Pop Lock’n’Rooooll: Tradingcards meet Dice in OpenSourceLand
Pop Lock’n’Rooooll: Tradingcards meet Dice in OpenSourceLand
Pop Lock’N’Rooooll is a game like no other. It combines a trading card game with a dice game. And we’re going to give it away for free!
Pop Lock’N’Rooooll is a game like no other. It combines a trading card game with a dice game. And we’re going to give it away for free! Read more
Recently we were on a scientific expedition to Missinmoon Island, a remote Pacific island where no one has ever seen the moon. One night we came across an old man called Geom Sa Terdun (he told us just to call him Bob) tossing a curious object from one hand to another.
Scientifically expeditioning, we asked him what it was. He told us it was part of a game, which he called Pop, Lock ‘n’ Rooooll, although he said it in Missinmoonese, of course. By the light of the stars and a kerosene lamp (no moon, remember) he taught us how to play this curious game. And it was the BEST GAME WE HAD EVER PLAYED.
It was an intriguing mix of card game and dice game, with the cards slotting intriguingly onto the die. The values on the faces never stayed the same for long as cards were taken from the die to be played. (It sounds more complicated than it is! Trust us it's really easy to play, it must be because we’re really bad when it comes to rules.)
We decided not to visit the famous Bat Splat caves of the Lunarless Valley, or look for the legendary Baa Bird – the only avian known to have wool instead of feathers, and we passed on the Great Cheese Lake Festival. Instead we spent the rest of the expedition exploring the possibilities of this AMAZING GAME, the name of which we stylishly abbreviated to PLnR.
And Bob was a happy man. He was the last of his tribe, the last man alive on the planet to know the mysteries of PLnR. We had come across him just in time!
Our expedition soon came to an end and we bade Bob a fond farewell and let him thrash us at the game one last time.
As we sailed away Bob waved and shouted at us – “Tell all the world about Pop, Lock ‘n’ Rooooll! Give it away for FREE – none of that pretend freemium hogwash! And set up a website too, not a crappy one though, a good one that’s robust and will last a long time, where everyone can get everything they need to play the game. Oh, and encourage everyone to make their own changes and share their ideas!”
As we marvelled at how technically savvy Bob was, a kraken reared up out of the water and dragged him to a watery grave. We would have got photos, but someone forgot the charge the batteries. We won’t name names, not here, this is neither the time nor the place… Jon.
Anyway, we were left with the last words of Bob, the last member of his tribe and the last bastion of the secrets of POP, LOCK 'N' ROOOOLL! And we will honour his dying wishes. We will take his GREAT GAME and give it away for FREE.
But we need your help.
TELL ALL YOUR FRIENDS ABOUT US ON FACEBOOK!
SHOUT ABOUT US IN THE STREET!
Think of a trading card game like Magic: The Gathering, but you don’t hold the cards in your hand, instead you slot them onto the faces of a large dice. When it’s your turn to go you take a card from one of the faces of your dice and play it, then you roll the dice. Using whatever special powers the card gives you and the number you roll you try to beat your opponent over a series of rolls – BLASTING AWAY cards from their dice and the deck that replenishes the cards on their dice. Whoever runs out of cards first, is the loser!
Right about now you’re probably starting to understand why we’re on Kickstarter. We need your help to give things away! First of all we’re only asking for the merest smidgen, the bare minimum we need to get this off the ground, because the most important thing for us is to get it into your hands.
Now for some specifics.
We all know it’s possible to throw up a cheapo website for a few bucks. That’s all well and good for your average blog but it’s a recipe for disaster when you’re dealing with large image files that you hope the whole world will want to download. So we need to be able to afford a good hosting solution and guarantee it can be hosted for years to come – this project isn’t some short term escapade, we have very long term plans for it.
Building a good website is not a trivial matter, we know, we've built good websites. Our skinniest implementation of the website won’t be overly complicated, in terms of the initial content, but it has to be built to scale-up to the demands we will be put on it in the future. As time goes by we’ll be adding more content and more functionality, and we don’t want to be building all that on a foundation of sand, we want solid rock beneath our feet.
