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Found 112 results

  1. So, this is a classic forum game. The typical version goes like this: Person1: *inserts coin* Person2: You get a sock! *inserts coin* Person3: You get a potato! *inserts coin* and so on. It can be as random as you like. However, since this is the 17th Shard, who cares about regular coins? *inserts boxing* and so it begins.
  2. It seems like it's a good week for Mistborn fangames. Hello again. It's been a while since my last post about this project of mine, but I've made a lot of progress and I'm finally ready to publish my updates. For those who aren't familiar, I've been making a Mistborn game for fun over the past few years. It's not focused on the events of the books (the fact that the player is a little robot ball might give it away), but it does feature several of the same powers, including Iron, Steel, Pewter, and (Feruchemical) Zinc. The main additions New interludes that explain the powers and setting I eventually want to write a story in New sandbox levels, including a completely reworked Luthadel Challenges (time trials, target shooting…) New control modes for pushing in an Area and in a Bubble Sound and music Surprise, surprise - big changes to the controls I'm comfortable with how the physics work now - I haven't made any major changes since my last post. Here's a summary for how the forces in Pushes and Pulls are calculated: As before, the game is available for free on my GitHub. I'm just about to start my final senior semester, but I was able to get a lot done over the winter break. I'm not sure how much time I'll be able to keep putting into this project going forward. There's not a lot of raw content in this update - it was a lot of creating systems to use as a baseline for the future. I've still got plenty I want to do, and I've still got plenty to learn. Plans for the future Optimization. I still have plenty to learn about optimizing unity games for different hardware. I've got very modern hardware, and at maximum settings and a 2560x1440p resolution, it drops to under 50fps in Luthadel due to a bunch of buildings with small parts. I need to clean those up and organize the LODs better. There's a lot of small things in Unity with material and shader management that can make an improvement, but it's hard to wrap my head around. Story. The interludes set the backdrop, but there's more to what happened at the Metallic Arts Research Lab that I want to explore. I haven't written a lot of fanfic before, and this is a pretty unusual medium. Accessibility and Controls. There's a lot of things that I could change to make the game more accessible, like options for UI scaling or toggling instead of holding buttons for certain actions. The gamepad controls are already kind of messy - I'm thinking about combining "Mark for Pulling" and "Mark for Pushing" into a single "Mark for Pushing/Pulling" option, which would open up a shoulder button/keyboard key for something else. It also would work better for an eventual combat system to have a single "Mark" command. Workflow improvements - I've gotten good at struggling my way through modeling, texturing, and baking lighting for Unity environments, but it's always a pain. I'm hoping something will click and I'll find a way to make building locations easier. I generally prefer to make my own environments instead of using the Unity asset store for consistency reasons (if it's all ugly in the same way, it's not ugly - it's an aesthetic). General polish. Better sound effects, more texture and model diversity, things like that. Have fun, and let me know what you think!
  3. I've released another major update - see here! Original post: I haven't posted in this subforum before, so I thought I'd mention it here. I've been working on a game/physics demonstration that implements the physics of Allomancy. You can find a longer description (and a lot more pictures and videos) at the full post here: Let me know what you think!
