Saturday, July 24, 2010
Another progress report
Railways of the Western U.S.
I haven't had much to say about this because my part in it is nearly done. (There's even a page up at BGG for it: Railways of the Western U.S.) But I can report that we (myself and the folks at Eagle Games) have been proof-reading digital copies of the board, the rules, the cards, and the box art, and it's looking really good. The board has been designed to match the Eastern U.S. board esthetically as well as physically, and I think they'll look great together on the table.
The rules are receiving the last few tweaks. My Fuel Depot rules have been tossed in favor of some different ones that the Eagle Games folks dreamed up, and I agree that theirs are much better. I'm eager to try them out myself, now that I know what they are! I'm hoping to get the game on the table at Pacificon over Labor Day weekend.
And after the digital proof-reading is done, it's back to being patient while it goes through the cycles of printed proofs, final approval, printing, assembling, and shipping. (Still waiting for my instant gratification, here!)
Solitaire Till Dawn X
It's been hard to work on this because I do 8 hours or more of programming at work, five days a week, and I'm often feeling pretty burned out by the time I get home. But I am making progress. Today I got some very insidious bugs out of the BooleanTest class (which is used for things like deciding whether you're stuck, or have won the game), and in the process greatly sped up the program's ability to peer into the future of the game as you play it. That could be very useful—we'll see!
New Game Designs
Yes, I have a couple of new designs! With Rottweiler mostly out the door, I've been able to spend some time thinking about such things.
I actually have three that I'm turning over in my head. All are in very early design stages; only two have even been mocked up to try a solo game on my own, and that has happened only once for each of them. But they each feature one or two newish ideas that interest me.
Without going into a lot of detail, one is centered around buying your resources from a "futures" market: if you think you can wait to get them, you can get them cheaper. Of course, there will be time pressure to get them more quickly, and damn the expense!
A second grew out of an idle notion to make a game with Genghis Khan as a theme. The Great Khan was not just a warrior, and there were some interesting economic things happening in his empire. Instead of a battle game, I began to wonder if there wasn't an interesting area-majority game lurking in there somewhere. Area majority has been done before of course, but for this game I'm hoping to introduce a trading-with-foreigners twist.
The third new design grew out of the second. I was looking for an interesting scoring mechanism for it, and thought of one so interesting that it turned into a whole new game. This is the one that has my attention at the moment, and it has been developed more than the other two (not that that's saying much). It is also an area-majority game, with twists in both the area-majority mechanism and in the scoring.
I always have high hopes for any new design, and they usually turn out somewhere between rather dull and utter garbage. We'll see about these.
Thursday, April 8, 2010
Coast-to-coast live!
Monday, February 8, 2010
Coast-to-coast again
Saturday, December 12, 2009
Rottweiler: Coast-to-Coast
Wednesday, October 28, 2009
Rottweiler: Linking Up
Thursday, September 10, 2009
Pacificon 2009: Rottweiler
This Labor Day weekend Helen and I trekked off to Pacificon for three days of intensive gaming. Happily, Pacificon really isn't much of a trek for us: it's about 10 minutes from home, so we could spend all day and half the night at the con and still sleep in our own beds. But because we did game late every night, we we're pretty bushed by the end. (That, and an unexpectedly busy week, makes this a late posting.)
There were some parts that didn't work as well as I'd like. One new feature continues to be troublesome. I've tried a number of variations for it. One such sounds good on paper, but is rarely used in practice—and given that, why bother having the feature at all? Another does get used simply because its rules pretty much require it; but it does not foster competition or interaction among the players, so again it feels pretty pointless to me. I would happily abandon the whole notion, but it's something the publishers are interested in, so I feel that I must make a strong effort to make it work. Then if I fail, I can at least list all the reasons why the feature should be dropped.
