Sooo… November looks like a start over month, at least it tried to be last year, and to preserve this nice tradition, here I go again.
First, from the current timeline: I’ve been finishing the processing of experiences and feedback from the latest happening. The largest board game convention in Hungary was on the nov. 16-17 weekend and I’ve been in the developers room with my prototype. It was amazing, apart from a few inconveniences, so thank you organizers. I’ll probably write from this in detail – when I catch up with the time – but for now presenting the next post (written who knows when):
Quick post about the last* elements of the game: the player boards and the cards.
Let’s get back to May ’22. I’ve had the first drafts of the first boards in my 2d CAD file, and it helped me a lot, to clear the factions a bit – with the placement of the necessary and sufficient content on them. To think with the head of the future players.
Some questions for here:
- How much information should the board contain?
- How much should it overlap with the rule? Should it have any more information? (The answer for this is a hard no, just to be sure here.)
- How should I show the needed information? With the use of pictograms and icons? Shortened descriptions? How could I make it intuitive?
But these are just the technical stuff, the more important thing was, that I’ve had to clear the faction rules for myself a bit to have them all in my mind, somehow simultaneously. I will cover this in the next post.
About the cards… these “last elements” are as final as it could be at that state, as I didn’t really had any cards here yet, just the desire to integrate some into the gameflow somehow… and the sense, that we definitely need some in later phases, to get the game even more interesting and have even more to discover.
A note to here: I’ve had my relic-cards figured out by the end of September.
I have a sense that after these shorter, more visual posts, something BIIIG will come, something a bit more dry, but also very tasteful (whatever should this mean). See you there!
*last=last at that stage, in a funny matter, as there will definitely be a lot more (and a lot less, or different) final elements in my game after all