  4. -> Download Version 0.10 here! <- Hey, y'all! First thread on this forum. I'm a student at Future Games in Stockholm, and this is a pet project I'm working on between classes. I'm working in Unreal Engine 4 and its Blueprint visual coding system. I started this a couple of months ago when I was just done with the Hero of Ages and really into the allomancy magic system. I'm currently on Shadow of Self. No plot spoilers! Goal The goal of this project is to make an FPS-style Mistborn game, where you can play around with some schmexy allomancy. As a fan-made game, this will stay free-to-play. Caveat I want to make a good game representation of the Mistborn books, but some things are blocking the way. School. My time is spontaneously devoted to this project. Me. I'm not the most passionate die-hard fan, I just like the idea of a properly made game, as in true to the material. Controls. I want that feeling of being a cool Mistborn, jumping through the mists, throwing things around. But. Computer/console controls are severely limiting to a magical power that should take your whole body to control (Yeah, who knew, huh?). I want the player to have a good time, regardless of having read the books or not, so I will keep controls from being overly complicated. More advanced moves from the books will probably not be possible, so I will focus on making the general moves feel really cool and make sense for the player. Current features These are the features that I have right now. These will be updated as I go along. The most recent additions are in bold. Steelpushing / Ironpulling Mouse buttons for push / pull (on/off) One target at a time Lock onto target (look around and still control the object) Good-enough physics Coin Drop coin in front of camera Pick up coin from ground (added June 23) Hold coin in front of camera (added July 1) Choice to drop coin on ground and instantly push off it (added July 1) Choice to push coin forward from hand (added July 1) Pewter Switch on/off (added July 11) Greater jump height (added July 11) Faster running speed (added July 11) Extra Health (added July 11) Faster Regeneration (added July 11) Higher tolerance towards fall damage (added July 11) Auto-Pewter @ landing (Reactively take damage to pewter instead of Health if not burning) (added July 12) Breaks Breakable Walls (added Jan 03) Tin Switch on/off (added July 20) Makes mist less impeding (added July 20) Makes damage sight-blur less impeding (added Aug 1) Makes bloodshot screen more impeding (added July 28) Take more damage (added July 31) Darkvision (added Dec 30) Level Luthadel Skaa Suburbs A small Skaa area of Luthadel by the wall Nonsensical metal plates placed in various locations for easy testing (don't @ me) Luthadel Skaa Market A bigger Skaa area with larger buildings (added Aug 22) Noble Keep A stone keep with a massive ball room (added Dec 20) Short intro cinematic (added Dec 26) Doors that open with pushing/pulling (added Dec 21) General Downloaded free 3D assets Pickupable coin pouches (added June 23) Sexy, effective mist (added July 31) Pickupable metal vials (added June 25) Tutorial area with signs (added June 25) Pushable coin pouches (added June 24) Breakable Walls (pewter attack) (added Jan 03) (not in demo yet) Teleporters Between Levels (added Jan 05) Player Coin counter (added June 23) Health tracker (added June 24) Fall damage (added June 24) Regen health (added June 24) Metal tracker (added June 25) Auto-pick up coins and vials you pull towards you (added June 26) Pick up metal vials to inventory (added July 30) Drink metal vials from inventory (added July 30) Melee fighting (no animation) (added Aug 26) Walking / Running (added Jan 08) (not in demo yet) Crouching (added Jan 08) (not in demo yet) NPCs Human Downloaded free asset (added Dec 30) Moving around (added Aug 22) Faction system (who reacts in what way to whom) (added Aug 22) Take damage & die (added Aug 22) Damage player and each-other (added Aug 22) Animated attacks with sword (added Dec 30) Animated taking damage and death depending on how it was attacked (coin or hit) (added Dec 30) Drops sword at Death (added Dec 30) Does not detect sneaking players they can't see (added Jan 08) (not in demo yet) Guard post mode (added Jan 09) (not in demo yet) Koloss Downloaded free asset (added Dec 26) Moving around (added Dec 26) Take damage & die (added Dec 27) Damage player and NPCs (added Dec 27) Chases player and NPCs (added Dec 26) Animated movement (added Dec 27) Animated attacks and death (added Dec 28) GUI Health bar (added June 24) Bloodshot screen while damaged (added June 24) Damage blurs your sight (added July 31) Metal bars Steel (added June 25) Iron (added June 25) Pewter (added July 11) Tin (added July 26) Coin amount (added June 25) Pewter Health bar (added July 11) Screen shakes when falling too fast (added July 12) Hold button to open vial inventory (added Aug 1) Metal icons (added Jan 07) (not in demo yet) Sounds Taking fall damage (added June 24) Dying (added June 24) World music (added June 25) Pick up vial (added Aug 1) Drink vial (added June 25) Pick up coin (added June 25) Coinshot (added July 1) Asset Rights Future features
  5. Clue! The Cosmere Mystery Game! Here are the rules: Game 1: The Death of Hoid Hoid has been found dead, and you have been hired to find out who is responsible! Player List: Player Order:
  6. It's quite possible that a thread similar to this one already exists, but as I haven't seen any in precisely this format, here goes. The idea of this thread is as follows: someone posts a baseless theory - the more implausible, the better - and the next people in the thread must defend it as they would any true theory, with evidence and logic. For this to work, the theory has to be something that's possible in the hypothetical. If it's directly contradicted by the text, you obviously can't make a convincing argument for it. Beyond that, however, the limits are endless. You get more points for how well construed your argument is (there isn't actually a formal points system or anything, but you can assign theories points in your head). Good luck! Here's one to start us off: Tindwyl is secretly an aspect of Autonomy.
