Tabletop Simulator

Tabletop Simulator

Ghost Eater (Fruit Edition)
 This topic has been pinned, so it's probably important
GLGamer  [developer] Jul 29, 2014 @ 5:34pm
Edits and Patches I'm Considering (Edited March 31, 2015):
This is mostly an online note to myself to edit or fix things I may have noticed aren't quite right or aren't working properly with the game, though may also serve as a heads up as to what's coming up ahead:

I've implemented some hot fixes into the mod a little while back, and have been playtesting some more with a friend or two and by myself. Also been trying to do other visual improvements for the game, starting with the game board itself. The icons and such for certain squares will be vastly improved/more readable I hope, and the maze design itself may change.

(As of March 31, 2015)

Future Considerations or Currently Testing:
-Increased point value for eating Eaters with Ghosts in Red Hunter Modes: 50 points for getting the Eater, and 30 points for escaping the Ghosts. Also decided so far that the Red Ghost will get a +3 bonus in movement and get the pick of the higher of the two ghost dice, *BUT* can not use any ghost advance squares to his advantage... the fastest a Red Ghost in this mode can go is 11 squares then if they're lucky. An Eater can still possibly go 12 or 14 in comparison.
-Testing moving Ghosts out of Ghost box before a Energize (now called Power Up mode) starts so they're not stuck in the Ghost Box. Also, any Eaters at start before a game mode begin will be forced out of start with a dice roll.
-Redoing the Cards/artwork/etc to be much nicer. Had looked into custom dice graphics, but they rolled oddly and was harder to tell what number they were overall, so will be sticking with vanilla dice. New board 99% finished, various tokens are done, cards are at least halfway done artwise. Rules need just minor revisons at this point.
-Testing out and so far liking a lot of different point rebalances. Dots remain the same, but ghost values have been greatly lowered so scores don't get insanely inflated, and fruit values make more sense, sort of matching the dice roll (10,20,30,40,50, and 60). Ghost values for now are 20,25,30,35. Each ghost increases 5 points in value when eaten in a row in one turn.
Life Tokens are worth 30 both for cashing in as the survivor, and for eating another Eater with a Ghost.
-Turns continue like they were in normal game play after a game mode ends. Say the turn order is normally A, B, C, and D. If A started a game mode, and the mode ended with C or D's turn, the normal game play would still resume with B's turn coming next.

And a major issue I've been noticing is... the game can run rather long, especially with only 2 players. (odd how in 3 and 4 player modes the game can very much speed up. That's most likely due to some getting eliminated early on, and controlling ghosts to attack other players out of vengence.) I've come up with a few interesting ideas to combat this, but it will tweak the main objective of the game a bit. The original idea of "be the last surviving Eater, but with the HIGHEST score" can still be an option, but I'm looking into:
-Endless Lives with Score Limits: You can keep respawning into the game when sent back to Start, but once somebody hits an upper limit on the Score (i.e. someone hits 250 or 350 points), the game is over and that player is the winner.
-Both Limited Lives AND a Score Limit: Same as above, BUT you also get a limited set amount of lives. Winning is by either being the last surviving player, or whoever gets the score limit FIRST! Not both!
-Bonus Life Mode: This came into mind a little while after the first two. The game is still won by eliminating the other players, but score technically doesn't matter. However, if you reach a certain amount of points, your score will reset and you will get another Life Token. May put a limit on the amount of extra lives avaliable at one time. (i.e. if you are currently at the maximum amount of lives, you will have a score of 0 and can earn no points until you lose a life.)


I'm also open to suggestions to game play and rules, and willing to listen to an extent if I think it'll work better. I can't promise I'll put it into the game (but hey, you're also free to modify the game yourself and re-release on the workshop with your own set of rules/graphics/etc.!), but if it's a good idea, I'll really consider it at the very least and try it out.
Last edited by GLGamer; Mar 31, 2015 @ 2:25pm
Showing 1-3 of 3 comments
Scootaloo Jul 30, 2014 @ 1:22am 
Ha. Then I went and changed my name on you. (sorry).

Edit: I'm not asking you to change it, I just saw the little (szbt)'s everywhere and it struck a funny bone.
Last edited by Scootaloo; Jul 30, 2014 @ 1:26am
GLGamer  [developer] Jul 30, 2014 @ 2:06am 
Not a problem, I think I had already edited the stuff on my version that I use for patching and updating anyway, so it's no big deal either way.
GLGamer  [developer] Aug 1, 2014 @ 3:38pm 
Had the idea to give players a choice of game board layouts for this mod, seriously considering whipping up a batch of maze designs that can be swapped out for the current board layout to change the way the gameplays slightly (at least in terms of moving around the board and where the card zones and stuff are, that and for looks.)
Showing 1-3 of 3 comments
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