Friday Project Update

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Friday update after returning from vacation!

Not a huge amount to report; game testing for Holy Press never occurred (Despite finishing all the components, and getting some ideas for an alternative victory condition that would be a bit less swingy/exploitable).

The testing for Ruin also didn’t physically occur, but a good lesson was learned. The feedback was that the game mechanics had some solid promise, but there were some really good suggestions regarding the stacking system and making it more interesting. In addition, a key point raised was to make sure the base game was fun and smooth to play, and then adding in Legacy elements.

Whoops.

I had been so focused on the legacy aspect covering the bumps in the base game that I’d lost sight of a key tenet of Legacy game design: the base game has to be fun to play, especially since most Legacy games have a “final” board/gamestate that in theory you should be able to continue to play and enjoy that final state as much as you would any other game.

Next order of business with Ruin is to revise the core game to be fast, tight, and enjoyable. However, Ruin is taking a backseat to Mistgore as I work to revise the rules for that and get it ready for playtesting. I’m also going to see if I can convince some of the local gaming groups to sign on for a playtesting group, since not only will that give me a chance to get regular and vital playtesting done, but also help enable others with game designs to do the same!

Until next week!

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Oh I am so looking forward to this you can’t even imagine

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Friday Update: Scheduling

Today I don’t have a specific game update, but will just be going over my thoughts and plans for upcoming game and writing content over the next few months.

So, I’m integrating this to-work-on list with the one I have for Ironwatch, since I do want to get those done and I think it will be good to make sure that the magazine is getting a regular stream of content as well.

Copy-pasted from the State of the Watch 2016-2017 post, is this schedule:

  • October 2016: Ironwatch Annual, Year 1
  • December 2016: Ironwatch Tales: Kings of War
  • February 2017: Quarantine Basic Edition
  • April 2017: Ironwatch Annual, Year 2
  • June 2017: Quarantine Deluxe Edition
  • August 2017: Ironwatch Annual, Year 3

The schedule is pretty aggressive, and I think I need to adjust the dates for it due to previous obligations for this month and what all else I have planned otherwise. However, I also think that now Ironwatch has an editorial board, that things should go much, much faster:

  • January 2017: Ironwatch Annual, Year 1
  • February 2017: Ironwatch Tales: Kings of War
  • March 2017: Quarantine Basic Edition
  • April 2017: Ironwatch Annual, Year 2
  • May 2017: Quarantine Deluxe Edition
  • June 2017: Ironwatch Annual, Year 3
  • July 2017: Ironwatch Tales: Warpath
  • August 2017: Ironwatch Annual, Year 4

Now, at the same time, I’m going to be working on getting some games worked on and developed for testing and prototyping, and possibly eventually release as well. In order of priority, they are:

  1. Mistgore
  2. Precedence/Loreweaver RPG
  3. Ruin
  4. Holy Press
  5. Primogeniture
  6. The Last Hours of Rome (formerly Last Hours of Ehbane)
  7. Negative Pressure

The reason for this order is because I want to get Mistgore going soonest. It will be a Patreon-based thing with an eventual Kickstarter, so getting that past the initial stage of development and into a holding stage where I can just iterate on stories, rule revisions and balance, and rulebook layout will be ideal. However, right now it’s not to the point where it can be playtested, which is a major problem I want to resolve first.

Following that is Ruin, which I think has a lot of potential but I currently don’t have a regular playtester for it, and the Precedence/Loreweaver RPG. I wanted to get the RPG out first, as this is something that can be published as a PDF or POD book, as well as being something I can easily and gladly playtest with my wife. I can probably playtest Ruin with her, but I know her preference is much more towards RPGs and board games than skirmish wargames and competitive card games.

Next up is Holy Press and Primogeniture. Holy Press I think has a killer game concept, and Primogeniture both has a good game concept and is small enough that I can iterate and test it quickly. I have a standing offer from a family member for art, and this would be the perfect game as it won’t need a huge amount of art in order to be completely finished and ready to be literally complete and published.

Lastly is Negative Pressure and Last Hours of Rome. I think Negative Pressure has a ton of potential, but unfortunately it will probably need a Kickstarter to be released in a widespread way due to the funky kitchen timer component, so that’s shelved for a while as there’s not really a way for me to publish it once its done. Last Hours of Rome (the change to a historical setting was suggested by my lovely wife, and it solved a ton of design concept problems I had) will need playtesting and polishing of its mechanics, but I think this can end up being a really fun game with a remarkably small footprint and box.

