....became the dog days of early autumn. This is just a quick note to let everyone know I am still working on Red Ash. I just took a bit of time off to play some games and decompress from the same old; work, eat, sleep cycle.
Now I will need to get back to hammering my keyboard and try to finish this first Red Ash RPG Module.
Till then...All the Best!
Chris J.
Friday, October 12, 2012
Sunday, August 19, 2012
Why people don't venture into swamps
Besides the obvious humidity and heat,
plus the bug, snakes and reptiles, you have to hope to not cross
paths with a Lacerian Assassins lurking in the shadows. While
Lacerians are not widely known for being aggressive they have learned, over the years, that many view them as monsters. So stop in and take a
rare glimpse of the Lacerian Assassin illustrated by Mansen Lin.
Saturday, August 18, 2012
Orcs! Eco-Terrorist or Eco-Warrior...you decide!
The correct answer is neither. They
live to fight and fight to live. For the Orc there is no better
embrace of life than when you face death and accept the brutality of
life. This mindset is displayed by a new image from artist
Mansen Lin and his new image of the Orc Warrior doing what Orcs do
best...burning down villages. I'm sure this entire scene was just a
misunderstanding about land ownership claims.
Mansen's Orc also marks a slight change
in the Red Ash Website to support multiple images in the species
section.
Monday, August 13, 2012
Artist Mansen Lin is Back!
And he has been kind enough to bring a lovely gift for Red Ash that shows his hard work and dedication to his artist craft. Mansen Lin emailed a really cool image of a Centaur Warrior. Posed in dramatic fashion in what looks like the end of a charge where he has scored first blood! So stop in and take a look at the new Centaur image or checkout the big image in Mansen's Red Ash Gallery.
Once you are done, head over to his website and have a look at some of commercial work. http://www.mansenlin.com/
Combat Sim....on hold for now.
I put the combat sim on hold for now as I have taken a short break to recharge my batteries. My code just was not up to the level I wanted it to be and so it needs to be redesigned.
In the mean time I have been beginning to outline a module and a setting for Red Ash. Its very early but I will try to keep every one informed when I am further along.
I also have been thinking about a finally writing a few pdf guides targeting different users, namely; world builders, game masters and of course players. The module will be first though so I can use that to collect feedback on the system and how its received by gamers. Something that has been suggested to me on a few occasions.
Once you are done, head over to his website and have a look at some of commercial work. http://www.mansenlin.com/
Combat Sim....on hold for now.
I put the combat sim on hold for now as I have taken a short break to recharge my batteries. My code just was not up to the level I wanted it to be and so it needs to be redesigned.
In the mean time I have been beginning to outline a module and a setting for Red Ash. Its very early but I will try to keep every one informed when I am further along.
I also have been thinking about a finally writing a few pdf guides targeting different users, namely; world builders, game masters and of course players. The module will be first though so I can use that to collect feedback on the system and how its received by gamers. Something that has been suggested to me on a few occasions.
Thursday, July 26, 2012
More art by Michael Peitsch!
Michael Peitsch has been hard at work and gifted more of his work in support of the Red Ash World Engine, a Creative Commons rules set for RPG (Role Playing Game) and Strategy Game. Stop in and take a look at the new art and checkout Michael's gallery on deviant ART.
Of the pieces 4 are weapons and include the claymore, the halberd, the kukri and the scimitar. He also did a very nice great helm. But to be truly impressed check out his piece called "White Horror" which can be found as the image for the zombie, but hurry because I think the zombie caught wind of the elves and will shuffle off after them....braaaains!!!!
All the Best!
Chris J
Of the pieces 4 are weapons and include the claymore, the halberd, the kukri and the scimitar. He also did a very nice great helm. But to be truly impressed check out his piece called "White Horror" which can be found as the image for the zombie, but hurry because I think the zombie caught wind of the elves and will shuffle off after them....braaaains!!!!
All the Best!
Chris J
Tuesday, July 10, 2012
Combat Sim WIP update 2
Just got done with the chat portion of the combat sim. I logged into the sim using Internet Explorer, Firefox and Chrome to make 3 different characters and send messages to all and also to test sending private messages.
In the image below you can see the rounds and turn at the top. The box outline will represent the current turn, the green background will represent your next turn and the red text will represent your opponents next turn.
The action bar below the turns is where I will have specific actions displayed that you can perform depending on your current weapon equipped and if you are on your turn (as an attacker) or if you are defending on your opponents turn.
Depending on your melee skill level (not including any melee children skill levels) will determine the reveal order, of the selected actions areas. Lowest melee skill reveals first, a tie always goes to the defender. Once the reveal order is determined that player selects their action during a turn as either an attacker or a defender and they reveal it to their opponent. Then the opponent with the higher melee score can make their selection. Once both selections are made the turn is rolled and results are recorded and displayed in the combat log.
Near the bottom of the chat screen you will also note a button labeled "enter another arena". This is to support more than one combat taking place at once.
The large blank area on the right will populate with your opponents data once a challenger steps up and you accept. From there onward you will be in combat with them until the combat is decided.
Next up is the logic on the challenge button and to work on the combat and turn logic.
