Ronin Yeti’s Gaming Highlights Episode #4

In keeping with the newest themes I had been implementing thus far with previous episodes, I wanted to finally take all I had learned from my minor stint in video editing, and create something that would truly shine amongst them.  I created new voices (and brought back some older ones), I inserted even more graphics, I dabbled in sound effects, and added a few other things.  Out of the five episodes I have done so far, I feel this is my magnum opus of this series, and hope to make any and all future episodes just as humorous, clever, and entertaining.

Enjoy the video!

RuMaeum Doorway Artwork

The “RuMaeum Door” inside the RuMa Temple of Par’N

I wasn’t going to post the other two showcase pictures I had created for the first campaign of “DDnD – Unsung Saviors,” considering I had actually posted about them in a different light years ago, but considering that was a while ago, I thought I might as well show them off, again.  As for the third showcase picture, I took a model I had created for a college project – which was part of an entire level of a different game I had created prior – and implemented it into an image for the players to see.  Initially, this door was to be part of what will be later known as the “Transpatium Exedra” training facility within the RuMa Temple, but considering I didn’t feel it jived well with the theme of that very technological-ridden room, I made it the gateway to a very special library, also in the RuMa Temple of Par’N.

In “DDnD,” players must figure out how to open this special door, because apparent actions – like simply pushing the doors open – do not seem to work.  Like with the Adytum Apex tower in the very first section of the campaign, this, too, has a certain puzzle that must be solved before entering this archive of lost knowledge.

Ronin Yeti’s Gaming Highlights Episode #3

Getting into the 3rd episode of my little highlight show I created before enrolling back into college in 2015, I was wanting to ride the coattails of the last episode, keeping some of the themes I had experimented with, and dabbling in some new ones, as well.  I felt three clips was still a good number, to keep people interested and entertained in a relatively short time-frame.  I also wanted to do some more voices for this one, but this time I used two new voices among the clips instead of just one, like last time.  As for the newest theme I wanted to introduce, I felt like adding in different graphics to different parts of each clip, to sort of emphasize specific words, phrases, etc., and to bring about a new layer of comedy, if possible.

Enjoy the video!

DDnD GM Interface v1.0

First version of GM interface for DDnD – Unsung Saviors

As I might have mentioned in a previous post regarding “DDnD – Unsung Saviors” (or even “DDnD,” as a whole), it was initially to be just your run-of-the-mill Dungeons and Dragons, except hosted on my Gaming Dojo Discord channel, and with my own set of streamlined rules, characters, stories, etc.  Amid the creation process, I was having a hard timing controlling all of the sub-systems I had come up with (considering all I was going to show players were the map of the areas they were going through, and I would have to mark off all sorts of stuff on paper or whatnot).  As they say, “hardship breeds creativity,” so with some more elbow grease and several weeks of work, I came out on the other end with what you see above!

So, again, instead of myself and the players having to keep up with stats and all sorts of stuff, I wanted to have an interface that I, as the Game Master, could interact with, would be able to showcase said stats, maps, and everything in between.  There are two interactive sides to the interface, and the background has a basic wooden theme, for now (of which I plan on creating more backgrounds to go along with the different campaigns the players go on).

The left side of the interface is the “player viewer” – where they can see their player portraits, names, Essences, and basic statistics that is mostly used with the fighting system.  I plan on overhauling the player viewer, having to implement new scripts to take care of other sub-systems and new sprites to show off certain aspects of each character, but as far as the first campaign went, it was very useful for what I needed.

As for the right side of the GM interface, I call it the “map viewer,” and as you might have guessed, and it is used to show the players where they are in the game world, where they can move along, on a grid, as one can see, things they can interact with (for example, the giant, gold and black exclamation mark is known as a POI – or point of interest – and can be revealed to show off a showcase picture -of which I have posted two different ones, so far), and all sorts of other visual embellishments.