This whole time too, I’m going to be plunking away at finishing off Hardwired, as I’d like to return to doing weekly or so posts of that. Preferably, I’d like to do 10-page updates: 5 pages of installment, and 5 pages added to the “behind the scenes” second half of the book, so when I hit the halfway point with the published material, I’m only 4-6 installments short of finishing the second-half material. At that point, I’ll probably go over it, polish it into a single contiguous book, and publish it on Amazon and POD.

Let me know what your thoughts and suggestions are, if you have any! Cheers!

 

 

Friday Project Update: Ruin and Holy Press

This week was dealing with life events and updating my game projects to be ready for beta testing with friends and family around Christmastime. I’ll briefly touch on the changes and planned changes so far:

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Ruin

This week was focused on reworking the cards, including adding the Coin cards in to add a different level of mechanics, adding a play cost for cards (and making Locations inherently valuable with a constant 0-Coin play cost). I also worked on trying to make the cards a bit more unique, but I may end up revisiting it and making every card unique rather than just most of them.

paper-cutter

I gotta get me one of these

On a side note, while I love Paperize’s beta, I do not love my lack of a guillotine-style paper cutter. I ended up shearing the everloving daylights out of about a dozen cards, cutting off crucial text on most of those. I think this may go on the wishlist for Valentine’s Day or as a personal indulgence.

Speaking of indulgences…

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Holy Press

Yup, I loved the Monday Game Design so much that I wanted to expand it into a full game. Currently I’ve got the core gameplay fairly well ironed-out, but I’m working on peripheral cards and mechanics to help complement the main game.

I’ve been working on the Game Crafter to figure out how much I have available if I’m shooting for a $30 MSRP for a large-print-run game, and to my surprise found out that the additional costs and such for non-bulk orders on GC mean that $30 of raw GC components would end up being only about $6ish if bought in bulk for a large print run, so the GC price ends up matching the target MSRP anyways!

I’m still trying to find a good source of hex tiles, but I’m hoping that I can figure something out, as the alternative I have with using fewer tiles but each tile having a card of some sort doesn’t match quite as well with the Tithes and Dispensation cards I have planned.

Next week I won’t be working on games for most or probably all week, but the following week I hope to finish the work on Holy Press and get it into a testing-ready state so I can bring it along too.

I’ll also be bringing Negative Pressure along with as well, although I need to do some heavy reworking with that one at some point: I need to start nailing down the limits of what the game price and component count will look like, so I can better outline which and how many of each are available. That will probably have to wait until after the holidays, and I’m not even sure Ill have sufficient time to give it a playtest anyways!

Until next time!

Mini-ish-Update 2

Another update, to give a bit more information on the playtest-driven changes in RUIN. The next section of The Storyteller will be posted tonight, and if you already read the first part, you might want to check again as I updated it and lengthened it to a full 10 pages written thus far.

xmuzv

Woo, playtesting a game!

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Mini-Update 1

As I am currently hard at work at NaNoWriMo, there will just be a brief update today, with a longer project update tomorrow.

Empty nutshell. Original case for your christmas surprise.

Insert punny caption here.

In a nutshell, first 7ish pages of my NNWM novel ‘The Storyteller’ are done. That’s ~1/24 of the novel I’ve got planned, and I think I should be able to keep up the pace and hit 50K words without issue.

On the gaming front, Ironwatch Issue 51 released, and I’ve gotten some really good and extensive feedback for the Ruin card game following a 3-player playtest. It’s got a lot of changes that will be needed, but I think the next playtest will be that much stronger for it. I’ll give a more detailed breakdown on the feedback tomorrow.

Thanks for stopping by, and tune in tomorrow! Cheers!

Friday Project Update

I’d like to start posting my progress on various games, game-related stuff, and similar content, as a way of holding myself accountable (which in turn helps give me the kick-in-the-butt needed to keep momentum up). I’ll give a summary of what I was working on that week, and a blurb on what I’ve got planned next as well.

I’ll post a quick status update for each project now, and then mention then again if they get worked on that week.

The Shortlist:

  • Precedence RPG re-work
  • Mistgore skirmish wargame
  • Ruin card game
  • Primogeniture microgame
  • Negative Pressure board game
  • Ironwatch magazine
  • Mawbeast Madness game
  • Quarantine game
  • Hardwired novel
  • NaNoWriMo novel

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