The Thirteenth Hour Podcast #456: Making a Thirteenth Hour Exercise Card Deck Part 2

The Thirteenth Hour Podcast #456: Making a Thirteenth Hour Exercise Card Deck Part 2

https://archive.org/download/podcast-456/Podcast%20456.mp3

This week’s podcast episode follows up on episode 450, which talked about making a Thirteenth Hour exercise card deck.  In the intervening weeks, I’ve been working on the animations for the cards and now have about 92 frames.  Each card, which will have a different basic exercise, has a few frames of pixelart animation to go along with it to serve as a visual reference for what to do. 

While I didn’t really intend for them to be strung together, here they are so far!

logan workout animations1

Thanks for listening!

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The Thirteenth Hour Podcast #453: Remembering Old School Tomb Raider Animation

The Thirteenth Hour Podcast #450: Remembering The Easy Exercise Plan and making a Thirteenth Hour Exercise Card Deck

https://archive.org/download/podcast-453/Podcast%20453.mp3

Lately, I have been making animations for the Logan prison cell workout I talked in episode 450:

Logan workout animations 1

While making them, I thought back to the first time I tried to do something similar, when making animations for the first game I tried to make, a Tomb Raider prequel of sort featuring a young adult Lara Croft going on her first big adventure, looking for her kidnapped mentor and a unicorn.  I spent hours on the running animation alone, figuring it was the most important part, though what I didn’t realize at the time was 1.) more frames does not make for a smoother experience, as it just increases the chance of the the frames will get stuck or not load, and 2.) hand drawn animations scanned into a computer will never be as precise as something entirely digital.  But at the time, I had no idea, so hand drew the frames and used tracing paper to transfer it from frame to frame:

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Thanks for listening!

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The Thirteenth Hour Podcast #450: Remembering The Easy Exercise Plan and making a Thirteenth Hour Exercise Card Deck

The Thirteenth Hour Podcast #450: Remembering The Easy Exercise Plan and making a Thirteenth Hour Exercise Card Deck

https://archive.org/download/podcast-450/Podcast%20450.mp3

In one section of The Thirteenth Hour, the main protagonist, Logan, ends up in a desert dungeon, where he languishes in a dehydrated and depressed state for some time until he decides he has something to live for, at which points he starts rehabilitating himself by trying to regain his strength bit by bit.  It’s the montage scene of many an old action movie – the wounded hero picks himself up, gets pumped, learns to shoot with his uninjured hand, sharpens his sword, prays, meditates, etc and then proceeds to kick major ass.  I envisioned that in the space of a dungeon cell, Logan, like those heroes of old, really would not much room after having hit rock bottom, but he’d do what he could.  I was writing from experience there, since I’d done some version of a mini exercise plan that could be done in a very small space for years.  In fact, I still do to this day.

So it was with quite some amusement and good humor that I recently found a little volume I’d written for my parents as a gift in 1993.   It was a collection of exercises I’d used myself, probably influenced by the ones we did in my martial arts classes as well as a little volume I had in my room, one of the Royal Canadian Air Force exercise plans, which had progressively difficult, short calisthenics routines designed to be done without any equipment in about 11-12 min per day (I actually found a scan of a volume very much like the one I had as a teen – you can find it here – a lot of the advice and perspectives are as valid now as they were when first designed, decades ago in the 1960s, and the final line, “wishing is not enough” is so good I have nothing else to add).

My own, more humble, handwritten “Easy Exercise Plan” ended up back in my hands again the last time I went to see my folks, after which I apparently put it aside to look at later.  But it ended up getting left in a pile that sat collecting dust, and I didn’t have a chance to go through it until just yesterday.  And, lo and behold, there were a lot of the same exercises I still to each day!  I guess some things just don’t need to change very much if they work.

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In this episode, I envision what would happen if I combined these exercises with a card deck – one exercise per card, 52 total, 13 per segment: 1.) loosening up, 2.) body weight strength, 3.) martial arts, and 4.) cool down stretches and meditation.  I figured you could draw a few random cards from each section (coded by four different colors), and string them together, giving you a multitude of short, bite sized workouts that can be done without any equipment and in very little time.  I think my eight grade self would find this pretty handy.

Turns outs this approach to exercise even has a trendy new name – “exercise snacking” … who would have guessed?  Is it the same a formal, longer workout?  Nope.  But something is better than nothing, to my way of thinking, and if doing something more frequently since it takes less time means that you then are more active, on the whole than you used to be, then win, win, right?  

