Showing posts with label card games. Show all posts
Showing posts with label card games. Show all posts

Tuesday, November 17, 2015

Villages of Valeria

Sometimes you get good news, but it's not the right time to make noise about it. And then when it is time, you're busy and you don't get around to it. That happened to me this year with this bit of news: I sold a card game design, which we hope will be published in (probably) 2017!

Deckville...
That design was called Deckville: City of Cards, and you can read about my early design work on it here. In March 2015, I went to the excellent GameStorm convention in nearby Vancouver, and showed off three of my designs in their Game Lab area, which is dedicated to as-yet-unpublished games. There were few publishers in attendance that year, but I got lucky: Deckville was noticed by Daily Magic Games. They were looking for card games to publish, and thought that Deckville was a good candidate. I gave them a copy to take home and try out, and soon after we had a deal.

Since then, I've been working with Isaias Vallejo, an experienced designer and founder of Daily Magic Games, to get the game ready for publication. We've made a lot of changes to my original design in order to make the game more suitable for their target audience: they want games that are easy to learn and quick to play. I was a little reluctant at first, thinking that they wanted non-strategic games with little to think about, but happily I was wrong about that. We've worked over the design until its play time is significantly shortened, but it still offers plenty to think about in under an hour of play. It's been a pleasure working with Isaias on this project; it's definitely been a joint effort, and we will both be listed as designers when the game is published.

...is now Villages of Valeria
We also gave the game a new theme (which I admit it desperately needed!) and a new name. It is now Villages of Valeria, with a fantasy theme to match their first-published card game. That game, Valeria: Card Kingdoms, will be available in stores in early 2016. It's a fun, light-weight game featuring wonderful artwork by Mihajlo Dimitrievski, who is also doing the art for Villages of Valeria. Here's a sample, the artwork for the "Witch's Hut" card:


Kickstarter and Print-and-Play
We hope to launch a Kickstarter campaign for Villages of Valeria in early 2016. I'll post here when the Kickstarter is up. In the meantime, a print-and-play version of the game is available now on BoardGameGeek: click here if you're interested, try the game, and send us your feedback!

Related Games
Another of Daily Magic's games is now in the last days of its Kickstarter campaign. Check out Mana Surge on Kickstarter!

Isaias Vallejo is also the designer of the board game Sunrise City, which is a nicely designed game that's a lot of fun. I recommend it.


Thursday, June 19, 2014

More DeckVille

If you read my previous post from two months ago, you know that DeckVille is a euro-style card game that I've been designing in which players compete to build the best districts of a city. Unlike most of my designs, DeckVille seemed to basically work right from the start. But there's a lot of distance between a good start and a finished game, so I've been working on improving that first-cut design.

Since that post, DeckVille has been through several revisions (and I now have an impressively tall stack of obsolete prototype cards that I am using as a scratchpad). For example, one important change has been the addition of "special powers": some cards provide a special power that improves the player's ability to get things done. These give the cards more variety, and give the players more to think about. The list of actions you can take on your turn has also been evolving, and the game now offers some interesting ways to manage your hand.

I took a prototype to the KublaCon game convention, where it got a lot of play and I got a lot of interesting, useful feedback. Because of that, the latest revision is now much better balanced and I think provides more interesting gameplay. (I was listening, guys!)

I still intend to make the game available via TheGameCrafter.com when I think it's ready, but it's certainly not ready yet. Just this afternoon I added two new special powers to the deck, and made some improvements to the iconography. But I may make a print-and-play version available in a few weeks, when I stop feeling the urge to make significant changes after every other play (assuming that ever happens).

In the meantime, here's a sneak peek at a diagram from the rulebook, showing the elements of a card:


Sunday, April 20, 2014

DeckVille

I'm really not keeping up this blog very well, I see. Well, I've been busy, and my other blog over at solitairetilldawn.blogspot.com gets more attention—which is as it should be. But I can't spend every waking moment on solitaire programming, and I've been able to find time for some table-game design lately.

First a glance back: last post, I was talking about recent changes to my Spatial Delivery boardgame. After a lot of playtesting, I'm now pretty satisfied with that design. I think it's done, and I don't expect to do anything more with it. (No publishers in sight, but the market is pretty crowded these days, so I'm not holding my breath.)

And now I'm working on a new design called "DeckVille".

A while back Dice Hate Me Games held a contest for game designers. Entrants were to design games that could be played with only a pack of 54 standard-size cards. I was too busy moving to think about it at the time, and the contest is long over. (You can see a number of the winners on Kickstarter at Big Game for Small Pockets.) But the idea stuck in my head, so I recently set myself a challenge.

I have wanted to create a card game in the style of the kind of board game that Helen and I like best: an "economic builder". Simply put, this is a strategy game where you spend the early part of the game building things that make you efficient, and the late part building things that will make you points.

I wanted this design experience partly for fun, and partly in hopes of getting a compact, portable, playable game out of it. But mainly it's meant as a learning tool. I thought that this exercise in minimalism might give me useful insight into this kind of game.

I didn't worry about coming up with anything original. I happily stole ideas from quite a few different successful games by published designers: 7 Wonders, San Juan, Suburbia, and Ticket to Ride, along with a number of others.

