Last night was the first live playtest of Rottweiler, following four solo playtests over the last couple of weeks. I learn more with every play.
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.
Monday, August 24, 2009
Thursday, August 13, 2009
Code Name Rottweiler!
It's not much of a code name if everybody knows what it means, but I've taken to thinking of my expansion for RotW (the abbreviation of "Railways of the World") as "rottweiler". This comes purely from the letters; for the record, I see no particular parallels between the dog breed (or any dog breed!) and the game system. And I wouldn't have bothered mentioning it here, but I couldn't resist the hyper-dramatic "Code Name Rottweiler!" title for the post. Sounds like a bad spy movie!
I should make up for the preceding blather with some meaningful news, so here's the current status of... Code Name Rottweiler! (Okay, I'll stop now, I promise.)
I have a first cut at the map nearly complete. I just need to add starting cube counts to the towns and cities, and make sure it will print okay in black and white. (Why? See below.)
I have a first cut at the Railroad Ops cards designed. I still need to make the deck, either by laying out some mocked-up cards on the computer and printing them out, or by just scribbling on paper. Either way, I'll stick the EUS deck into card sleeves, then slip in the paper cards over the real ones. I've also finished the first cut at the Rail Baron cards. I have a good selection of Barons and (I hope) a good set of bonuses.
I'll need to tune a VP/income track for the game, but I can start with the one from the main game. I can use the modular scoring track boards that Helen made for our copy of the original Railroad Tycoon until I decide what tweaks I want to make. (If you play RRT on the big board and hate that scoring track, you can download Helen's modular scoring track from BoardGameGeek. Be sure to give her a thumb if you like it!)
Acting on a tip from an experienced developer, I discovered that I can print out a full-size board on a single sheet of paper at Kinko's, for just $0.75 per square foot! That comes to all of $6 for one copy, which is dirt cheap. I'd always looked at the color prices which are significantly higher, and I had never realized that black and white is so inexpensive. A RotW board doesn't need much color; what little it needs can be added in five minutes with a set of felt pens.
The bottom line: I plan to print my first board tomorrow and be doing my first solo playtests this weekend! That's an exciting thought.
Labels:
design,
game,
prototype,
rails across america,
rottweiler,
rotw
Monday, August 3, 2009
J.C.'s "On Drowning in Games"
In case any of the gamers who read this blog don't also read J. C. Lawrence's blog, here's a post of his that I particularly liked: On Drowning in Games.
Tuesday, July 28, 2009
Getting Rolling
It's been three weeks since my last post. The major reason for this is that I've been asked not to be too forthcoming with details about the Railways of the World expansion I'm working on. This has put a crimp in my blogging style.
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!
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!
Labels:
design,
game,
hammer and spike,
rail,
rottweiler,
rotw
Tuesday, July 7, 2009
Publishing Update
Spatial Delivery
The publisher who has been reviewing Spatial Delivery has (after a year!) finally tested it, and tells me that they are currently looking for lighter games. They haven't quite said "get lost" and the prototype will be tested further at their main office, but the news is not encouraging.
I have contacts at a couple of other publishers who may be interested in Spatial Delivery. My home and life are going to be in some disarray over the next few weeks (we are remodeling) but after that, and if the current publisher hasn't changed their mind, I will build yet another prototype and see if I can get someone else to look at it.
Hammer and Spike
This one got licensed! It's not quite what I had envisioned, because it will not be published as a stand-alone game the way I designed it. Instead, some of its unique features will be folded into a game already being designed by some of the publisher's other developers. But I am not too disappointed: the license is the same as it would have been for a stand-alone game; my name (among others) will be on the box; and the combined product sounds very exciting. I am sure I will someday see a game of my own published, and this is a good first step in that direction.
Update to the update: I can now speak a bit more freely. Hammer and Spike will become a new expansion for the Railways of the World (RotW) game system. RotW is the new (and re-named) edition of Railroad Tycoon being published by FRED Distribution. I've been asked to design an expansion that will merge the unique features from Hammer and Spike with the familiar RotW system. If you've been following this blog, you know that Railroad Tycoon is my favorite game, so you can imagine how excited I am to be given this project!
Labels:
design,
fred distribution,
game,
hammer and spike,
rottweiler,
rotw,
spatial delivery
Sunday, June 21, 2009
JavaFX: Looking even better
I was surprised to get a quick response to my forum post, on a Sunday afternoon yet. The response contained a solution for my unresponsive-objects problem (see below), and almost completely fixed it. I've seen the symptom recur now just once or twice in a 90-minute session, and it never persisted for more than a minute. I suspect that these remaining minor glitches have a different cause, and quite possibly are just due to my system being busy doing something else for a moment.
My virtual gameboard is now actually usable, and I played a complete game of Hammer and Spike with it in just 90 minutes. I am very pleased.
I still have more work to do: adding features, cleaning up minor bugs, and finishing the documentation. But one of these days, hopefully soon, I will make it available for others to use.
JavaFX: Looking better, but...
I took vacation last week, and spent some of it working on my JavaFX virtual gameboard app (still inadequately named "Placer"). I've resolved some of the problems that were worrying me at the time of my last post: the exceptions are gone, the design and code are cleaner, the feature set and UI of the app itself have improved. I've figured out how it can be deployed, too, although unhappily it must use Java Web Start and requires the user to have a fast Internet connection (at every launch! Why won't Sun give us a better option?).
But my biggest problem remains unsolved. Sometimes, some of the objects in the window (cubes, banks, other clickable or draggable things) simply stop responding to mouse clicks for a while. This is mystifying because of the apparent inconsistency of the behavior. For example other objects in the same window remain perfectly responsive and well-behaved while the frozen ones continue to ignore the mouse. And a frozen object will often spontaneously unfreeze later on; but the period during which it remains frozen can be anywhere from a few seconds to many minutes. I have circumstantial evidence suggesting that a frozen object is more likely to unfreeze soon if I drag some other (and obviously more responsive) object over the frozen one; but this certainly does not always work, so it may be coincidence.
Until this issue is cleared up, the app is not viable. When objects freeze up like that, the app becomes effectively unusable. (It's okay if objects freeze up when you don't want to manipulate them. But you only notice that they're frozen when you do want to manipulate them, which means that your game is stopped until you can unfreeze the things you need to move.)
I've joined Sun's developer network, and posted in their JavaFX forum about my problem. And now I have yet another thing to wait for. I'm spending a lot of time sitting by my virtual phone these days, waiting to hear from game publishers, CD makers, and now helpful JavaFX gurus. It's getting old.
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