Showing posts with label devlog. Show all posts
Showing posts with label devlog. Show all posts

Tuesday, January 02, 2018

2017 year in review

A lot of stuff has happened in 2017 in general, some of it good, much of it bad. In my own life, the good stuff includes getting married in March, and now expecting a little boy next May, so I guess that's big news. But as this is my game design blog, I suppose now would be a good time to take a moment and reflect on my experiences in 2017 on the games front.

I didn't keep specific notes or anything, so I'll just go through my calendar and blog posts and see what that reminds me of:

January

I started off the year wrapping up development on Eminent Domain: Oblivion, and coordinating art with Brian Patterson for the tech card illustrations and Ariel Seoane for the graphic design. A few people have grumbled online about how they don't like the look of the new tech illustrations, but as I have said in a couple of different threads already:

The main artists we had used for previous EmDo expansions were no longer available, and I wanted a consistent look within this set. Brian Patterson did all of the illustrations, and yes, he has a sort of cartoony style.
Many of the previous cards are a little bit cartoony, and there's a mix of styles from 5 or 6 different artists in them, so I don't think there will be much of a problem adding these new tech cards into the mix.
And as for the cartoony-ness of them, I kind of wanted that -- to an extent, Oblivion is a parody of government, and most of the time government could best be described as "cartoony."

I think Brian did a great job with these illustrations, I like that the expansion art is internally consistent, and I don't think there'll be any problems incorporating this set into the base game (or playing it with previous sets) based on that, but YMMV.
Also in January, Eminent Domain was featured in a Reddit forum called Game Of The Week, Redux. And I posted about a game idea sparked by an episode of The Game Designers of North Carolina podcast -- however, that game idea hasn't gone anywhere, and I don't expect it will. However, as I describe in the comments on that post, it did spark another game design idea which I think MAY actually go somewhere.

In addition, I was wrapping up rules edits for Harvest, and coordinating with Sergi on Pioneer Days art. I was pushing hard to get all three of those into production in time for a potential GenCon release, and failing that, at least an Essen/BGGcon release.

Outside of gaming, it looks like I flew to Dallas for a friend's divorce trial, a stark contrast to the time I spent on my own wedding preparations that month.

February

After January, I took stock of The List, a sort of compilation of games I've got at the idea stage, design stage, and published titles. I posted an update to kick off February.

Other posts in my design blog this month included:

  • That game idea I mentioned above, which grew from the ideas that came to mind listening to that podcast.
  • A sort-of formal definition of "Deck Learning," the term I've coined to describe Eminent Domain, which I feel is a significantly different type of deck building than games like Dominion, Ascension, etc.
  • A request for Q's for a Casual Q&A, like those Reddit AMA's, but in a more laid back format. Only 1 person asked any questions in the comments.
  • A summary of the beginnings of a new game about Joan of Arc, a design which I'd been tinkering with since Essen. It's intended to be a sort of sequel to Orleans, and spoilers: it did go somewhere, but now I've sort of backburnered it.


Not much else notable happened this month. It looks like I recorded a podcast episode with Isaac Shalev, though I don't think it aired until September.

March

I skipped SaltCon last year because it was 1 week before my wedding, which is a bummer, because that is a nice, relaxed convention which gives me a chance to hang out and catch up with my TMG cohorts. For the previous couple of years, Michelle came with me, we stayed at Michael's house, and we enjoyed the convention. I hope we can return in the future.

I think of March as the sort of deadline to get files to the printer in time for GenCon, so I furiously tried to finish Oblivion, Harvest, and Pioneer Days to give them their best shot at that.

I continued to think about that Worker Learning game idea, and had a "Eureka" / "Duh" moment about it, and I made a prototype for that Joan of Arc idea I'd posted about in February.

April

In April I had some promising playtests of the early versions of Joan of Arc: Maid of Orleans, and I updated my prototype accordingly.

I also went to Paris on my honeymoon, and unfortunately got a bit sick there. I did however get my new wife to play a game of Joan of Arc with me at a game cafe though!

May

I kicked off May by joining Lance to record Episode #3 of the TMG podcast.

Blog posts this month included:



I finished up the month with a trip to Birmingham with Andy, Aaron, and Daniel for UK Games Expo - a neat show, only mildly disturbed due to some terrorist activity nearby the week before.