In nearly all games of this type, the player is to jump through some kind of hoops to get <something> that is spendable, and later jump through more hoops to spend the <something> on <something else> that will provide victory points. I decided that DeckVille would be about building a city; that the spendable stuff would be several different kinds of resources (e.g. wood, brick, steel, etc.), and that the victory points would be provided by facilities: residences, shops, businesses, public buildings, and so on.

San Juan provided a crucial notion, one I've also seen in many other games: every card can be used for two or three different purposes, all useful; but in every case you must choose one use per card, and forgo the other possibilities. This gives the players decisions to make. The decisions should be significant (that is, they will affect the outcome of the game), amenable to reason (that is, their effects are somewhat calculable), but not obvious. (Sometimes these are called agonizing decisions.) In DeckVille, a card can be used as a resource or as a facility, but not both. The cost to build a resource is to discard some number of other cards from your hand (another notion from San Juan), while the cost to build a facility is paid by having previously built all the resources that the facility needs (7 Wonders).

Interest and variety come from making every card different, and by making the scoring value of cards interdependent. Every facility has a type, out of eight different types (public, housing, shopping, dining, etc.). The scoring value of a facility might be absolute ("2 points") or conditional ("1 point per public facility you have built"). This kind of variety can be found in quite a few games, but I took most of my inspiration here from Ted Alspach's Suburbia.

Given that basic framework, what's needed for a good game is balanced paths to victory. There should be a number of ways to achieve victory: for example, you might build a lot of business facilities, capping them with a facility whose score depends on that. Or you might build the right combination of public and infrastructure facilities; or a mix of housing and shopping. If the game is balanced, there will be quite a few good ways to make lots of points, none of which are overwhelmingly better than the others, but all of which will be difficult to achieve in the face of intelligent opposition.

I found that the original goal of a 54-card game worked, but only for two players. After some thought, I added a second deck of 54 more cards, with half of that deck marked for "three players" and the rest for "four players". You can still play the two-player game with just the original deck.

It needs more work, probably lots more work. But it actually plays quite nicely, even now, which is encouraging. I think I will eventually spruce up the artwork and post it for print-on-demand at TheGameCrafter, when I'm done with it.

Monday, September 26, 2011

A Little UI Work

I see it's been over a month since my last post, so I thought I'd put something out to show that I haven't been idle. I've been doing user interface (UI) programming, and I have something new to show.

Solitaire Till Dawn offers 100 different kinds of solitaire. That makes a bit of a problem: how to present 100 different games to users in a way that makes it easy to find the games they know, yet also easy to find new games they might like. In the pre-Lion version, your "Favorites" are listed in a popup menu in the toolbar, and you only have to select one to start a game. To see all 100 games, you would select "Choose from All Games..." from the same menu, and that would open the Game Chooser window, which was a rather complicated affair.

The left edge of the window

I've learned that a lot of users didn't realize that "Choose from All Games..." was an option rather than just a label, and I'd get emails asking me where all the other games were hiding. So in this new version, I'm trying to make that more obvious. Here's a screen shot showing part of the left edge of the game window.

There on the edge, you can see three tabs labeled "My Favorites", "All Games", and "Goodies". These tabs are always visible, but usually take up just that small amount of space on the side. It should be obvious (I hope!) that you can click them to get something interesting to happen.

If you click any of the buttons, a "drawer" will slide out from the left edge. The next image shows what you might see after clicking the "My Favorites" button.

The drawer is open




You can see a list of 16 games, which are the ones selected as your favorites out of the full list of 100 games. This is what you'd use to select a game you already know you like.

You can select a game by clicking with the mouse, or by typing the first few letters of its name. If you double-click your selection, or press Enter or Return, a game of your selected kind will start immediately.


The All Games list, with a game selected


Now here's what you get if you click the "All Games" tab: the full list of games, scrollable of course. You can select games and start playing in exactly the same way as in the "Favorites" list.

In this image, you can see that "Baker's Game" has been selected, and this reveals another new feature: the small green i-in-a-circle that appears by the selected game. In the image below, you can see the Game Info panel that appears when you click the green i.

The Game Info panel
The Game Info panel shows full information about the selected game, everything but the actual rules; and you can see the rules by clicking the "Show Rules" button near the top-center.

If you change your selected game, the Game Info window will move to match your selection, and show you info about the newly-selected game.

Finally, you can dismiss the Game Info window by clicking the small x in the upper-left corner (I'll probably change that to actually say "Close this window"). The whole business including the drawer will disappear back into the left edge if you click the highlighted tab, or click anywhere outside the panel and the drawer.

This isn't final

I'm sure there'll be changes before this ships. For one, there's nothing in the "Goodies" tab yet, and I'm not sure what might go there; it might vanish altogether.

Here's a change I'm thinking about right now: I may get rid of the little green i and instead just have the Game Info panel appear whenever you select a game. That's because I'm worried that some people won't realize the green i can be clicked, and they will miss ever seeing the Game Info window. On the other hand, if you know what game you want, you won't need to see that panel, and it would be annoying to have it flash into existence and then instantly disappearing as your new game starts. Perhaps it should appear only after a brief delay?

I'm not sure yet. What do you think?