Monday, August 24, 2009
Rottweiler: Learning to Heel
Although I've been playing RotW games (under their original "Railroad Tycoon" name) for several years now, this is the first time I've done so while taking a global view. Instead of concentrating on my own plans and paying attention to others only to the degree that they might interfere with me, I am now watching what every player does, and why. It's been very instructive.
I've learned what should have been obvious from the beginning: that the various bonus-scoring opportunities—Major Lines, Service Bounties, and Baron cards—have a large effect in shaping the game. (Major Lines are bonuses for laying track between specified pairs of cities; other bonuses may have similar effects.) For my first cut, I set up the bonuses to motivate players to re-create the historical rail routes. Two plays showed me why that was wrong: it allowed as many as five players to each carve out a separate empire, with little need to get in each other's way. This makes for a boring game.
So I've had to throw out some of the history. I re-worked the Major Lines, removing a couple that routed around the edges of the board, and adding some to draw players together at a couple of central nexuses. The improvement in the game was immediate and marked: suddenly there was contention in these targeted areas, and players had to start worrying about their opponents' plans and activities much earlier in the game.
Last night's playtest went very well. Everyone seemed to enjoy the game, and there was nothing that was clearly broken. But there is certainly room for improvement, and I happily received some good analysis and a number of excellent suggestions. My next steps are to extend some mountains here, reduce some cube counts there, and tweak the Major Lines some more. Then print the new map and run some more solo tests before taking taking it to Pacificon over Labor Day weekend for more live playtests.
The news is not all wonderful. Part of the motivation for Rottweiler is to add a couple of the innovative features from my Hammer and Spike game to this RotW expansion. One of those features is working well, but the other one is not throwing the same kind of sparks. I need to find some way to improve it. I'd like to have a better revision in time for Pacificon, if I can swing it.
Thursday, August 13, 2009
Code Name Rottweiler!
Tuesday, July 28, 2009
Getting Rolling
But I suppose I can get away with some generalities. For one thing, I was mistaken in thinking that the expansion would be mostly designed by others; turns out it's mainly in my lap. The board, the cards, the variant rules, all of it. I'll have help and advice from the publisher's developers, of course.
This is not how I foresaw my first publication contract! I thought I'd design a game, get it mostly finished, then get it licensed. After that, just playtest and tweak until the publisher is happy; the rest would be the publisher's problem. I didn't expect to have much left to do at this point. Instead I have to start almost from scratch!
Okay, it's not really "from scratch." The RotW system is well-defined and so are the Hammer and Spike features that I will be adding in; I'm not inventing a whole new game. But I still have to draw the map, define the cards, tune a scoring track (the scoring track in RRT/RotW is also the income track, so it affects the whole game economy), and fine-tune the H&S features (which, after all, were not originally designed for RotW). That's a lot to do. Fortunately I think it will be tremendous fun, and I've definitely been enjoying the process so far.
I've been told what part of the world the map must cover. Given that, I've been studying the history of the region, to see how the railroads grew there and what special conditions obtained. RotW is not a simulation game, so most of the historical detail is pretty useless; but I've gotten some ideas for the cards, and some notions on how to lay out the map (for example, the towns that were important to the railroads back then aren't always the ones that are largest or most important now). In fact I have more ideas than I'm going to be able to use. That's a good thing: it's better to have too much than to not have enough!
I've also been asked to try to make the H&S features into an optional variant that can be used with any RotW map, if you've got the rules and bits from my expansion. I've been testing that out on the Europe map, and I'm pleased to say that I think they will work.
Working on the board is going to be interesting. I've never made a prototype board this big before, and my usual cheap-and-dirty technique of printing it out on 8.5x11" sheets and taping them together may be too big a pain. I think this time I'm going to spend some money and have a print shop do it as a single big sheet, and then maybe have them laminate it so I can draw and erase on it easily. (No, it will not be as big as the original gargantuan RRT board. But it's not small either.)
Finally, and just to head off the questions: no, I don't know when it will be released. I just started working on it a couple of weeks ago! All I can tell you is that it will be a good long while, so there's no point in being impatient.
