter, draw a card, and connect the new tile accordingly. I've tested this many times and there are countless ways the dungeon will be set up. This "randomized" dungeon system, along with other card-drawing aspects and several functions of the games that require die rolls will hopefully make the game replayable again and again with fun, new results every time.

The dungeon contains many monster icons and item icons, each random every time because they require drawing a card out of a deck of many cards. Some games may be inherently harder than others simply out of pure bad luck, and visa-versa.

There are also locked doors on several tiles, making an element of strategy when it comes to rationing use of key items.

The dungeon can be any size as far as the tiles permit, but any given level only requires a Boss Tile and a Staircase Tile. (More on that later) If the dungeon tiles are all spent and there are still open doorways, there are little "cave-in" boulder tabs available to block them up with. Furthermore, if there is no Boss Tile or Staircase Tile and the rooms all lead to dead ends, there are "passageway" tabs that can be discovered in the game that can lead to the rest of the dungeon, not connected with the main crawl.

I'll let you know more this week! I'm making progress!

May 14, 2011

Corridor Board Game Bit: Origins


Hey all,
I've been working a bit too hard physically lately to think of anything to write about. I kind of just haven't been in the mood either. I guess two English writing classes took a lot out of me. But that doesn't mean I've stopped working on projects altogether!

Right now I'm busy resurrecting a game I made up in my childhood called "Corridor." The first version of the game was called "Dungeons of Doom," and later it came to be called "The Hero," but in Brazil I thought of the name "Corridor" that suits it a lot better.

Actual pen-and-paper proto-"Corridor" game in progress.
The game is loosely based on the old DOS game "Rogue" from my brother Redge's and my childhood, and we played it mainly on pen and paper. The game was purely imaginitive, consisting of a stickman dungeon crawling through various rooms to complete a specific goal. At its primitive form, it resembled a heavily simplified, visual version of Dungeons & Dragons.

The game was playable anywhere and conveniently portable; All that was needed was a sheet of paper and a writing utensil. As time went on, Corridor grew in complexity. Beneath the dungeon map on the paper itself, a panel was added at the bottom of the page that included an inventory, stats menu, and later, even an paper-doll equipment section and a status monitor. Despite recurring enemies such as Ghosts, Ogres, and Stone Dragon Heads, each game was completely different and rules changed constantly.

Eventually, effort was made to publish several sheets of uniform, recurring items, weapons and creatures. This manual contained as well a selection of "runes" which were used in a sort of "socketed" item system, each representing a real Norse rune of the Futhark. Eventually this system was discarded, but many items remained in the cycle of Corridor gameplay.

My goal is to now take what I know of this enjoyable game from my childhood, and much like Space: The RPG and The Childhood Spore Project, resurrect it and transcend it into something more widely accessible and organized. The rethought version of Corridor will feature a dice-based combat system, a randomized dungeon generator, a class-driven skill system, and much more! I may even make expansion sets to it if it goes well. And of course, I'll keep you updated here on my blog!