June

I began the convention season in England at UK Games Expo, and continued in Columbus at Origins, where Andy and I had a number of meetings with designers to listen to game pitches. Not much interested me there, though we did see 2 things which we ended up signing later in the year.

My own design efforts were focused mostly on Deities & Demigods, which I hadn't tested since January, but which I revived at UK Games Expo and concentrated on throughout June, with a little bit of Joan of Arc thrown in for good measure.

July

I spent the first 2 weeks of July vacationing in Dallas and then Seattle. I managed to play a few games... Werewords and Wordsy went well at Michelle's family reunion in Dallas, and I introduced some of my Seattle friends to a new favorite: Barenpark. I also showed off a full art prototype of Crusaders: Thy Will Be Done, which finally hit Kickstarter in July!

As could have been suspected, there was a slight backlash to the theme of Crusaders, but to be honest, it wasn't all that much. While the material holds potentially controversial subject matter, I think that game really sidesteps it -- it's not about the Crusades themselves, it's about the so-called "crusading orders," such as the Knights Templar. It's also not really intended to be historically accurate, though it is based on stuff the Templars did.

In July I updated The List again, since a lot had changed in the first half of 2017.

August

A lot of stuff seemed to happen in August...

  • Crusaders finished funding with 4,162 backers pledging a total of $330,691 of support, mostly for the Deluxified version of the game. That's not TMG's BIGGEST kickstarter project, but it's close, and it makes the $48k we raised for Eminent Domain 6 years ago look like child's play.
  • I worked with a sculptor on knight and building sculpts for the Deluxified version of Crusaders.
  • I also worked with Ariel to get the art and graphic design for the upcoming Homesteaders expansion ready to go.
  • I checked production proofs for Eminent Domain: Oblivion, and found (and corrected) an error with the card backs.
  • And of course, I attended GenCon with TMG, where Andy and I met with a bunch more designers to listen to their game pitches, and attended 2 nights worth of Publisher Speed Dating.

Most of the Publisher Speed Dating events I've attended have been a bit of a bust for me. Out of 400+ pitches, I'd only been interested in a few games, and of those, even fewer turned into TMG products. This year at GenCon, the signal to noise ratio seemed a lot higher for some reason -- just lucky I guess. There were several games I was interested in, and upon closer examination we took several of them home with us, and ended up signing more than one!

In addition to all of that, I started a new game design (Automatown rules), I revived an old game design (Alter Ego) and enlisted a design hobbyist to do some blind PnP testing of it, I re-posted some nuggets of design wisdom from Matthew Dunstan (with his permission) from a Twitter thread, and I revisited the Casual Q&A idea again.

September

September was similarly busy. This month I...



The big ticket item here is probably getting more organized with playtesting. I have been meaning to do that forever, and now I can much more easily track what gets played and when, and by whom.

I ended September by attending RinCon (Brian had a great geeklist from RinCon this year, and I didn't so I'll just link his), for once as an attendee rather than an organizer. I took on the responsibility of running the convention because I wanted it to happen, and it was very relaxing to finally just sit around and play games rather than answer questions and put out fires. Unfortunately, this reward was short lived, because I had to fly to California for a wedding on Saturday morning, so I was only able to enjoy RinCon for 1 day.

October

By comparison to the last couple of months, October sounds fairly uneventful:

I skipped Essen this year -- TMG usually sends 4 people, and this year we had a booth, and so wanted to send someone new to help run it, so I stayed home to make space. It's too bad, because two of the games I put a lot of work into, Harvest and Pioneer Days, made their debut at Essen. I hope to return in the future.

Instead of flying to Germany, I finally started updating Terra Prime for a new life as a prequel to Eminent Domain (it will be called Eminent Domain Origins), and I kept working on the Eminent Domain dice game ("Eminent Domain: Chaos Theory"?). I worked almost exclusively on those two games in the month of October.

November

November was a big month for conventions for me. I kicked it off with a trip to Seattle for Sasquatch, and followed that up with my annual trip to Dallas for BGGcon. Michelle came with me to both of those this year, and we took a day trip from BGGcon to Rockwall for Michelle's 3 year old niece's birthday party.