  7. A small team of modders, myself included, are working to bring the Stormlight Archive to Crusader Kings 3. We've been working hard, though this is a massive undertaking. This post will go over what we currently have and some of what we plan of doing. This is currently what of the map we have actually made. Furthermore, we have some historic characters ingame: These aren't the only ones, but they serve as some good examples. Furthermore, on the character front, we have the dna of multiple characters done: Dalinar's Family: Gavilar's Family: Bridge 4: Heralds: In order: Jezrien, Shalash, Taln, Nale, Ishar, Kalak, Battar, Vedel, Pailiah, Chana An last and not least: Taranvangian Vorinism: Vorinism and the Alethi culture are currently the only ones ingame. That will change. ANYONE WHO WANTS TO JOIN THE PROJECT OR OBSERVE PROGRESS: https://discord.gg/SypeWHa Once on the server, post on general what you can or want to help with on the general channel.
  8. This is based on "The Last Post Wins!!!!!" It follows the same basic idea, but with one major difference: instead of the winner being the last poster, the winner is the ninth poster, not counting this opening post (this is post zero). If you double-post, triple-post, or multi-post in any form, only the first post in the chain counts. Anyone can join, though I won't be participating myself or counting my posts. After the ninth post is posted, I'll add a post with all contributing posts, including the winning posts. After the contest is over, you can continue to use this thread for whatever.
  9. Ok! Fun random thing I think could be fun until it dies out. Basically, when you’re on mobile, on the keyboard there are those word slots at the top, right? So it can like predict what it thinks you’re going to say, and it almost never right. So what we’re gonna do is type a random cosmere character and then only use the middle word predicted by the device. Just go for a little while and see what happens. Remember this only works on mobile
  10. Welcome to Imperial Nomic! This game is a version of Nomic, a game where the players actively change the rules of the game. Players make Proposals of new laws or propose Amendments of old laws. All of the rules (including these rules here in the introduction) can be changed. All of the players are trying to win, but the requirements for winning and the methods for getting there change throughout the game. In this case, the players win when they get 1,000 spheres. What makes Imperial Nomic different from regular Nomic is that in Imperial Nomic the King of Alethkar is the one who approves or rejects all rule changes, so it goes much faster. The King’s power is balanced by the fact that he/she cannot personally make rule changes; only non-King players can do that, although the King can suggest some things that he/she would be likely to approve, and can note in approvals or rejections his/her reasoning. In addition, the King of Alethkar cannot win the game while he/she is the King. The Game will end in three months on Janurary 28th at 5:00 PM if no players have reached 1,000 spheres. If this happens, the player with the most spheres will win. Rules: 0 - Rules about Rules 1 - The Loss & Gain of Spheres 2 - Titles & Affiliation 3 - Posting Rules 4 - Items
  11. So, this thread is a thing, but I was told that instead of unlocking and necroing it I should just start a new topic, so here it is! In case you don’t want to visit the old thread, the game is thus: you give a random idea, and someone else makes a magic system based around it, then gives an idea of their own. Be as detailed as you want; levels of seriousness can be as high or low as you want as well. Keep it to the Shard’s standards on adult content. To start us off, animal feces.
