2018-07-09

24 Hours of Heat

Another month, another 24 hour game design challenge. This time the requirement for the contest was the word "heat", which seemed apt given the heatwave we've been seeing recently in the UK and other parts of Europe.  I wasn't really planning to do this one (it's quite a busy time at the moment from a family point of view, with school and music related demands), but I couldn't help but thinking about phrases, puns, and cliches related to heat.  When my brain stumbled across "packing heat" I couldn't let go, and ended up thinking about gangsters going on holiday and packing their luggage, including "heat" alongside their general holiday supplies.

This is a dangerous situation and I spent the next couple of days with the idea bouncing around my head. The rules of the contest are that you can't write anything down until you start your 24 hours, which makes it difficult to put ideas on hold, and it got to the point where I just had to do something.  Luckily on Saturday I had an evening to myself, and on Sunday all I needed to do was accompany my wife and daughter to a Race For Life event, then get the daughter to her dance exam in the afternoon. It would be fine.

I think my prototypes have benefited greatly from my recent acquisition of a colour printer.

By the end of the evening I had made a set of components (the classic deck of 54 cards -- handy because it is a reasonable 6 sheets for a print & play set, and also pretty much coincides with a standard sheet of cards at a proper card manufacturer) and the basic rules written down. To be honest I had been more than a bit woolly about specific rules in my initial planning, but working on it broke the game down into two phases: one where you pack your luggage (collect/play cards) and one where some twiddling about occurs and scoring takes place. The idea was that you needed a set of holiday items in order to finish the game, but you won by having the most money.

I had already tried out other approaches in my head: top were some kind of push your luck system, or something where you could bluff about what was in your luggage and challenge each other.  Neither of these really crystalised though.

I didn't manage to get "real person" playtesting this time, but did some solo testing, with me playing multiple hands of cards at the same time, and this was effective in trying out a few options and seeing how different ways of playing with the components worked out.  In the end, my plans for the first half of the game survived with minor modifications, and the second half got changed quite significantly into a form of trick taking game using the luggage (cards) you had collected in the first half.

Achievement unlocked: my first trick taking game. Sort of.

Behold! The final card types. For now, at least. 
So, despite the hot, sticky weather we are having here, I did manage to get the first draft of another game sorted, formatted for print & play, and made available. It's always a good feeling to make that happen, even if that is all this game will ever be. Hopefully I'll get a chance to give it a proper test soon and decide if it has a future in any form.

If you are interested, my entry post for the contest is here, and includes download links for the rules and cards.

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