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Developer Diary: Playtest Ad Nauseam

11/10/2015

 
Playtest, tweak, rinse, repeat. I think I'm starting to tire of this cycle.

Actually, that's not entirely accurate. Playtests are always instructive. Watching the flow of each game and how the players react to the randomness always helps me find weaknesses in the game's balance.

The problem is, these playtests don't provide data quickly enough. After a couple of test plays at my local gaming store, I can usually get enough feedback to identify something that needs to be tweaked. Go home, make a change... and then wait a week until it's game night again. This pace is frustratingly slow. I'm eager for the testing to be done so I can start on the next phase. I can't skip any testing, though, because I know there are lingering balance issues.

I guess the next step is to move to "blind" playtesting, where I release copies of the game (or the files needed to build a copy) to anyone that wants it, so they can play it themselves without my supervision and give me feedback without taking up my time. This type of testing is also good because it highlights weaknesses in the rulebook and player aids, which are the sole source of rules info since I'm not physically there. I'm a little afraid of just releasing Manaforge's source files everywhere, though. While unlikely, it is possible that someone might try to copy the game. (I've heard it said that ideas are worthless, it's only when you put work into them that they gain value. Well, this idea has a lot of work behind it.) And I don't have the files ready for that sort of usage, anyway. It would take some putting together.

What I would really like to do is to get more people to playtest on the Tabletopia service. Less work for everyone involved. I could open up a game room to anyone that wants to join and play. Anyone can download the rulebook, jump onto the website, and play a full game, without any intervention from me. However, finding players doesn't seem to be that simple. The last call I put out for playtesters got a grand total of four responses. After some pulling in of friends, that worked out to two playtests. A good start, to be sure, but I need more.

At what point is it safe to let my creation out of my hands long enough for others to have fun with it? Perhaps, now?

So...  does anyone want to play a game? I can open up the Tabletopia link and have people play without me. Drop me a message. Email, Facebook, or Twitter. Info is on my Contact page. Suggestions for new communication channels would be helpful as well. :)

Developer Diary: Graphical Design Disconnect

11/7/2015

 
So, a lot of my energy lately has been going into improving the visual appearance of Manaforge. Sure, there are the constant playtests, and making balance tweaks and improvements feels like a neverending process. But improving the game's appearance is my primary focus right now. The game's cards are done, but I need to put effort into the rest of the game's visual elements: the main game board, player mats, rulebook, player aid sheets, and the box cover.

So far, we've been working on the main game board. I gave my graphic designer Justin some inspiration for the board along the lines of a Da Vinci-drawn schematic: a piece of parchment with diagrams and information, but instead of how to build an invention or a diagram of human anatomy, my page is supposed to be a blueprint for how to build a magic item. (In this case, it's how to build a magic wand.)

Justin has done a great job with the idea. A wand is prominently placed in the center of the board, with information about the wand 'written' around it (unintelligible scribbles), cross-sections and pieces of the wand moved off and explained in detail, and magic circles and rituals on how to enchant the wand listed off to the side. I think it looks awesome.

Unfortunately, it doesn't work.

I've shown the board to a few people, and I seem to be getting the same response. The board does not seem to belong with the rest of the game. The cards in my game are brightly-colored, showing action scenes and wondrous magic being performed. The parchment board is... static. Varying degrees of beige, yellow, and brown, with fixed information and diagrams. They both look very good. But they don't look good *together*. I've had someone comment that the boards and the cards could have come from two different games. <sigh>

Since the cards are pretty well set, that means the board has to change. I need to find a way to make the board more colorful and match the cards better without losing the 'instructions for building a magic wand' feel. We're trying all kinds of different approaches, but so far nothing has really worked.

Anyone have any bright ideas we could borrow? :)

Developer Diary: Achievement Unlocked - Playtested Online

10/31/2015

 
Success!

I had my first playtest of Manaforge on Tabletopia last night! It was interesting, to say the least. A few bumps to be sure, but just the fact that I can now host playtests for my game, regardless of where the players are, is awesome.