I wrote a post examining variable player powers, since I'm currently working on adding them to two different TMG games, and I started testing those, while continuing to test Eminent Domain Origins and Eminent Domain: Chaos Theory.

I had another new game idea as well, but this one is not as exciting or interesting as some, so it'll probably just sit in the toolbox, waiting to be combined with something else down the road.

December

I rounded out the year playing a lot fewer games than I normally do, but I did get a lot of testing done of the upcoming TMG game Embark (one of the summer pick ups) with player powers, and I worked with an illustrator and a graphic designer to get that game put together for submission to the manufacturer. I'll be wrapping that up in the next couple of weeks.

2018

I'm starting off the new year with 1 game project finishing art, two more about to start, two games in production, and two just waiting to be sent to the manufacturer. If things go well, I should see all of the following games (each of which I've had a heavy hand in) on store shelves by the end of the year:
As for my designs, once these are all out of the way, I hope to return to Alter Ego, Deities & Demigods, Joan of Arc, and maybe Automatown.

And of course, I'll be doing development on another couple of TMG games.

Sunday, December 23, 2012

Captains of Industry - devlog and components

It's been about 6 months since I posted anything substantive about Captains of Industry, though I have played the game at least once or twice since then!

I have been meaning to get it back into regular rotation and work out the final details I've been meaning to get to. The game is scheduled to come out next year, so the time for finishing touches is now!

I played a game on Thursday, and afterwards put some work into finalizing the couple of things I have always been meaning to finalize...

Techs and Tech Trees

Michael Keller and I went through the techs themselves and I'm pretty happy with the ones I've been using - though I think there may be some discrepancy between my versions and his which will need to be reconciled before this process is through. However, the structure of the tech trees has never sat well with me. It's almost as if no matter what L1 techs you get, you can get almost all the L3 techs later - sometimes without even getting a L2 tech in between. I thought the tree branches should be more specific.

Now I've constructed a slightly more regimented version which I think will feel better, where each branch supports a particular strategy or player profile, yet there's plenty of reason to advance in multiple branches:

Research branch:
L1: +1vp per Research you sell
L2: ??? (see below, maybe none)
L3: At the end of the game, +1vp for each Advancement that at least 1 other player has bought

Steel branch:
L1: +1vp per Steel you sell
L2: Unlock secondary Steel market
L3: Before determining demand, you may sell up to 2 (1?) goods from each market


Lumber branch:
L1: +1vp per Lumber you sell
L2: Unlock secondary Lumber market
L3: Before determining demand, you may sell up to 2 (1?) goods from each market

Stone branch:
L1: +1vp per Stone you sell
L2: Unlock secondary Stone market
L3: Before determining demand, you may sell up to 2 (1?) goods from each market

Facility branch:
L1: At the end of each Age, +1vp per Facility you own
L2: Your Facilities each produce 1 additional good when they produce goods
L3: Expand each of your Facilities once (they do not produce)
Money branch:
L1: $5 discount on Overtime Production (is this too good in Age 1?)
L2: $1 discount on buying goods (maybe swap with L1?) (Or maybe +1vp per Oil/Machine parts/Corn you sell?)
L3: Collect $50
Real Estate branch:
L1: At the end of each Age, +2vp for each Real Estate you own
L2: Swap a Real Estate in play with an unused Real Estate of the same level
L3: Build 1 Real Estate without paying for it

As you can see, several questions remain, but this is what I'll try for the next session. I have been wondering if it might be cool to say that buying a tech that has already been bought by someone cost a little more (1 additional Research) than if you're the first player to get that tech. If that's true, then a L2 tech in the Research branch could be "You need not pay the additional Research to buy tech that's already been bought by another player" or something like that. I don't know if that additional cost is a good rule in the first place, but it might be a good thing to try out (along with that tech).

Captain Cards

I redesigned the Captain cards with certain things in mind, and I'm pretty happy with the new format. They used to be fairly all-or-nothing, and now most of them are more incremental in nature. I didn't like punishing a player for doing ALMOST enough work to get the max score for the card, but scoring nothing for it. Now you get partial credit. Here's an example card or two:

Unnamed Captain Card #X:
Score 1vp for each level of your Foundry.
Score the following bonuses (individually) as well if your Foundry is...
Your largest Facility... 1vp
The largest Foundry in play... 2vp
The largest Facility in play... 3vp
 The LEVEL of a Facility, as well as its size, is the number of goods it produces.