Whatever happens we want to website to be able to run for a good long time, even with a high volume of traffic. You'd be surprised at how rapidly traffic costs can escalate when a website starts to pull in a respectable amount of users, especially when there's a range of high quality images to download.
Potentially, advertising on the website could help us with these costs, but relying on ad revenue would be a lot like relying on the lottery; even some fairly high volume websites fail to generate good earnings from ads. And, let’s face it, wouldn't you prefer it if we didn't have to run ads on the website?
Although we know the game plays well, we also know all too well that there's a large amount of work to be done between proof of concept and having something that can be released. Every single Slide needs to be usability tested before we can go anywhere near beta testing. Usability testing is done to make sure that the game makes sense to the player.
To conduct the testing we need a fresh crop of unspoiled folk, who we don’t know all that well, and who don’t know anything about the game. Usability testing also isn't normally all that much fun for the subjects, and to get good usability testers we need to reward them with tokens of our appreciation. We're sure some of you good folk would readily volunteer, but usability testing is best done face-to-face; and trust us when we tell you it's no fun.
Finally, refining the designs for Rumble Bots and Slides isn't as cheap as you might expect. As we progress with the designs we have we’re constantly making little tweaks, and every tweak needs to be tested in the only way we know how – by printing a version and building it. As time goes by we're working our way through plenty of paper and pots of glue quite quickly. But that cost is nothing compared to printer ink, which always runs out when we need it most (which is always). And so far we’ve only got a couple of Rumble Bots designed, so who knows how much paper, glue and ink we’ll have used by the time we launch.
Without your generous help there’s no way we can get Pop, Lock ‘n’ Rooooll to the standard we need to in order to launch it on the world.
We desperately need your help.
This project is our life, and our goals are far reaching. Help us SMASH past the paltry 5k funding target and come on a journey with us, a journey through the Roooolliverse of STRETCH GOALS where we… Unleash the Rumble Room; Dance for delectation and delight; Boost the website with forums for easy ideas exchanging; Put in your hands a shiny sleek creation app; SHOUT about the best bits from the forums; Broadcast “how to” and “making of” videos – including cutting edge 3D print designs; Super MEGA-IFY the app; Tour the world visiting YOU; Stage the first ever Pop, Lock ‘N’ Rooooll World Championship! STAGE A FULL SIZE WORLD CHAMPIONSHIP WITH INFLATABLE RUMBLE BOT SUITS!
Free games from greed!
We are the people and we want to play!
POP! LOCK! AND ROOOOLL!
Shortly after we launched we got a message suggesting a cracking idea: Richard Fleming wrote to us to suggest we ask folk to help out refining the designs of the Slides we already have. Specifically he suggested we change Deck Jam to “Nailed It” and Mirror Mountain to “In Your Face”.
We might well take him up on those ideas, and we are massively grateful for his ideas.
Some of the other Slides we have work great on a pure gameplay level, but they don't necessarily have great names. 10 out of 10 for gameplay, not so much out of 10 for exciting names.
So, we offer up the following selection of Slides for your superb renaming suggestions.
Send us a message and tell us what you think these Slides should be called. But not only that, you can suggest thematic changes to the text too, to go along with your name idea. Remember, Rumble Bots are hyper adaptive and battle each other to test themselves, so pretty much anything goes.
Good ideas will make you immortal.
Remember, if you want to work on a completely original Slide design with us, which you can call all your own, you can choose the Designer reward.
Risks and challenges
We’re a good way along with this project, certainly far enough to tell you that the game plays well, so that’s one big risk off the table right away.
Balancing the game is going to take some time, but we’ve got a lot of experience in that particularly field, so we’re not worried about getting that sorted out.
There’s a chance that the big toy companies will get together and buy up all the printers, paper and glue in the world; that would provide a bit of a problem for a print and play project like ours.Learn about accountability on Kickstarter
- (33 days)