Stuff that went wrong:
  • Even though the playtest had a set start time, it took about a half hour after that before everyone was in the virtual room. I guess punctuality is harder to enforce when you're not physically there.
  • One player had a flaky internet connection and dropped out of the game a couple of times. Tabletopia remembered who the player was so they got their seat back when they rejoined, but it still disrupted the game a little.
  • All the players had TeamSpeak, but not all of them had microphones. It made back-and-forth communication a little slower.
  • Even though the rulebook was readily available, not everyone read it. I still had to explain the rules at the beginning of the game.
  • Tabletopia assigns unhelpful player names such as "Player12131" to non-members, so it was a little hard to keep track of who was who. If there is a way to change the default assigned name, I haven't found it yet.
  • One player hit the wrong key and rerolled all his dice without meaning to. It would be nice if Tabletopia had an 'undo' function, though I can see how that would be fiendishly difficult to implement.
  • Passing the Character cards around for the draft at the beginning is a little awkward. Players had trouble with the way Tabletopia implements each player's hidden 'hand' of cards.


Stuff that went right:
  • Setup was a breeze. All the objects were already in the correct locations, and the cards were already shuffled and dealt, thanks to Tabletopia's 'randomize' feature.
  • There doesn't appear to be a cap on the number of players in a room. My game only has four 'seats', because it only supports four players, but Tabletopia did not complain at all about there being five people logged in. It doesn't appear that there is a limit on the number of spectators in the room.
  • Thanks to TeamSpeak, everyone could hear me talking. It made explaining the game rules a lot faster.
  • The turn reference and dice reference sheets were readily available, floating right off to the side of the gameboard. I only got one question about what one of the dice effects was.
  • The magnetic effects of the boards worked perfectly. Dealing out item cards from the draw pile went quickly. The cards snapped to the spaces easily and were automatically flipped face up at the same time.
  • Even though I couldn't hear most of the players talking, I could still tell what they wanted to do. You can always see where the player's cursors are, so it enabled 'gesturing' as a form of communication. Also the players were moving the dice around to show that they were using them, which was a big help with performing resource math.
  • A 6-point spread for four players is very good for my game. (1st place scored 33, 4th place scored 27.) There were no runaway leaders, and nobody was left behind.
  • One keypress will let you view a close-up version of a card without having to disturb it. Much better than having to physically pick up the card, which prevents other players from looking at it at the same time.


Stuff I can improve:
  • I need to move the unused dice more off to the side. It was sometimes hard to tell what was in play and what wasn't.
  • The 'bags' that contain the mana gem tokens are color-coded, but they could probably use some labels too.
  • There is only one default camera position, overlooking the entire playfield. It's kind of hard to see details from that high up. Supposedly there is a way to set up more camera presets; having camera positions for each player would probably help.


Overall, I'm very pleased with how this turned out. Only a couple more tweaks to the virtual setup are needed. Hopefully sometime soon I'll also be able to open the room up to 'blind' testing, have me there just as a silent spectator and see what everyone does with the game.

Developer Diary: Baby's First Stretch Goal

10/20/2015

 
Over the course of playesting Manaforge with new players, I've been getting one complaint fairly consistently. It's difficult to mentally keep track of how much mana you currently have available. Now, I don't get this complaint every time I play; it really depends on the players. Heavy gamers, especially those that have played Magic before, are generally okay. It's the players that are less used to having to perform that sort of mental manipulation that tend to suffer in my game. So, I've had it mentioned several times that there needs to be a more tangible way to track how much mana you have. Tokens or sliders or something.

Enter the Mana Abacus. :) (Okay, maybe not the best name. But that's what I think of when I'm imagining this.)  A tiny cheat sheet with four tracks numbered 0 through 8, one for each element, and four glass stones that slide over the numbers to show your current mana levels. It's simple but it works.

