Showing posts with label BraincrackGames. Show all posts
Showing posts with label BraincrackGames. Show all posts

2019-12-24

December Roundup

Another month nearly escapes me without a post. It hasn't been the most productive month from a game design point of view, but I did manage to get some stuff done.

Right at the end of November was the Dragonmeet convention in London, which I have attended for the last few years as part of the PlaytestUK team. We run an area for game designers to get their prototypes played by regular convention goers rather than the usual PlaytestUK meetups which are mostly designers playing each other's games.  I spent the first few hours helping to staff the area, which largely involves inviting passing gamers to join a game. This is usually a bit hard going at the start of the day, but as time passes you get more people just turning up looking for something to play.

I had a slot for playtesting myself in the afternoon, and introduced Tom Coldron's game Elvic to two different groups.  Things went very well overall, with players being well engaged, but a few issues were raised, largely relating to balance between certain options (some cards are perceived as strictly  better or worse than others), which need to be at least considered.  I've now sent the current play set back to Tom with some notes about how things have been going, so we'll see what he thinks.

Elvic at Dragonmeet.

Other than that, I got discussing a game idea with another of the designers there who was also volunteering at the same time as me. He had an idea about making a game that is largely about tactility and recognising items by the sense of touch alone, and our discussions moved towards a development of this. We've both been tinkering with this idea since, and have been communicating, and a basic version of a game is starting to form. Hopefully we'll be able to get together some time soon (we don't live too far apart) to see if we can develop things more in person.

Other than that it has been Scurvy Crew. I've not had playtesting opportunities on this, but I have worked a lot of ideas from discussions with BrainCrack into a new version of the prototype.  The basic gameplay is not changing significantly, but we are working on the campaign mode, which allows you to play a series of games (we're planning 7, to match the 7 seas and all that) with development of threats and opportunities as you work through it.  Plus, with the game being a relatively short one, the aim is to make it so that you can binge your way through the campaign in a day (maybe even an afternoon) should you wish. Anyway, I think the first official announcements about the game are likely to happen in the next couple of months, so we'll see how things go...

Anyway, I think this will be about it from me for the year.  I hope you have a good Christmas or whatever else you might celebrate at this time of year. Back soon... :)

2019-10-28

Recent Weeks

I definitely seem to have fallen off the blogging bicycle recently, but I have been chugging along with game design work over the last few weeks, even if I've not been charging forwards. So, just to get things going again, here are some of the things I got up to...

I had a really good playtesting and development session with Dave and Robin, other game designers who I meet up with most months. We've missed a couple of months for assorted reasons, but this got us back into the swing of things again and I was able to run tests of a couple of my projects as well as some of theirs.
Familiar cards, unfamiliar table, but with ships from Seafall (I think!)
Another really useful session was a trip to meet with Lewis from Braincrack Games to work on Scurvy Crew, face-to-face. This was the first time we had actually been able to play the game together, and it resulted in some great ideas bouncing around and some interesting plans made. I can't say too much right now as a lot is up in the air, but the plan is to provide the game with a campaign mode where you get to play a series of games, building your crew and improving your ship as well as meeting new challenges as you go along.

The monthly playtesting session in London happened last week and once again I took Elvic, Tom Coldron's game, where we had a couple of plays with a small tweak (a card being face-up instead of face-down, thus giving more information to players) between plays.  This game is so fast that playtest groups are often happy to do this, which makes iteration quicker than I am used to for other games. A lesson here, perhaps?

Other than that, I have been rummaging through my archives, and pulled an old project from 2016 back onto the table to see what I can do with it.  I've found a little inspiration here, so rather than discussing that right now, I'll post something more detailed about it shortly...

2019-08-07

Developing Scurvy

Having signed Scurvy Crew to be published is far from being the end of the story from my point of view.  Different publishers work in different ways when it comes to developing games for publication, and the deal I have here is that I work with the Brain Crack Games to tweak the game into a form they are happier with before they finally hit the Big Red Button to make the game (with the help of a Kickstarter project).  I say "happier" because they were clearly keen enough on the game to sign it, but there are improvements that can turn the game into the actual product they want to ship. This is normal.

I'm not going to go into great detail about what we are doing yet, as a lot is in flux and it's not appropriate for me to be shouting about things that as yet may or may not be in the game, but we have been discussing a few tweaks and I have been trying out some of them with my playtest groups.
The prototype is still looking pretty scruffy, but there are plans forming to make something really nice.
The main intent is to add some more variability into the game, with more variety of merchant ships that can be captured as prizes as well as other things that can be found while hunting for booty, and a new mechanism allowing pirates to gain upgrades to give them additional capabilities.  It is interesting that I spent most of the six months leading up to successfully pitching the game pulling mechanics out and generally simplifying, but now we are adding a little complexity back in. Only a little, mind you, and all the new stuff is modular, so can actually be ignored safely for a lighter game.

This is the first time I have been through a process like this, with me doing development under the guidance of a third party, and I'm enjoying it so far, even though it is pulling my attention away from some other projects I would like to concentrate on.  Still, there is an end to the process, probably in a few more months or so, after which it will be mostly out of my hands and I'm really looking forward to seeing how the box ends up.

A small aside to finish off with: last week I received my Kickstarter copy of Ragusa, the new game by Fabio Lopiano (designer of the excellent Calimala), from Brain Crack Games. They've done a cracking job of making a great game (if you like mid-weight Euro games, watch out for more games from Fabio in the next few years -- he's very good at them) into a beautiful product, so I'm even happier working with them for one of my games.

2019-06-17

Scurvy Contracts

If you've been reading this blog for a while, you may know that my pirate game, Scurvy Crew, has been in the works for a long time.  OK, so it has spent a lot of the time on the shelf, but occasionally brought out for another round or two of development.  I eventually got the game to a state where I felt I could show it to publishers, and I approached a couple of publishers I thought might be most interested in the game, had a meeting with one of them at UK Games Expo, and they took a prototype from me.

Over the following couple of weeks I had assorted messages from the publisher, who played the game at least a couple of times (maybe more, I don't know) and started enthusiastically coming up with ideas to turn my game into their product.  And as a result of this and some to-and-fro discussion, I am pleased to announce that, as of today, Scurvy Crew is under contract to be published by Braincrack Games.
This is what the top of a contract sometimes looks like.
There's a lot of personal and business confidential stuff in there, so this is all you get to see!

If you don't know them, Braincrack is a small UK-based publisher with a steadily growing range of games.  Their first title, Downsize, is a nice, lightweight cardgame that we have played and enjoyed at work a bunch of times.  More recently, I was really impressed with their smallish-box tile game, Dead and Breakfast.  And I am really looking forward to getting hold of the currently-on-a-ship Ragusa, by the designer of the excellent Calimala, Fabio Lopiano.  Add to that the fact that they have a game on the way by the fantastic David Turczi, and this is a stable of games that I am absolutely delighted to be a part of.  I must admit that I am more than a bit nervous.

Anyway, that is where we are at right now.  There will now be a period of development where I work with the Braincrack team to turn the game that I am proud of into the final product that they want to publish.  Ideas are bouncing around at the moment, but I can't really reveal anything yet other than to say that there may be a change to the game's title, and that it is planned for a Kickstarter project some time next year. 

Other than that, I will be blogging and tweeting about this from time to time, but as we are now working on a product, and there is someone else's business involved, I can't really be completely open about everything that is going on all the time.  I'm looking forward to the process though.