With the Holidays coming up so quickly and my schedule about to become a little crazy I’m going to make this one last post and then be back in January.
Right now I’m in the middle of a few processes. Digsite has been neglected for too long and I really need to take a few days to find, or design my own icons. I’ve been putting it off for a while and really need to do it, because it’s what’s holding back development of the game. Once I have new icons I need to write a new rules set too.
I have ink again so I can print out the latest Elementary copy and start play testing it again. I’m happy with where it’s at currently but it needs more refinement before I show it to any publishers.
When Worlds Collide: the game is still on the table but has fallen beside my other projects.
Party People: I’m struggling to find a set of mechanics that fit what I’m trying to accomplish here and might cut the game in the near future.
Partners In Crime: Still in very early conceptual design here.
God game: haven’t messed with it for a while and will probably leave it until at least Elementary and Digsite are in a state i feel is complete and ready to just create as a PnP.
The rest of this month I’ll be going back to Digsite and Elementary to take care of fiddly bits that I’ve been letting build up. The fiddly bits are things like, updating artwork, updating rules, removing rules that are artifacts of previous versions, and of course play testing.
Thanks again for reading and Happy Holidays. As always if you’re interested in play testing please send me an E-mail.
This week was spent updating the Elementary rules to the latest build. I still need to add more game play examples to the rule book, but the core rules with very little illustration are ready. The rest of the week was spent updating the PnP file to the latest build and working on a new project. I haven’t gotten to playtest the new build yet so there’s no updates about the game play. The new project I’m thinking about involves the players playing as adventuring guilds and trying to become the best guild in all the land. The core concept for this new game is drafting adventurers from a fluid pool, any time a player discards an adventurer they go back into the pool and are available to other players again. the way players score points is by sending their adventurers on quests, I’m not sure exactly what type of quests or how you win them yet though. Like I said the game is in very early conceptual stages.
Thanks again for reading and if you’re interested in the PnP files send me an E-mail and I’ll get them out to you.
Progress continues on Elementary. After some serious thought I decided to remove the worker placement mechanics and replace that part of the game with a different set of mechanics. The players will now have a spell book that functions similarly to the lab space accept that it is limited by number of cards, rather than a stat on the cards. Spells are the play players interact. They allow the player to take the Teacher’s Pet Token, steal resources, gain merits, sabotage other players equipment and a plethora of other useful interactions.
I’ve also removed Favor for now. The reason for this was two fold. Favor was primarily in the game to create a balance for some of the more powerful placement effects and since the placement is gone the favor was less useful unless it powered spells, which is still a possibility I’m considering. Secondly I felt that the second part of favor, it’s use as a bidding mechanic to choose the next professor, tended to favor the player in the lead and was not necessary. Right now the spells run off of the same resource the equipment does and unless it doesn’t work well I’m leaning towards leaving that resource out of the game.
Other than Elementary reworks not much else has happened. I’m looking into a smaller size tile for Dig Site, but the sizes offered cheaply are either too big or too small so far.
Thanks again for reading and if you’re interested in helping play test send me an E-mail and I’ll add you to the list.