And it occurred to me, this isn't really a vital component for the game. Sure, it's helpful, but not required. You can play without it. It's just a 'nice to have'.

So, from a Kickstarter perspective, wouldn't this qualify as a Stretch Goal? Something I can tack on to the production if there is an abundance of interest in Manaforge, but that isn't vital and can be left off if there is a shortage of funds. And it should be an easy thing to add; a little bit of extra money paid to my graphic designer and a couple of extra components in the box.

We'll see if this idea ever becomes reality. :)

Developer Diary: Improving the Image

10/19/2015

 
Next order of business: making my game look good.

So far, while working on Manaforge, I've mostly been focusing on the appearance of the cards. Making sure the art is good, the frames are good, the icons are understandable, the text is readable.

But there's more to my game than just the cards. Dice, tokens, a center board, player mats, player aid sheets, a rulebook, and of course the all-important outer box. I've been struggling to come up with a visual appearance for all of these items that both ties them all together, and that ties the game to its theme.

The best visual idea I've been able to come up with is to have the game components look like Da Vinci-styled 'schematics'; diagrams, cross-sections, and writing, scrawled on yellowed paper or parchment. Though in the case of Manaforge, instead of mechanical inventions or anatomical drawings, the objects depicted within would be magical items such as wands or amulets. Since the players are constructing such items as part of the game, making the game's components look like instructions for building those items seems like an excellent fit.

However, while this sounds like a good idea for the game boards, which will be covered up with cards most of the time, I'm not sure if this will work for the box cover. I need something that will pop, something that catches the eye amidst an ocean of other brightly-colored game boxes. It needs to stand out, and I don't know if this will do it.

My alternative is to commission a full-sized illustration for the box cover. While I'm pretty sure this would grab the attention I need, I don't know what sort of art I would need that would blend with the schematics idea; even if the box cover was specialized artwork, many of the other components would still be decorated with the schematics.

Decisions, decisions. Times like this I wish I had an art director, but I don't have the budget for that. Oh well. Back to the drawing board. :)

Developer Diary: Crossing the Digital Divide

10/2/2015

 
So, I'm currently making the push to port Manaforge over to virtual tabletop software. Right now, I'm focusing on two platforms, Steam's Tabletop Simulator, and they newly-Kickstarted Tabletopia.

As of this writing, I have Manaforge already up and running on Tabletop Simulator. It's currently stored only on my local machine, so I would need to host the game if someone wants to play it, but that's fine as I'm not ready to release it to the world yet. (However, if someone wants to help playtest, contact me at the address on the Contact page and we'll see about getting a demo set up. :)  There is a screenshot of Manaforge running in Tabletop Simulator in the image gallery on the Games page. I deliberately stripped most of the artwork out; again that is just for now, until my game is ready to see the light of day. Anyone that wants to play the game needs to buy a copy of Tabletop Simulator off of the Steam network. (One time cost of $20, although it is frequently on sale.)

My next task to get Manaforge up onto Tabletopia. This service just completed a successful Kickstarter run, and is currently in closed beta. I haven't completely explored all the options and features available, but I'm learning all that now. If I understand this correctly, I should be able to upload my game to the Tabletopia servers with 'private' permissions, and then hop on and host a game whenever anyone wants to play. (Again, that's just for now; when I get closer to launching I intend to open the game up for anyone to try.) While it's not as polished as Tabletop Simulator, it does promise to eventually have more features, and on top of that it's free to join. (There will be 'premium' games at some point, but there will always be a free membership level.)

So...  does anyone want to play a game? :)

Developer Diary: Rulebook Reincarnation

9/18/2015

 
Whew. Writing rulebooks is a lot of work.

Manaforge had a rulebook. Back when it was still in its "Conjurers" phase, I had put together a passable rulebook to go along with the game. But that kind of fell to the wayside when I started making a whole bunch of rules and balance tweaks to the game. Since the rulebook became obsolete and didn't match the game rules anymore, I started leaving it behind.

