Tuesday, 27 August 2013

PTD1 Transfer Complete! New Evolutions!

Want
to get the Shiny Starters? Shiny Zorua? Shiny legendary dogs? Shiny Mew? or any other
shiny pokemon in the game? Adopt them today using
SnD coins! Click here for more info.





Visit
the PTD: Pokemon Center - a place to trade pokemon,
get your Daily Code, adopt Pokemon, view your items
and change your avatar!




Welcome to the Sam and Dan Games Developer Blog!



Sam and Dan Games: Fundraiser! Phase 3

Help us keep making games and earn awesome prizes like Shiny Rayquaza and Shiny Heatran!  

Our Goal: $50,000



Welcome once again to another week at Sam and Dan Games. Let's get it started!



PTD1 Transfer Complete!

The goal this week is simple. Add over 30 pokemon from ptd1 and completely finish all the transfer pokemon. Completing this task will also add over 15 new moves to the game.



New Evolutions!

Because of these transfers this will add new pokemon into the game. Tangrowth, Tyrogue, and Hitmontop.



Mystery Gift

Like every week we will have a Mystery Gift and a Giveaway, so look forward to that.



Cosmoids Update

Still not ready to show anything of the new Cosmoids but I've been thinking a lot about it. Excited to show you guys soon.



Weekly Progress



PTD2 Released!



  • Mystery Gift (100%)


    • Graphics (100%)

    • Stats (100%)

    • Evolutions (100%)

    • New Attacks (100%)


      • Dragon Pulse (100%)


    • Add to Breeding Center (100%)

    • Add to Trading Center (100%)


  • PTD1 to PTD2 Transfers (100%)

  • New Pokemon (100%) - Voltorb, Electrode, Exeggcute, Exeggutor, Cubone, Marowak, Hitmonlee, Hitmonchan, Koffing, Weezing, Rhyhorn,  Rhydon, Tangela, Kangaskhan, Horsea, Seadra, Pinsir, Tauros, Lapras, Porygon, Omanyte, Omastar, Kabuto, Kabutops, Aerodactyl, Snorlax, Dratini, Dragonair, Dragonite, Tangrowth, Tyrogue, Hitmontop, Missing No, Mr. Mime.


    • Graphics (100%)

    • Stats (100%)

    • Evolutions (100%)

    • New Abilities (100%)


      • Download (100%)

      • Filter (100%)

      • Scrappy (100%)

      • Aftermath (100%)


    • New Attacks (100%)


      • Conversion (100%)

      • Conversion 2 (100%)

      • Recycle (100%)

      • Snore (100%)

      • Sleep Talk (100%)

      • Dragon Tail (100%)

      • Power Swap (100%)

      • Guard Swap (100%)

      • Mimic (100%)

      • Substitute (100%)

      • Clear Smog (100%)

      • Rolling Kick (100%)

      • Triple Kick (100%)

      • Bone Club (100%)

      • Bonemerang (100%)

      • Barrage (100%)

      • Egg Bomb (100%)


    • Add to Breeding Center (100%)

    • Add to Trading Center (100%)


  • Bug Fix - Destiny Bond bug (100%)

  • Typo - Fixed a typo with Bugsy's Mom (100%)

  • Bug Fix - Roar will now only work once per pokemon (100%)




I'm pretty excited to finally be able to have all the PTD1 pokemon inside of PTD2, as always let me know what you think!



Monday, 19 August 2013

Legendary Transfers, Ilex Forest, Game Rebalance

Want
to get the Shiny Starters? Shiny Zorua? Shiny legendary dogs? Shiny Mew? or any other
shiny pokemon in the game? Adopt them today using
SnD coins! Click here for more info.





Visit
the PTD: Pokemon Center - a place to trade pokemon,
get your Daily Code, adopt Pokemon, view your items
and change your avatar!




Welcome to the Sam and Dan Games Developer Blog!



Sam and Dan Games: Fundraiser! Phase 3

Help us keep making games and earn awesome prizes like Shiny Rayquaza and Shiny Heatran!  

Our Goal: $50,000



Weekly Update

Welcome once again to another week at Sam and Dan Games. Let's get it started!



Game Rebalance

It's about that time again to rebalance the game. The problem that happens is that many of you are higher level so I tend to make the latest levels be a lot harder than they should be at that stage of the game. The problem is that as I add even more content new players can get stuck since the difficulty curve might be too high. What I do to rebalance is start a new game and try to play all the levels. The moment where I feel like I need to start grinding to move on then that level needs to be made easier. Either make the enemy be lower level, or have less health. Ideally in the final game you would never need to grind to beat the story mode.