  12. The Final Empire is OVER!!! WINNERS: @Illwei AND @Experience Welcome to Imperial Nomic! This game is a version of Nomic, a game where the players actively change the rules of the game. Players make Proposals of new laws or propose Amendments of old laws. All of the rules (including these rules here in the introduction) can be changed. All of the players are trying to win, but the requirements for winning and the methods for getting there change throughout the game. In this case, the players win when they get 1,024 Atium. There are various ways to get Atium. What makes Imperial Nomic different from regular Nomic is that in Imperial Nomic the Lord Ruler is the one who approves or rejects all rule changes, so it goes much faster. We also have a Senate with some approving power. The Lord Ruler's power is balanced by the fact that he/she cannot personally make rule changes; only non-Lord Ruler players can do that, although the Lord Ruler can suggest some things that he/she would be likely to approve, and can note in approvals or rejections his/her reasoning. In addition, the Lord Ruler cannot win the game while he/she is Lord Ruler. Basically, if you liked Elend’s legal plotline in Well of Ascension, this game is really going to burn your metals. I will try to keep the area below updated with all of the current laws. I hope this will be fun! 0- Basic Rules 1- The Lord Ruler 2- The Steel Ministry 3- Other Roles and the Senate 4- Judgment 5- House Interactions 6- Posts and Messages 7- The Black Market
  13. I am not sure if this has been done in the forums before, but this will not be as easy as the fun one-liners we post in our quest for the longest threads. I've always enjoyed limiters, where you have to count the number of words or syllables on what you write. I'm hoping that some of you here also enjoy that challenge. Here are the rules: Write a very short story of exactly 50 words, no more, no less. Add a title in bold. I'll start --- Accident He stepped closer to her upon hearing the news. The damage was permanent, the doctors said, and there is nothing that can be done to repair it. He embraced her and touched his lips against her ear. She can feel him whispering, but all is silent in her world now.
  14. Formerly [Insert clever name here] All right, This is a pretty fun forum game. Really easy to play. Every post should contain one word. These words should compound into a cohesive story. Your gonna half to use words like the, and, and or, some of the time. Try to use correct grammar and spelling. Punctuation is allowed. If you want to talk just use a quote, or spoiler box. I'll start: Once
  15. In this game, the current person posting says something that they have never done. The next person to post says whether or not they have done the thing(explanation optional but recommended), and then they say something that they have never done. Please, keep it away from things that you can't change(such as eye color, hair color, or gender). For example:(as portrayed by my RP characters) Crescendo: Never have I ever been to Sel. Herate: Yes I have, I was born there! Never have I ever worn a cummerbund. Daolan: No I haven't, but I would love to. Never have I ever made ice. Cadenza: Hey, that's kind of unfair. Daolan: It's not against the rules! Cadenza: Fine, yes I have. Never have I ever eaten a crystal I found on the ground. Chorale: It's not on the ground, they grow in--Never mind. Never have I ever... And so on and so forth. Make sense? Keep it clean. Never have I ever been to an island that is a country.
  16. All right! This is my totally real 900th post, and I know what I'm doing. Around the Shard, in my regular posts some clues will be sprinkled, I will also edit some of my old posts, but some won't have clues hidden inside them and I'll be doing it to throw you off. It is going to be a slow reveal so if you find a clue, but you've looked extensively and have found nothing after it, contact me and see if I've put something out after it. I will sometimes do things like this, good on you for finding this! Anybody is allowed to participate, but only one person can win. Please do not share your clues with others, unless you are in a team with them. Teaming is allowed, but not encouraged. You ARE NOT allowed to use my profile to see where clues are hidden. The winner will be receiving unlimited bragging rights. The game starts now. And remember, it doesn't matter if you win or lose! Are you kidding? Cause I am. It totally matters if you win or lose. If you lose, you lost the game. And no one wants to become one of the game's losers.
