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Sink into the Sea of Imagination

Sink into the Sea of Imagination. Saturday, October 28, 2006. Meeting the Masters of the Sea. On our recent voyage, with our third prototype, which is actually the second version of the digital prototype (confused yet? We sailed into uncharted waters and encountered the "Masters of the Sea," otherwise known as Alex and Kevin, here's the lowdown of what ensued during our encounter(s). Alex on the other hand expressed the inconsistency that we had earlier about the mechanic of attraction, whether it was so...

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Sink into the Sea of Imagination | sinkingshipstudios.blogspot.com Reviews
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Sink into the Sea of Imagination. Saturday, October 28, 2006. Meeting the Masters of the Sea. On our recent voyage, with our third prototype, which is actually the second version of the digital prototype (confused yet? We sailed into uncharted waters and encountered the Masters of the Sea, otherwise known as Alex and Kevin, here's the lowdown of what ensued during our encounter(s). Alex on the other hand expressed the inconsistency that we had earlier about the mechanic of attraction, whether it was so...
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Sink into the Sea of Imagination | sinkingshipstudios.blogspot.com Reviews

https://sinkingshipstudios.blogspot.com

Sink into the Sea of Imagination. Saturday, October 28, 2006. Meeting the Masters of the Sea. On our recent voyage, with our third prototype, which is actually the second version of the digital prototype (confused yet? We sailed into uncharted waters and encountered the "Masters of the Sea," otherwise known as Alex and Kevin, here's the lowdown of what ensued during our encounter(s). Alex on the other hand expressed the inconsistency that we had earlier about the mechanic of attraction, whether it was so...

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1

Sink into the Sea of Imagination: August 2006

http://sinkingshipstudios.blogspot.com/2006_08_01_archive.html

Sink into the Sea of Imagination. Thursday, August 31, 2006. I remember someone mentioned that in the future we might be able to use our sense of smell in games. Even though this feature is technically not available now, I was thinking of how we can make a game that focuses on the sense of smell. The concept is abit sketchy now but i will post this up anyway in case someone strike on a better idea after seeing this. Posted by iewis @ 6:14 AM. Wednesday, August 30, 2006. Game Idea #4: Rain Cloud. Control ...

2

Sink into the Sea of Imagination: Prototype 1: Ship Rules

http://sinkingshipstudios.blogspot.com/2006/09/prototype-1-ship-rules.html

Sink into the Sea of Imagination. Thursday, September 14, 2006. Prototype 1: Ship Rules. As discussed over Mac Dinner on Tuesday, here are the rules for the paper prototype:-. Hex Board / Grid Board. Thumbtacks or pins, lots of them. To build enough barriers to defend the home planet in a set number of turns before the meteor shower comes. To build a planet of a certain composition before the time limit is up. Player starts at level 1. Player moves die a set number of spaces. Refer to stats below). Super...

3

Sink into the Sea of Imagination: Ideas A-hoy!

http://sinkingshipstudios.blogspot.com/2006/08/ideas-hoy.html

Sink into the Sea of Imagination. Monday, August 28, 2006. Since I am the only free one at this point of time, and have probably nothing better to do with my time at this point of time. I will try be the first to post my ideas, some of which we discussed on Friday, some I came up with over the weekend. The 3 most outstanding ideas from Friday till now are as follows. Game Idea #1 : Bats in the Cave. Maybe navigate around to feed by sucking blood from animals or humans. (? Game Idea #2 : Writer's Block.

4

Sink into the Sea of Imagination: Prototype I Test Results

http://sinkingshipstudios.blogspot.com/2006/09/prototype-i-test-results.html

Sink into the Sea of Imagination. Thursday, September 21, 2006. Prototype I Test Results. Well after playtesting the paper version of the game concept last week, here is a general summary of the conclusions drawn from the test:. Core mechanics of attraction and movement work. Balance of speed of movement and attraction power work at the set arbitiary values. Supernova mechanic needs quite A LOT of fine-tuning as we could result in a deadlock if we make the wrong choices. Posted by Jeremy Kang @ 10:11 AM.

5

Sink into the Sea of Imagination: September 2006

http://sinkingshipstudios.blogspot.com/2006_09_01_archive.html

Sink into the Sea of Imagination. Thursday, September 21, 2006. Prototype I Test Results. Well after playtesting the paper version of the game concept last week, here is a general summary of the conclusions drawn from the test:. Core mechanics of attraction and movement work. Balance of speed of movement and attraction power work at the set arbitiary values. Supernova mechanic needs quite A LOT of fine-tuning as we could result in a deadlock if we make the wrong choices. Posted by Jeremy Kang @ 10:11 AM.

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Sink into the Sea of Imagination

Sink into the Sea of Imagination. Saturday, October 28, 2006. Meeting the Masters of the Sea. On our recent voyage, with our third prototype, which is actually the second version of the digital prototype (confused yet? We sailed into uncharted waters and encountered the "Masters of the Sea," otherwise known as Alex and Kevin, here's the lowdown of what ensued during our encounter(s). Alex on the other hand expressed the inconsistency that we had earlier about the mechanic of attraction, whether it was so...

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