If you’re interested in beta testing this game with me (I just need to make the artwork), email me!

Thanks for listening!

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The Thirteenth Hour Podcast #448: Thoughts on a New Thirteenth Hour Story and Card Game

The Thirteenth Hour Podcast #448: Thoughts on a New Thirteenth Hour Story and Card Game

https://archive.org/download/podcast-448/Podcast%20448.mp3

In the end of The Thirteenth Hour, there was a sentence that hinted that there were significantly more adventures that could be been described but for the sake of brevity, they weren’t.  I always thought I might come back one day to fill in that section with a short interlude, and I also thought it would be a fun one for a stand alone DnD adventure, short story, and/or a card game.  The premise of the story is that Logan and Aurora would like to be married in a place called the Fairy Chateau, but it’s very popular (and expensive), so they have to do some convincing to be able to essentially waltz in there and pull off an impromptu ceremony with zero notice.  The fairy staff there might be convinced if they can solve a vexing problem of a fairy king gone rogue and a haunted, misty, maze-like forest surrounding the chateau.

I think these were the only pictures I drew of that part of the story, so I’d need to create some new art, but luckily, that would actually be pretty straightforward – a wild wood, a dragon, fairy warriors – these images are evocative enough that they almost draw themselves! (At least in my head.)

Logan Aurora before weddingWM

marriage b and wWM

Thanks for listening!

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The Thirteenth Hour Podcast #446: Thoughts on Game Design and Ideas on a Homebrew Tomb Raider Card Game

The Thirteenth Hour Podcast #446: Thoughts on Game Design and Ideas on a Homebrew Tomb Raider Card Game

https://archive.org/download/podcast-446/Podcast%20446.mp3

In a much earlier post, I wrote a bit about an unfinished pixelart Tomb Raider game I’d started.  I recently wondered if it would be possible to finish that story (which involved Lara questing after the captured imperial regalia of Japan) but not as a video game.  Given my recent experience making a Rocketeer card game, I wondered if I could do something similar but aim for upping the complexity a bit using some of the ideas I’d thought of from the Rocketeer vs. the Third Reich game that didn’t quite make it in there.  At the very least, I would be able to finally use some of the sprites I made for the game as the art for the cards:

Lara breathe animated – though the Lara animations have come in handy in all the other times I’ve needed something similar, it would nice to finally use them for somewhat of their intended purpose.

lara run cape– I figured that Lara could get a cloak at some point that would make her less visible, making her less able to be seen by enemies.  In the Rocketeer card game, Cliff had a rocket pack he could use to avoid combat and get to places, so what if Lara had some sort of detectability statistic that determined how much noise or visibility she possessed?

lara shoot standlara auto9lara smg shoot– I also wondered if Lara could acquire various weapons as she went through the the journey, just like the video games that inspired it.  She would start with pistols, but if she found ones with more abilities, like fully automatic fire, she could use those instead.  I could also give each weapon some stats for its use to determine how its handling would affect the likely of it actually hitting what Lara was shooting at, to account for things like recoil.  On each card, I could include the instructions of how to roll to account for these differences.  For the sake of simplicity, I might assume that all weapons use the same ammunition so there’s one ammo stat to keep track of.

lara backflip – Lara could start out with her use basic acrobatic abilities, but she could level those abilities up over the game to do additional things, like going from a backflip to a backflip with more height, covering more distance, or adding in a half twist to land in the opposite direction.

lara side kicklara flying side kick– I also wanted Lara to have an unarmed attack that could more silent and not use any ammunition.  She might be able to level that up as well to increase its power or cover more distance, e.g. with a jump.

Say tuned!  Maybe this game and its accompanying story will finally get finished after all these years!

Thanks for listening!

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The Thirteenth Hour Podcast #441 and Like a Hood Ornament #54: A Preview of The Rocketeer vs. the Third Reich Card Game

The Thirteenth Hour Podcast #441 and Like a Hood Ornament #54: A Preview of The Rocketeer vs. the Third Reich Card Game

https://archive.org/download/podcast-441/Podcast%20441.mp3

This week, I’m talking about a Rocketeer card game that is a supplement to the Rocketeer choose your own adventure story that I recently finished, itself the backstory to the game I’ve been working on in GDevelop5.  This is my first attempt to make a card game, and it was quite a bit of fun.  While the full thing will be released with the story after some more play testing, I wanted to talk about it here a bit first.  The story follows the basic premise of the story, where the Rocketeer must traverse a German castle in WW2 to rescue his friend, Peevy, who has been captured by the Third Reich (who wants to make their own rocket troopers).  I used the pixelart that I designed for the game as the card art as well as an analog version of some of the game play mechanics that I had not yet worked out, like how to handle health, fuel, and ammunition.