I'm also retroactively adding TMs for the Gym leaders that you might have beaten.



Legendary Transfers

Last blog I asked in the comments what you wanted to see for this update. Some of you wanted to see the Legendary Beast from PTD1 to be transferred over. So this week we will see Raikou, Entei, Suicune and Victini be added to the transfer list!



New Moves

I won't be able to reach Soft Level cap 37 this week but I will add some of the moves from it, plus a few extra fun moves. Are there any specific moves that you want to be added next week? Let me know in the comments below.



Ilex Forest

The next map will be Ilex Forest. There won't be any new pokemon in it but there will be some pokemon in the wild that we hadn't seen before so that means new behaviours for them. You can expect to battle a pesky Farfetch'd and gain access to HM Cut.



Mystery Gift

Like most weeks, there will be a mystery gift this week. It looks like Ice is winning right now. It is interesting because if Ice wins, there aren't many pure or primary ice type pokemon left. There might not be a choice to vote for.



Cosmoid Update

Some interesting things are happening in the Cosmoids world, I hope to have something new to show you guys in the coming weeks, but for now there is nothing new to announce.



Okay so here is the list of progress



Weekly Progress



PTD2 Released!


  • Mystery Gift (100%)


    • Graphics (100%)

    • New Attacks (100%)


      • Sharpen (100%)

      • Haze (100%)


    • Stats (100%)

    • Add to Breeding Center (100%)

    • Add to Trading Center (100%)


  • PTD1 Transfers (100%)


    • New Abilities (100%)


      • Victory Star (100%)


    • New Attacks (100%)


      • Searing Shot (100%)


    • Stats (100%)

    • Add to Breeding Center (100%)

    • Add to Trading Center (100%)


  • Rebalance Game (100%)


    • Reduced the amount needed to level up by 30% (100%)

    • Fixed Zai's Unit Size in battles (100%)

    • Added Bonus Experience to the Zai Berry Fight (100%) - Bonus experience for pokemon level 10 and under.

    • Made the Shadow Pokemon have really high amount of HP in the Zai Berry Fight to prevent players from defeating it before being able to capture it (100%)

    • Added Bonus Experience to the Zapdos Fight (100%) - Bonus experience for pokemon level 15 and under.

    • Fixed a typo with Ash's Dialog on Cherrygrove City (100%)

    • Added Bonus Experience to the Falkner Fight (100%) - Bonus experience for pokemon level 20 and under.

    • Added TM Roost as a reward for beating Falkner (100%) - If you already beat Falkner the TM will automatically be added to your game.

    • Changed Falkner's dialog after beating him for the first time to include him saying that he gave you the badge and the TM (100%)

    • Added a missing Police Man for Violet City when you first enter the town (100%)

    • You can no longer go to Route 32 (south of Violet City) until you beat the Lugia battle (100%)

    • Added Bonus Experience to the Bellsprout Tower Fight (100%) - Bonus experience for pokemon level 20 and under.

    • Boss Bellsprout's wrap attack now has a longer cooldown but he now spins for only half the time before throwing out his wrap (100%)

    • Increased the cooldown on the small bellsprout's razor leaf attack (100%)

    • Added Bonus Experience to the Lugia Fight (100%) - Bonus experience for pokemon levle 20 and under.

    • Slightly increased the damage of Lugia's Gust Attack (100%)

    • Made the first Unown Fight easier (100%) - Lowered the level, hp, and chance to attack for the unown.

    • Made Entei's fight easier (100%) - Lowered the amount of damage the protector unit will take when taking entei's fireball attack. Lowered Entei's level. Lowered the Unown's level and HP. Lowered the amount of Unown that come out at a time and increased the time between unown coming out.

    • Fixed a type with Gary's Dialog before the Mewthree battle (100%)

    • Made Mewthree's battle easier (100%) - Lowered his total hp, lowered his damage to it's target unit.

    • Added TM U-Turn as a reward for beating Bugsy (100%) - If you already beat Bugsy the TM will automatically be added to your game.

    • Changed Bugsy's Dialog to mention giving you the TM (100%)

    • Made Past Route 29 Lass easier (100%) - Made her pokemon more reasonable for the expected level at that stage of the game.