In the image below you can see the rounds and turn at the top. The box outline will represent the current turn, the green background will represent your next turn and the red text will represent your opponents next turn.
The action bar below the turns is where I will have specific actions displayed that you can perform depending on your current weapon equipped and if you are on your turn (as an attacker) or if you are defending on your opponents turn.
Depending on your melee skill level (not including any melee children skill levels) will determine the reveal order, of the selected actions areas. Lowest melee skill reveals first, a tie always goes to the defender. Once the reveal order is determined that player selects their action during a turn as either an attacker or a defender and they reveal it to their opponent. Then the opponent with the higher melee score can make their selection. Once both selections are made the turn is rolled and results are recorded and displayed in the combat log.
Near the bottom of the chat screen you will also note a button labeled "enter another arena". This is to support more than one combat taking place at once.
The large blank area on the right will populate with your opponents data once a challenger steps up and you accept. From there onward you will be in combat with them until the combat is decided.
Next up is the logic on the challenge button and to work on the combat and turn logic.
Tuesday, June 26, 2012
New Artist: Michael Peitsch and a sneak peak at my wip..
I am always amazed at what great artist talents I come to know and this now includes Michael Peitsch. Michael has made a donation of one of his existing works title "Undead" to grace the pages of the Red Ash Templates Main Page and also as serves as the image of the Lich, found under the Templates section.
Drop by and take a look and when your done head over to Micheal's Gallery on deviantArt and check out Michael's other works and be amazed!
While I am making this post I will also add a little sneak peak at my work in progress...the combat simulator.
As you can see a lot still needs to be done, but a lot has already been done. The image above is page 4 in a series of pages to make a new character, select equipment, select skills and then enter this page where the combat will be held.
Since I will restrict the initial use, the species is already human, equipment will already be selected and skills are limited to the bare minimum. All values you see in the left hand side will be what the user has access to. Once an opponent enters combat you will see a similar character sheet on the right side. The action bar will be populated with action you can perform based on your current weapon, condition and whether you are the attacker or defender.
Below the action bar is a small block to where you will drag your action. Your opponent will also have a box above their sheet so you can see/know know when they have committed their action. As per the combat rules the character with the higher melee skill can see what the other character is going to do, with ties going to the defender. Once both side have set their action the server will, roll the dice, and display the results in the combat log area. A small chat window will also be found in this general area so opponents can show their good will and sportsmanship.
So why did I design it like so..? Well I will be opening more and more of the system rules to demo in the app. My plan will be to test 2 identical soldiers at first with identical skills and equipment. This will give me an better feel for the balance of the combat rules themselves.
Next I will open up armor and weapon selects and I will also open more melee skills. Then I will add higher levels increasing skill points, abilities scores and more. After that I plan on adding movement, ground based first then air later. Following this will be bringing in arcane, ritual and psyche skill trees to test and tweak spell casters. I am some what concerned that a melee may be two brutal, but we will see and I will make adjustment to the core rules as needed. Next I will add the 5 playable size categories with mixed size matches. And last I will add in the traits and the full species list with all traits enabled. By now you should have a great opportunity to try the Red Ash System out and get a feel for the combat, how the rounds and turns progress and the nuances of the selection of weapons and armor.
All the Best,
Chris J.
Drop by and take a look and when your done head over to Micheal's Gallery on deviantArt and check out Michael's other works and be amazed!
While I am making this post I will also add a little sneak peak at my work in progress...the combat simulator.
As you can see a lot still needs to be done, but a lot has already been done. The image above is page 4 in a series of pages to make a new character, select equipment, select skills and then enter this page where the combat will be held.
Since I will restrict the initial use, the species is already human, equipment will already be selected and skills are limited to the bare minimum. All values you see in the left hand side will be what the user has access to. Once an opponent enters combat you will see a similar character sheet on the right side. The action bar will be populated with action you can perform based on your current weapon, condition and whether you are the attacker or defender.
Below the action bar is a small block to where you will drag your action. Your opponent will also have a box above their sheet so you can see/know know when they have committed their action. As per the combat rules the character with the higher melee skill can see what the other character is going to do, with ties going to the defender. Once both side have set their action the server will, roll the dice, and display the results in the combat log area. A small chat window will also be found in this general area so opponents can show their good will and sportsmanship.
So why did I design it like so..? Well I will be opening more and more of the system rules to demo in the app. My plan will be to test 2 identical soldiers at first with identical skills and equipment. This will give me an better feel for the balance of the combat rules themselves.
Next I will open up armor and weapon selects and I will also open more melee skills. Then I will add higher levels increasing skill points, abilities scores and more. After that I plan on adding movement, ground based first then air later. Following this will be bringing in arcane, ritual and psyche skill trees to test and tweak spell casters. I am some what concerned that a melee may be two brutal, but we will see and I will make adjustment to the core rules as needed. Next I will add the 5 playable size categories with mixed size matches. And last I will add in the traits and the full species list with all traits enabled. By now you should have a great opportunity to try the Red Ash System out and get a feel for the combat, how the rounds and turns progress and the nuances of the selection of weapons and armor.
All the Best,
Chris J.
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