  17. Hey y'all, Wildcard again. I'm practicing my game vfx skills for my portfolio and I thought Spren would be a perfect subject to make if anyone had suggestions if their favorites. It doesn't have to be a spren, but a magic effect like a seon, or the goop in elantris/soul stamp.
  18. So this game is pretty simple. It’s a chain style game like boon/bane and a bunch of other forum games. Basically you answer the previous person’s question, then ask a question for the next person. If you want to answer a question that someone else already answered, go for it! Just be sure answer the most recent question as well. Questions can be serious, random, memes, whatever, just like in the actual AMA section. I only ask that you do your best to do more than a one word answer, that’s how threads like this die. Pretend every question has the follow up question: “Why”. I will start with the most wonderfully insightful question: What is the color of your toothbrush?
  19. So in my family we love the game Codenames, and I got to thinking how fun it would be to play a Brandon Sanderson themed version. And then it occurred to me, why not adapt it to play on the forums? Should be easy enough, so let’s take a crack at it, yeah? As for the nitty gritty: I’ve never played Codenames, what is it? Okay, I get how to play, but how are we going to Sanderson-ize it? Will there be spoilers for any of Brandon's books? Short Answer: Very Possibly. Play at your own risk! Long Answer: the codenames used in each game will not contain any spoilers for any of the books. However, they will be linked to their respective coppermind wiki entries, which can contain spoilers for Brandon's books. Also, I can't guarantee that the clues that the spymasters give and/or the teams' discussions won't contain spoilers. Again, Play at your own risk! I will try to post at the start of each game which of Brandon's books the codenames are drawn from for that game, so you can know if you need to avoid a particular game. How are we going to make this work on the forum? What if I want to take a turn being a Spymaster? EDIT 2/5/2018: I have updated this post with the rules we have settled on after a couple of games. So far everything seems to be working smoothly, and people seem to be enjoying it. So if you'd like to play, just reply to this thread and say so! Also, I have edited the next post to include quick links to the first post of each of the games played so far, and I will continue to keep the list updated as time goes on. Feel free to skim over any previous games if you wish to see how they played out, or jump straight to the first post of the current game. For posterities' sake, this spoiler box contains the rest of the text from the original post:
  20. The idea is pretty simple, you post a video link for a song along with the song's title and the next person posts a video link for a song that shares one or more words of the song title. And it keeps going in a neverending chain. Fun stuff! Here's an example Weight of Lies (by the Avrett Brothers, thanks for the recommendation @Truthless of Shinovar, they're great) And following that Weightless Again (by the Handsome Family) Just to make this more eclectic homonyms count too (so you could post the video for Waiting For the Bus by the Violent Femmes after Weightless Again)
  21. The rules for this game are really simple. We are telling a story. Every other person says "fortunately..." or "unfortunately..." at the beginning of their addition. I start with something that provides the basis of the story. Here is an example: Person 1: Once upon a time there was a horse. Person 2: Fortunately, the horse was free. Person 3: Unfortunately, he was soon captured. etcetera, etcetera, etcetera. It must alternate fortunately/unfortunately! So, I will now start! I decided to make it Cosmere-related, but that will probably change pretty quickly. Once there was a worldhopper named Hoid.
  22. Here is a new and improved version of a game I recently posted, now with a light-lance included! Here's a video of the gameplay. Not very high quality video, but it works. starsight2.mp4
  23. This is a spoken game often played at camps, or at least that's where I learned it. It's one of those where you try to figure out what the rule is as you play. (Looking it up or asking someone who does know is not allowed - and sure, if you do it we may never know, but you'll know and hopefully you'll feel guilty so just don't cheat ) Anyone who does know the rule, don't say it! I am going to bring a puppy through the green glass door.