    • Made Past Cherrygroove City Kid easier (100%) - Made his pokemon more reasonable for the expected level at that stage of the game.

    • Made Past Route 30 Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.

    • Made Past Route 31 Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.

    • Made Past Violet City Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.

    • Fixed a typo on Falkner's Dialog on Past Violet City (100%)

    • Made Past Ruins of Alph Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.

    • Made Past Route 32 Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.

    • Made Past Union Cave Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.

    • Made Past Route 33 Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.

    • Made Past Azalea Trainers easier (100%) - Made their pokemon more reasonable for the expected level at that stage of the game.

    • Made the fight against Bugsy easier (100%) - His pokemon are lowered level, have less HP. Scyther starts out slower and now attacks longer before buffing himself again. Ariados now has an initial cooldown on his spider web attack.


  • Ilex Forest (100%)


    • Map (100%)


      • Graphics (100%)

      • Triggers (100%)


    • Trainer Battle (100%)


      • Waves (100%)

      • Level Layout (100%)


    • Wild Fishing Battles (100%)


      • Waves (100%)


        • Poliwag (100%)

        • Magikarp(100%)


      • Level Layout (100%)


    • Wild Pokemon Battles (100%)


      • Waves (100%)


        • Caterpie (100%)

        • Metapod (100%)

        • Weedle (100%)

        • Kakuna (100%)

        • Pidgey (100%)

        • Zubat (100%)

        • Hoothoot (100%)

        • Paras (100%)

        • Oddish (100%)

        • Venonat (100%)

        • Psyduck (100%)


      • Level Layout (100%)


    • Farfetch'd Battle (100%)


      • Waves (100%)

      • Level Layout (100%)


    • Wild Pokemon Behaviors (100%)


      • Paras (100%)

      • Oddish (100%)

      • Venonat (100%)

      • Psyduck (100%)


    • New Attack (100%)


      • Cut (100%)



  • New Attacks (100%)


    • Seed Bomb (100%)

    • Drill Peck (100%)

    • Gravity (100%)

    • Giga Drain (100%)

    • Cross Chop (100%)

    • Extremespeed (100%)

    • Hydro Pump (100%)

    • Thunder (100%)

    • Fire Blast (100%)

    • Blizzard (100%)

    • Solar Beam (100%)


  • Your pokemon will now retain any extra experience they gained past the point of leveling up (100%) - They won't however instantly level up twice, you will need to gain more experience to trigger more level ups, but you won't lose experience as your previously did.



  • Bug Fix  - Rapid Spin not clearing out Stealth Rock (100%)

  • Bug Fix - Added Missing Attack - Lovely Kiss (100%)

  • Bug Fix - Shrinking a few pokemon - Furret, Ekans, Arbok, Slowpoke, and Dunsparce (100%)



That's what we have for you this week. As always keep checking back to see how I'm doing and let me know what you think! Sam out.

5 Core Elements Of Interactive Storytelling

Introduction
Over the past few years I have had a growing feeling that videogame storytelling is not what it could be. And the core issue is not in the writing, themes, characters or anything like that; instead, the main problem is with the overall delivery. There is always something that hinders me from truly feeling like I am playing a story. After pondering this on and off for quite some time I have come up with a list of five elements that I think are crucial to get the best kind of interactive narrative.

The following is my personal view on the subject, and is much more of a manifesto than an attempt at a rigorous scientific theory. That said, I do not think these are just some flimsy rules or the summary of a niche aesthetic. I truly believe that this is the best foundational framework to progress videogame storytelling and a summary of what most people would like out of an interactive narrative.

Also, it's important to note that all of the elements below are needed. Drop one and the narrative experience will suffer.

With that out of the way, here goes:


1) Focus on Storytelling
This is a really simple point: the game must be, from the ground up, designed to tell a story. It must not be a game about puzzles, stacking gems or shooting moving targets. The game can contain all of these features, but they cannot be the core focus of the experience. The reason for the game to exist must be the wish to immerse the player inside a narrative; no other feature must take precedence over this.

The reason for this is pretty self-evident. A game that intends to deliver the best possible storytelling must of course focus on this. Several of the problems outlined below directly stem from this element not being taken seriously enough.

A key aspect to this element is that the story must be somewhat tangible. It must contain characters and settings that can be identified with and there must be some sort of drama. The game's narrative cannot be extremely abstract, too simplistic or lack any interesting, story-related, happenings.