But yes, when I have it sufficiently developed, some of you will be able to playtest it. In fact, I'm counting on it!
Tuesday, July 7, 2009
Publishing Update
Sunday, June 21, 2009
JavaFX: Looking even better
JavaFX: Looking better, but...
Saturday, June 6, 2009
JavaFX FTW?
Monday, May 25, 2009
My Designs at KublaCon 2009
Sunday, May 10, 2009
Fires and Recordings and In-laws
The in-laws paid us a visit on Friday and Saturday. I'm always happy to see them, and this brief visit was in part to deliver a car we bought from them for our son to use at college next year. We had a couple of nice dinners, some good conversation, and some excellent games with Joan. Although I was feeling a bit overwhelmed and wished the visit could have come either last weekend or next, it all worked out. I even found time to practice.
Why practice? Because on Monday and Tuesday, I'll be recording with Ted Shafer's Jelly Roll Jazz Band. For most of the group, this is a "ho-hum, another recording" event, but for me it's a very big deal. I have recorded before, but never in such professional surroundings; and I have only rarely been privileged to play with such a fine group of musicians. I definitely feel like the junior member of the group (my actual age notwithstanding) and am mostly hoping not to embarrass myself. Fortunately for all concerned I'll be playing second cornet, and for good or ill my efforts won't be too prominent. This, along with the fire, has been the main thing on my mind all week. I've been working hard on it, both at rehearsals and at home.
On the game design front there is little news. I now have two designs in the hands of publishers, and I'm back in the "hurry up and wait" mode. I have nearly completed the Spatial Delivery prototype (still have to paint the spaceships) that I'm building just to have handy, and I finally got off the dime and sent Seth his promised copy of Hammer and Spike. I'm looking forward to his group's feedback on that one.
And that's all for now. I gotta go practice!
Saturday, May 2, 2009
A Word About Tasty Minstrel
It may seem injudicious to start a new business venture in the current economic climate. But this may be a very good time to do it, because in contradiction to most of the rest of the economy, sales of boardgames are rising.
Veteran gamers are not surprised. We know that to take a family of four to the movies, you will spend $40 on tickets, plus $10 to $20 on munchies, plus whatever it costs to flog the family car to the theatre and back. In return for your $60 investment, you get the hassle of driving, the joy of parking, and the giddy fun of standing in line (sometimes two lines, one after the other). You do all this in order to sit in the dark and be silent for two hours. And when you're done, you're done.
Or you can spend the same amount of cash on a boardgame (sometimes two), and spend an hour or two of quality time with your friends and family, having face-to-face fun and actually talking to each other. And when you're done, you put the game on a shelf... and next week you can get it down and have all that fun all over again, and this time it doesn't cost you an extra cent.
So I think Tasty Minstrel has a shot, just from that. But obviously they'll need some good products, and here again I think the signs are hopeful. They'll be starting with a good strong design, Seth's Terra Prime, and with another game I haven't played but which I'm eager to try: Homesteaders. Tasty Minstrel has engaged Josh Cappel to do the graphic design for Terra Prime; his work is always excellent. (If I'm a very good boy, maybe he can do the art for a game of mine someday!) Homesteaders is being handled by another artist of my acquaintance; having not seen his name in print in connection with Homesteaders I'm not sure if I should name him here. But I've seen some of the artwork, and it's good stuff.
Obviously I'm biased here. Seth is a good friend and I wish him well; and I have a nodding Internet acquaintance with the two graphic designers as well. You folks out there in Readerland are welcome to wait until you read a review or two before deciding whether to invest your movie money in a Tasty Minstrel game. But I've already played Terra Prime, and followed some of the development of Homesteaders. I am entirely ready to give the latest X-Men epic a miss, and I will be in line to purchase copies of both games as soon as they're available.