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The game is played as the Rocketeer advances one card at a time closer to Peevy, uncovering cards that might contain scalable parts of the castle, enemy soldiers, and powerups.

Some of the cards are parts if the castle wall, and you have the option of climbing or flying to the next vantage point:

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How the game starts:

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In this case, the next enemy is a German rocket trooper, and you have 3/4 of a tank left, which you can keep track of on paper or by turning the care to match the amount depicted on each side of the card.

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The game ends when you have progressed, card by card, to Peevy. 

Here are the rules as they stand now:

-Needed: Two 6-sided dice. A piece of paper and pencil to jot down your inventory may also help.
-Start with the Rocketeer and Peevy cards.
-Shuffle the rest of the deck and randomly draw at least 8 cards and place them face down in a line. More cards = a longer game.
-Put the Rocketeer card at the start and Peevy at the other end.
-The rest of the deck will be your draw pile.
-The object of the game is to make it to Peevy. To do so, you as the Rocketeer will climb or fly over the castle to where Peevy is being kept captive while either avoiding or defeating enemy soldiers.
-You start the game with 12 HEALTH (100%), 4 FUEL (100%), & 10 rounds of AMMUNITION.
-Start playing by uncovering the first card in the line.
-If that card is a wall piece, it means you can either climb or fly to it. Roll to see if you can climb. If you roll < 7, you can’t climb. However, you can fly there if you have enough fuel. If you don’t, take your chances by drawing another card and placing it over the first one.
-Each flight or succesful climb advances you one card closer to Peevy.
-Your rocketpack holds enough fuel for 4 turns (unless you use up all your fuel at once, thus advancing 4 spaces).
-While you may encounter extra fuel when you uncover a card, it is best to use your fuel supply wisely. To keep track of how much fuel you have, you can turn the Rocketeer card so that the fuel tank indicating your amount faces Peevy.
-If you encounter an enemy, you can avoid a confrontation by flying away (assuming you have enough fuel), or you can choose to fight.
-Combat is turn based. First, determine enemy health via a dice roll. When your attacks have exceeded half the enemy’s health, you have defeated the enemy. (E.g. if enemy HEALTH = 8, once your attacks exceed 4 damage, you have defeated the enemy and can advance one card up.) Next, roll for both the Rocketeer (and the enemy. The high roller gets to attack first.
-The Rocketeer can use either hand to hand techniques (punches or kicks) or his pistol (which requires AMMUNITION). You can do one unarmed technique or fire one bullet per turn. Unarmed techniques are not as powerful, but are necessary if you have no bullets or wish to conserve them> . Your attacks are considered hits if you roll a 7 or above. Rolling a 6 or below is considered a miss, meaning it’s now the enemy’s turn. If you decide midway through the battle that discretion is the better part of valor, you use your next turn to fly away if you have enough fuel.
-Each time you are hit, subtract the amount of damage (eg -4) from your health. If you get to zero, the game is over unless you a health pack to heal yourself.
-Speaking of which, some cards are power ups, giving you additional bullets or health. There are also a few that add to your luck. Should you encounter any of these cards on your journey, keep them and then advance to the next card. Use them as you see fit.
-When you reach Peevy, you have won the game.

For younger children:
-If you wish to play with younger children, there are a few options to make the game simpler. Although it is designed for one person to play solo, a parent can also function as the game master to help with keep track of stats and rolls.
-If parents wish to remove most of the combat aspects of the game, remove the ammunition cards from the deck prior to playing. Combat now becomes essentially symbolic and the only statistics to keep track of are fuel and health. When the player encounters an enemy, instead of rolling to see who goes first, the high roller is the winner of the confrontation. If the Rocketeer loses (i.e. gets a low roll), then subtract the number of the roll from the Rocketeer’s total health. At zero, the game is over. The player can still choose to avoid combat entirely by flying away.

Thanks for listening!

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