2) Most of the time is spent playing
Videogames are an interactive medium and therefore the bulk of the experience must involve some form of interaction. The core of the game should not be about reading or watching cutscenes, it should be about playing. This does not mean that there needs to be continual interaction; there is still room for downtime and it might even be crucial to not be playing constantly.

The above sounds pretty basic, almost a fundamental part of game design, but it is not that obvious. A common "wisdom" in game design is that choice is king, which Sid Meier's quote "a game is a series of interesting choices" neatly encapsulate. However, I do not think this holds true at all for interactive storytelling. If choices were all that mattered, choose your own adventure books should be the ultimate interaction fiction - they are not. Most celebrated and narrative-focused videogames does not even have any story-related choices at all (The Last of Us is a recent example). Given this, is interaction really that important?

It sure is, but not for making choices. My view is that the main point of interaction in storytelling is to create a sense of presence, the feeling of being inside the game's world. In order to achieve this, there needs to be a steady flow of  active play. If the player remains inactive for longer periods, they will distance themselves from the experience. This is especially true during sections when players feel they ought to be in control. The game must always strive to maintain and strengthen experience of "being there".


3) Interactions must make narrative sense
In order to claim that the player is immersed in a narrative, their actions must be somehow connected to the important happenings. The gameplay must not be of irrelevant, or even marginal, value to the story. There are two major reasons for this.

First, players must feel as though they are an active part of the story and not just an observer. If none of the important story moments include agency from the player, they become passive participants. If the gameplay is all about matching gems then it does not matter if players spends 99% of their time interacting; they are not part of any important happenings and their actions are thus irrelevant. Gameplay must be foundational to the narrative, not just a side activity while waiting for the next cutscene.

Second, players must be able to understand their role from their actions. If the player is supposed to be a detective, then this must be evident from the gameplay. A game that requires cutscenes or similar to explain the player's part has failed to tell its story properly.


4) No repetitive actions
The core engagement from many games come from mastering a system. The longer time players spend with the game, the better they become at it. In order for this process to work, the player's actions must be repeated over and over. But repetition is not something we want in a well formed story. Instead we want activities to only last as long as the pacing requires. The players are not playing to become good at some mechanics, they are playing to be part of an engrossing story. When an activity has played out its role, a game that wants to do proper storytelling must move on.

Another problem with repetition is that it breaks down the player's imagination. Other media rely on the audience's mind to fill out the blanks for a lot of the story's occurrences. Movies and novels are vague enough to support these kinds of personal interpretations. But if the same actions are repeated over and over, the room for imagination becomes a lot slimmer. Players lose much of the ability to fill gaps and instead get a mechanical view of the narrative.

This does not mean that the core mechanics must constantly change, it just means that there must be variation on how they are used. Both Limbo and Braid are great examples of this. The basic gameplay can be learned in a minute, but the games still provide constant variation throughout the experience.


5) No major progression blocks
In order to keep players inside a narrative, their focus must constantly be on the story happenings. This does not rule out challenges, but it needs to be made sure that an obstacle never consumes all focus. It must be remembered that the players are playing in order to experience a story. If they get stuck at some point, focus fade away from the story, and is instead put on simply progressing. In turn, this leads to the unraveling of the game's underlying mechanics and for players to try and optimize systems. Both of these are problems that can seriously degrade the narrative experience.

There are three common culprits for this: complex or obscure puzzles, mastery-demanding sections and maze-like environments. All of these are common in games and make it really easy for players to get stuck. Either by not being sure what to do next, or by not having the skills required to continue. Puzzles, mazes and skill-based challenges are not banned, but it is imperative to make sure that they do not hamper the experience. If some section is pulling players away from the story, it needs to go.


Games that do this
These five elements all sound pretty obvious. When writing the above I often felt I was pointing out things that were already widespread knowledge. But despite this, very few games incorporate all of the above. This is quite astonishing when you think about it. The elements by themselves are quite common, but the combination of all is incredibly rare.

The best case for games of pure storytelling seems to be visual novels. But these all fail at element 2; they simply are not very interactive in nature and the player is mostly just a reader. They often also fails at element 3 as they do not give the player much actions related to the story (most are simply played out in a passive manner).

Action games like Last of Us and Bioshock infinite all fail on elements 4 and 5 (repetition and progression blocks). For larger portions of the game they often do not meet the requirements of element 3 (story related actions) either. It is also frequently the case that much of the story content is delivered in long cutscenes, which means that some do not even manage to fulfill element 2 (that most of the game is played). RPG:s do not fare much better as they often contain very repetitive elements. They often also have way too much downtime because of lengthy cutscenes and dialogue.