But today, that changes. I've spent the past few days getting the rulebook back up-to-date. It's not complete by any standards; I know it could benefit from some professional editing, it needs more example images, it will have to be updated again when I get more game artwork in, and it needs an overall graphic design pass to make it look good. But the rulebook, combined with the game components, should make for a playable game.

I need this now because I'm probably going to put my game up online for players to mess with sometime soon. This won't be an official standalone version of the game, but instead I think I'm going to use a virtual game table service like Tabletop Simulator or Tabletopia to show my game off while it's inching closer to completion. I need as much exposure and as much feedback as I can get, so putting my game up where anyone can jump in and play seems like the best idea.

For anyone that wants to view the rulebook, there's a download link on my Games page. Enjoy!

Developer Diary: On the Horizon

9/11/2015

 
It's been a quiet week here.

The work on my game has entered sort of a lull phase. The graphic design is ongoing; currently the main game board is undergoing renovation. The artwork is ongoing; both of my illustrators are pumping out wonderful art.

But those are tasks that other people are doing. It doesn't seem like there's a lot for me to do right at this moment.

I've been doing business-related paperwork. I've been keeping up with game news and such. I've been holding playtests at my local game stores. I've been making plans to attend Necronomicon this year, including trying to find a place to stay and crafting promotional materials. I've been processing feedback and making balance tweaks to my game.

But the urgency, the rush of activity I had before FlaMinGoCon, that is gone.

So I've been contemplating what to attack next. I know there's so much left to be done, but I'm not sure what I can work on right now.

My current long-term goal is to hold a Kickstarter campaign early next year. There's so much to be done on my game before then, though. I need to get it complete enough that I can order a professionally-done prototype from a printing company. (Or two. Or ten.)  I need to send said prototypes to reviewers. I need to make a walkthrough video. I need to complete the rulebook. I need to port my game to a digital play space (Tabloro, Tabletop Simulator, or the new one on Kickstarter, Tabletopia.) I need to research game manufacturers. I need to research distribution. There is lots to be done. But none of that needs to be done right now. 

So I'm looking ahead, trying to figure out what's the next priority.

Hopefully, that means there will be more to announce soon. :)

Developer Diary: Episode III: Return of the Muse

9/2/2015

 
Ugh, here we go again.

So, I was at FlaMinGoCon a week and a half ago. Fun times. I got in a few excellent playtests of my game, got a mountain of mostly-positive feedback, and exposed a couple of lurking balance issues in my game. Overall, it was a very good day.

My mom lives in the same area as the convention, so I got to see her as well. Since she knew I was coming, she had boxed up a bunch of my old games that were still laying around at her place so that I could bring them back home. I figured there might be something fun to play left over in there, and at worst I could dismantle them for components to build new games out of.

I didn't know it was going to be that large a box. :)  Lots and lots of old toys. Poker chips and cards and obscure games and dice and lots of other assorted bits. I recall using a lot of that stuff to make my own 'games' decades ago. Treasure trove!

And there was a note in there. An imaginary folded-up piece of paper hidden near the bottom of the box that basically read something like this:

"Dear B,

Here is an idea for a game. I made it just for you out of the various bits in this box. I hope you like it.

Signed,
Your Muse"

Yup. Yet another idea for a game. This one is way more abstract than the last one. I suppose that makes sense, since a lot of the original games I played were abstract games. Still. <sigh> More stuff to try to not think about. :P

Developer Diary: 20 Character Cards

8/26/2015

 
Picture
And here are the "Character" cards for my game. Unlike the regular "Item" cards, which are acquired during the course of the game, these cards are given out at the beginning of the game. Each player starts play with two of them, and they give the players unique abilities as well as influencing what dice they get. (The 'die' symbols in the bottom corner show what dice are given out.)

This is the one part of the game that is still in flux. Overall, I'm happy with the powers on the cards here, but they still need to be well tested and will probably undergo more tweaks.

Cut and sleeved with other game cards behind them to add strength, the same way the main cards are done.
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