  24. Heyo! I decided to teach myself how to use Unity over quarantine, and after getting a grasp on the basics started working on a Mistborn video game. I decided to start simple and make a game based on Waxillium Ladrian, mostly because his powers are some of the easiest to translate to a platformer without adding any extra mechanics. Additionally, focusing on a Twinborn keeps the control scheme and HUD simple - no need to switch between metals or show a wide array of metal levels. Overall, I tried to be faithful to the physics as shown in the books, though I did make a few decisions based more on what would be fun to play than existing information on the magic. Here's a quick run-through of the tutorial level I made, showing off the Allomancy and Feruchemy. Update: You can now play the demo online here! Basics: It's a platformer. You can run, jump, and climb up ledges. You can jump through the bottom or drop through the top of yellow platforms, while blue "glass" platforms have to be shattered to pass through. There is a slight amount of simulated air resistance, but it's only really noticeable when moving very quickly or when storing weight. I originally wanted to completely remove control while in midair, forcing the player to rely on Allomancy to move around. However, we're so used to being able to nudge characters in midair that this really detracted from the enjoyment of the game. So, while there's not as much control in midair, the player can still move a bit in either direction. This also makes balancing on anchors with Allomancy a bit easier. The player is damaged when colliding with the ground or other obstacles based on the impulse of the collision. Basically, the lighter you are, the faster you have to be moving before you take damage. Feruchemy: There are three discrete levels of storing/tapping mass that the player has access to. The mass at each level is double the previous, and the rate at which mass is stored/tapped in the metalmind is dependent on linear distance from base mass: Level: | Scale: | Rate: -3 | 0.125 | +0.875 -2 | 0.250 | +0.750 -1 | 0.500 | +0.500 0 | 1.000 | +0.000 +1 | 2.000 | -1.000 +2 | 4.000 | -3.000 +3 | 8.000 | -7.000 Like Wax, the player will usually want to be constantly storing, and briefly switch to tapping when they need some extra oomph. Because of the extra air resistance, and the lower impulse on collisions, someone storing at the max rate can survive falls of an indefinite length. Being lighter also means the player can jump higher, while being heavier makes it easier to break glass panels. When changing mass, momentum is mostly conserved, but the change in velocity is decreased from what it should be to prevent some game breaking jumps and steel-pushes. Allomancy: Allomancy was probably the trickiest part to design, mostly because it's the least consistent. Artemos has talked about those issues in depth here, so I won't repeat what's already been said. My decision was to decouple the force on the metal being pushed and the force on Wax. While this completely breaks Newton's Third Law, it does allow for interactions more in line with the books. The force in either direction follows the equation A * (pm1 * pm2) / (r^2), where A is some constant, pm1/pm2 are the perceived masses of the character and the target, and r is the distance. For the force on the target, its perceived mass and the character's perceived mass are their current mass. This means that, if the character is tapping weight, their pushes are stronger and coins are shot faster. For the character, the target's perceived mass increases when it's well anchored, with the amount anchored depending on the angle between the push and the slope of the object the target is anchored against. Additionally, the character always perceives their own mass as their base mass. This means that if the character is storing weight, they can push themselves further and faster. Next Steps: If you want to poke at the code or play around with the mechanics, you can check out the current build on github. I've certainly enjoyed working on this, but I don't really have any future plans for this specific project, mostly because I want to create games that I can freely share and distribute. If I were to continue, the entire code base would probably need an overhaul, since it was written as I was still learning. I may reuse and reskin some of the Allomancy mechanics as magnet-based superpowers in a future game, because jumping around on coins is legitimately enjoyable. Enjoy!
  25. game

    Okay so this was in a introductory post by, @rosamarine and ppl suggested we move it here as a game so yay! So it's basically would you rather, but Sanderson stuff. One person will post a would you rather, and the next replier will post their choice and why, with another question. It'll be good guys. Okay, I'll start: Would you rather be a roommates with a kandra or a Returned?