Games like Heavy Rain and The Walking Dead comes close to feeling like an interactive narrative, but fall flat at element 2. These games are basically just films with interactions slapped on to them. While interaction plays an integral part in the experience it cannot be said to be a driving force. Also, apart from a few instances the gameplay is all about reacting, it does have have the sort of deliberate planning that other games do. This removes  a lot of the engagement that otherwise come naturally from videogames.

So what games do fulfill all of these elements? As the requirements of each element are not super specific, fulfillment depends on how one choose to evaluate. The one that I find comes closest is Thirty Flights of Loving, but it is slightly problematic because the narrative is so strange and fragmentary. Still, it is by far the game that comes closest to incorporating all elements. Another close one is To The Moon, but it relies way too much on dialog and cutscenes to meet the requirements. Gone Home is also pretty close to fulfilling the elements. However, your actions have little relevance to the core narrative and much of the game is spent reading rather than playing.

Whether one choose to see these games are fulfilling the requirements or not, I think they show the path forward. If we want to improve interactive storytelling, these are the sort of places to draw inspiration from. Also, I think it is quite telling that all of these games have gotten both critical and (as far as I know) commercial success. There is clearly a demand and appreciation for these sort of experiences.


Final Thoughts
It should be obvious, but I might as well say it: these elements say nothing of the quality of a game. One that meets none of the requirements can still be excellent, but it cannot claim to have fully playable, interactive storytelling as its main concern. Likewise, a game that fulfills all can still be crap. These elements just outline the foundation of a certain kind of experience. An experience that I think is almost non-existent in videogames today.

I hope that these five simple rules will be helpful for people to evaluate and structure their projects. The sort of videogames that can come out of this thinking is an open question as there is very little done so far. But the games that are close to having all these elements hint at a very wide range of experiences indeed. I have no doubts that this path will be very fruitful to explore.


Notes
  • Another important aspects of interaction that I left out is the ability to plan. I mention it a bit when discussing Walking Dead and Heavy Rain, but it is a worth digging into a little bit deeper. What we want from good gameplay interaction is not just that the player presses a lot of buttons. We want these actions to have some meaning for the future state of the game. When making an input players should be simulating in their minds how they see it turning out. Even if it just happens on a very short time span (eg "need to turn now to get a shot at the incoming asteroid") it makes all the difference as now the player has adapted the input in way that never happens in a purely reactionary game.
  • The question of what is deemed repetitive is quite interesting to discuss. For instance, a game like Dear Esther only has the player walking or looking, which does not offer much variety. But since the scenery is constantly changing, few would call the game repetitive. Some games can also offer really complex and varied range of actions, but if the player is tasked to perform these constantly in similar situations, they quickly gets repetitive. I think is fair to say that repetition is mostly an asset problem. Making a non-repetitive game using limited asset counts is probably not possible. This also means that a proper storytelling game is bound to be asset heavy.
  • Here are some other games that I feel are close to fulfilling all elements: The Path, Journey, Everyday the Same Dream, Dinner Date, Imortall and Kentucky Route Zero. Whether they succeed or not is a bit up to interpretation, as all are a bit borderline. Still all of these are well worth one's attention. This also concludes the list of all games I can think of that have, or at least are closing to having,  all five of these elements.


Links:
http://frictionalgames.blogspot.se/2012/08/the-self-presence-and-storytelling.html
Here is some more information on how repetition and challenge destroy the imaginative parts of games and make them seem more mechanical.

http://blog.ihobo.com/2013/08/the-interactivity-of-non-interactive-media.html
This is a nice overview on how many storytelling games give the player no meaningful choices at all.

http://frictionalgames.blogspot.se/2013/07/thoughts-on-last-of-us.html
The Last of Us is the big storytelling game of 2013. Here is a collection of thoughts on what can be learned from it.

http://en.wikipedia.org/wiki/Visual_novel
Visual Novels are not to be confused with Interactive Fiction, which is another name for text adventure games.

Thirty Flights of Loving
This game is played from start to finish and has a very interesting usages of scenes and cuts.

To The Moon
This is basically an rpg but with all of the fighting taken out. It is interesting how much emotion that can be gotten from simple pixel graphics.