Progress Report: Not Much
I've also been building a new copy of Spatial Delivery. I haven't had one since I sent my last copy to a publisher, last June. Having heard nothing since then, I figure it's time to give it some attention. I have no immediate plans for it except to start playing it again, but I should at least have a copy of my own, yes?
Hammer and Spike did get another playtest today, at the Los Altos Games Day. The day was great fun, as always. Helen and I particularly enjoyed a session of Age of Empires III, an excellent game that we've neglected for too long. I finished the day with the four-player H&S session, which seemed to go well on the whole. It did run kind of long, but perhaps that can be chalked up to having three newbies in the game. They all picked it up pretty well, and by the end were building fuel depots and switchyards and making the long deliveries like veterans. Two of them said they would happily play it again sometime, which is always nice to hear (although you have to make allowances; sometimes people are just being polite to the game designer who, after all, is standing right there). A couple of folks who stopped by to watch also expressed interest in playing the game, so I can hope to have more guinea pigs playtesters soon.
It was a good day!
Wednesday, April 8, 2009
Terra Prime at GameStorm
Terra Prime is a fun blend of the European and American styles of game design. (Those distinctions are really starting to blur these days.) In the game, Terra Prime is a station on the edge of explored space. Players are explorers who load their ships at Terra Prime with weapons, shields, and colonists, then head out into the unknown to establish colonies, placate or defeat hostile aliens, and bring goods back from the colonies to Terra Prime.
On the European side, Terra Prime has a nicely-done economic engine, where goods brought back can be exchanged for money, ship improvements, and Victory Points (VPs). Decisions about how best to spend your goods are a key part of the game.
On the American side, the game's mechanics are faithful to the theme, and include some fun dice-rolling and direct conflict (although the battles are against aliens provided by the game, rather than against your opponents).
There is no board per se; instead individual hex tiles are laid out in a spreading fan from the large Terra Prime tile. The hexes are face-down so that players initially can't see the hazards and opportunities on the tile faces; but the backs are color-coded so that the more dangerous (and lucrative) tiles are the farthest away. To see a tile's face, you must either visit its vicinity with your ship, or view it from a distance (costing an action but granting you an exclusive, secret peek).
The tiles plus the economic engine give the game a solid development arc. Players start with basic capabilities, and at first only need to cope with the easier neighborhood near Terra Prime. While the near neighborhood is explored and its potential realized, players improve their ships and become ready to head out to the dangerous, distant edge of space, where the real profits are.
I first played this game two years ago, at KublaCon 2007. Seth has been working on it steadily since then, and the game has acquired a lot of polish. It plays quickly, offering good depth in just 90 minutes or so. Players are given plenty to think about, and their decisions are important (as shown by the masterful way Seth trashed his opponents, including me, at GameStorm!), but the dice allow for push-your-luck opportunities for adventurous (or desperate) players.
Seth posted recently that Terra Prime will be published, and I'm delighted to hear it. I've been wanting a copy for two years, and now I can look forward to actually getting one!
Saturday, April 4, 2009
GameStorm Photos
Wednesday, April 1, 2009
GameStorm Fallout
This is all very gratifying, and quite astonishing to me. I simply did not expect it, and wasn't prepared for it. It was Helen who saved the day. She invented an amazing new way to make certain prototype bits, and got up this morning and drove around town collecting supplies and packing materials; then returned home and sewed up a couple of drawstring bags (emerging victorious over a cranky sewing machine), reviewed and corrected the rulebook, and finally drove us to the shipping office, just in time. We literally watched them slapping the last stickers on while the UPS guy held the box for them. I could not possibly have done all this without her, and would not have dared to try.
So now it's hurry up and wait again, I guess, just like it's been with Spatial Delivery for the last eight or nine months. If anything comes of it, I'll let y'all know. In the meantime I have to make two more prototypes (one's for me, as I cannibalized some of my original) and get in a lot more playtesting... oh yeah, and I have to run off to a rehearsal tonight.


