Blog Archives

12/11/13 Last Post for the Year.

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.

Other Projects:

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.

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Weekly Update 10/15/13 Progress along different lines

Following last weeks post about constantly play testing, I of course didn’t get any playtesting done. However I did make headway with the Elderhaven setting additionally I’ve been working on a module for Iron Kingdoms. So nothing to report on the progress of Elementary, but a little to report on the RPG setting.

Previously the Elder haven setting was primarily a nebulous concept that was interesting but very unformed. This week while I was working on an Iron Kingdoms module for and upcoming We ❤ Nerds podcast. I had some time to think about the direction I want to take with the setting.

I’ve settled on a cosmology that I like and feel creates an interesting world for the played. I know I want the world to be “Spell-punk”. A world where magic is treated like a science and it’s development is a driving force in the settings narrative. Additionally I want there to be many different type of magic and applications of magic, something that the cosmology facilitated. During a very early drive it occurred to me that a points of light approach to the world setting would fit really well and add a lot of interesting aspects to the game. I still don’t have mechanics to go along with the game yet, but I feel that getting the setting established is a bigger priority at this point.

Progression based on character actions rather than an experience total is a concept that Bonsai Games and I have talked about a little and one that I like the concept of, but I’m not sure if it’s the best mechanic for the setting.  I’ve also worked on a mechanic that allows the players to pick what they’re rolls do for them, but it’s a little to complicated as is.

I’ll have more info on the setting and Elementary next week. Thanks again for reading.

Weekly Update 10/8/13 Never Stop Playtesting

This weeks play testing went well. I’m very happy with the new buying mechanic for Elementary. The other minor adjustments worked well and the final score was more manageable. The other projects are still being worked on but Elementary has the majority of my attention. When Worlds Collide is a gigantic project and I’m giving my self some space from in order to return with some fresh ideas. Dig Site is in the same spot as When Worlds Collide, even though it’s much more finished than WWC is. the couple of other projects I’ve mentioned are still in their formative steps. These games are the burger builder, and the adventuring guild games.

Playtesting is one of the most important parts of game design. There is definitely a hierarchy of playtesting, with experienced playtesters at the top and family toward the bottom. However regardless of who you have access to for playtesting, no playtesting is far worse than non-ideal playtesting. There have been weeks that I didn’t get playtesting in and I can tell it seriously impacts the development of the games I’m working on. Even if you have to set out places for each player and play each of them your self, do it. I know every game designer has said repeatedly that playtesting is vital and I’m sure anyone reading this has heard what I’m saying before, but I really cannot stress enough how important playtesting is. The games stagnate and it’s very easy to lose track of the tone your trying to set in your game if you spend to much time just working on the development and conceptual side of a game and don’t play it enough. I’ve had several game mechanics that were amazing on paper, but just felt like a horrible fit when i tried them out in a playtest.

 

As always thanks for reading. The Elementary print and play files have just recently been updated to the latest build, so if you’re interested in playtesting or just want to have a better idea of what I’m talking about in these updates send me an E-mail and I’ll add you to the mailing list.