Unnamed Captain Card #Y:
Score the following bonus if you end the game with...
1 Residential Real Estate... 3vp
2 Residential Real Estate... 6vp
3 Residential Real Estate... 10vp
4 Residential Real Estate... 15vp

(I need names for the Captain cards!)

Age/Game End Trigger

I like the current Age End trigger, but there have been some lingering questions about it. Here's how it works:
There's a Progress deck with 3 City cards, 3 Rural cards, and 3 Recycling Rural cards. At the end of a round, if at least 1 Real Estate was purchased that round, a Progress chip is added to the board (max 3 chips), then a card is drawn for each Progress chip. Any City or Rural cards stay face up, while Recycling cards are shuffled back into the deck. When all three City cards have come up, the Age is over.

I like that mechanism, and it's specifically designed so that you never know for sure if any given turn will be your last. Originally you would know that for sure, and there were problems with that - this system fixes those problems, but has some issues that need to be resolved.

1. Suppose all the Real Estate is built in Age 2 (the game lasts 3 Ages)... I think this is very unlikely to happen, but I think it is possible and the rules need to cover it.

2. Again, very unlikely to happen, but it's technically possible for the game to never end (or more realistically just to feel drawn out at the end), if you constantly shuffle the last City card to the bottom of the stack of 4.

As the tagline to my blog implies, I like to kill the maximum number of birds with the minimum number of stones... here's a solution that could fix both of the above issues:
When the last Real Estate is bought, the game ends at the end of the round.

I feel like that has to have come up before, and I wonder if it isn't already a rule that I've simply forgotten.

In addition to that, I think the granularity of the Progress mechanism may be helped out if the deck were modified a little bit to this:
4x City cards, 4x Recycling Countryside cards - use 4 Progress chips. Age ends when any 3 City cards are drawn.

Components

I have given a little thought to the components for this game:

Board: This could be TMG's first 6-fold board, to encompass a square-ish playing area as well as the tech tree. Or it could be more like Belfort with sections of board that fit together (preferably with jigsaw technology to keep the sections together). I have been thinking that an image of a large, industrial gear could be good, with the spaces for markets and Real Estate divided by spokes of the gear.

Price Markers and Goods:
* The goods should be small, round cardboard coin-like chits (with player/company logo!) so that they stack and don't take up too much space.
* Price Markers should be wooden bits, approximately 10mm deep x 16mm wide x 24mm tall, in the shape of a $ - with the line down the middle being about 8mm wide, so the base that it stands on is 8mmx10mm). I think little $'s would be perfect price markers, and that shape should be easy to do.
* Money could be 1/2 size cards. People don't like paper money, and mini-cards are easy to pass back and forth (happens a lot in this game). Money could also be cardboard coins, but I think that's not as good, personally. However, if it were cardboard, then there would be no need for extra Dominance vp tracking - just put a $5 token in your score bin.

Score Bins:
When someone buys a resource from you, you score 1vp, and the easiest way I've found to track this is to simply take the goods marker that was just bought and drop it right into a scoring bin. I'm currently using little plastic cups, but obviously something cooler and more thematic would be preferable. I would like to make a sort of piggy bank out of punchboard material, something along thee lines of Merchants and Marauders' treasure chest or Cleopatra and the Society of Architects' corruption banks. In this case perhaps a piggy bank look would be good - but failing that (since a pig is a very organic shape which may be impossible to do well), perhaps an actual bank would work (and one like that picture would probably work easily, similar to the treasure chest above).

Real Estate Cards:
I think the RE cards could be 1/2 size cards - they'd fit better on the board that way, and all they convey is 3-5 demand icons.

Facility Cards:
Facilities could be full size (poker size) cards - these cards have a Build cost, an Expand cost, a production icon (or 2), and an Overtime Production Cost icon.

Captain Cards:
Captain cards could be full size cards as well, preferably with the image and name of one of the famous (or more obscure) Captains of Industry on it - thematically linked to the benefit of the card if at all possible.