Gone Home
This game is actually a bit similar to To The Moon in that it takes an established genre and cuts away anything not to do with telling a story. A narrative emerge by simply exploring an environment.

Sunday, 18 August 2013

Scale comparison 15mm Crusader and a 28mm Stormtrooper

I had a few people asking for a scale comparison of the upcoming 15mm scale Crusader and a 28mm miniature.

You can see it scales nicely for the 28mm crowd, the head is large enough to fit a pilot into and the overall size looks good.

Friday, 16 August 2013

Ghaaaw, I wish I went to Gencon

Spoke with some of the folks from WGF and they said that they had quite a few backers come say hello... Makes me very sad I could not attend. I would have loved to meet the folks that made this possible.

Here is a shot for Gencon



Next year come hell or high water, I will be there.

Back in action! PTD2 update released!

Want
to get the Shiny Starters? Shiny Zorua? Shiny legendary dogs? Shiny Mew? or any other
shiny pokemon in the game? Adopt them today using
SnD coins! Click here for more info.





Visit
the PTD: Pokemon Center - a place to trade pokemon,
get your Daily Code, adopt Pokemon, view your items
and change your avatar!







Welcome to the Sam and Dan Games Developer Blog! Back in action!



Sam and Dan Games: Fundraiser! Phase 3

Help us keep making games and earn awesome prizes like Shiny Rayquaza and Shiny Heatran!  

Our Goal: $50,000



Back in Action!


It's good to be back! First I want to thank you all for all the kind words that you gave Zaira and I. We had a wonderful wedding and honeymoon. It was a much needed break from work. I'm fully refreshed and ready to make some content!



PTD2 Update 1.49 Released!

I just finished a new update it contains a lot of goodies for you guys and gals.




  • Pokemon Size Adjustments - This was a long time coming. Usually I would resize pokemon manually and more or less estimate how big or small they should be. What I did was changed it so the sizes are automatically figured out using programming instead of me doing it manually. From 0 to 10 feet units will scale at a faster pace than from 10 or higher feet. If it all scales the same you end up with giant Steelix. So I used rattata to figure out 1 foot and your character represents 5 feet. Then I took my Steelix size and made that the measure for how the bigger pokemon should scale. The outcome is that sizes should be more consistent now. Some pokemon got smaller and some got bigger but should be accurate to the game.

  • Soft Level Cap Increased to 36 - Added 11 new attacks to reach the 36 soft level cap. Please note that pokemon that can learn these attacks will be able to learn them even if they are learned at a higher level than the soft cap.


    • X-Scissor, Megahorn, Shadow Claw, Flash Cannon, Dizzy Punch, Psycho Cut, Whirlpool, Stone Edge, Venoshock, Blaze Kick, and Sludge Bomb.


  • The promised Giveaway Pokemon - This coming week I will be giving away Shiny Tepig, Gothita and Electrike.

  • PTD1 to PTD2 Transfers - 15 new pokemon to transfer over! Go to the PTD1 Pokemon Center to transfer your pokemon from ptd1 to ptd2. Keep in mind you can't transfer them back to PTD1 once you transfer them over.


    • Ponyta, Rapidash, Magnemite, Magneton, Farfetch'd, Doduo, Dodrio, Seel, Dewgong, Grimer, Muk, Shellder, Cloyster, Drowzee, and Hypno.



That's all I have for today, stay tuned for our next blog on Monday! As always let me know what you think!

Thursday, 15 August 2013

Gencon 25% off sale and a preview of the 28mm scale Leviathan Mortis and 15mm scale Leviathan Crusader

Unfortunately I did not make it to Gencon this year, real life issues of hunting for a new residence intruded on my fun.

If you can make it to Gencon, Wargames factory will be previewing the 15mm Leviathan Crusader and the 28mm Leviathan Mortis, both were painted for WGF by Matt Leahy. I think he did a fabulous job on these! Yes, that is the 15mm Crusader, all the details found on the 28mm model are present.

For those of you like myself who cannot attend Gencon, I just wanted to let you know that Wargames Factory if having a 25% off sale. Just be sure to use the discount code on checkout.


GENCON SALE!

All Wargame Factory and DreamForge-Games products on sale for 25% off! Sale ends Sunday August 18th at Midnight!

 Use the discount code of conspecial in our webstore shopping cart to receive the discount.

(Please note that our 3x and 7x deals do not apply during this sale)

 Leviathan Mortis

15mm Scale Leviathan Crusader