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Developer Diary: Going All In

12/31/2015

 
Happy 2016 everyone!

As a way to kick off the new year, I'm offering a treat to everyone who reads this.

I've just placed a large amount of the item card artwork online for players to look over and give feedback on. I'm happy with the job that my illustrators are doing on Manaforge, and I'd like to spread some of that joy around.

However, there is a catch.

The artwork isn't on this site. Instead, you'll have to load up and play the online version of Manaforge on Tabletopia. Instructions for doing this are on the Games page.

Also, if you're looking for players to test the game with, it is recommended that you join the Discord chat server. It's great for connecting with other players on the Tabletopia service. Instructions for that are also on the Games page.

Enjoy!

Developer Diary: Christmas Goodies

12/25/2015

 
Apparently I was a good little game developer this year, because my graphic designer left some awesome Manaforge card backs underneath my cardboard Christmas tree. :)
Picture
Picture
The one on the left is the back for the Dawn item cards (renamed from the Morning cards), the first set of item cards in the game. The other two decks have similar backs, just with different colors for the circles and text. The Noon deck (previously Afternoon) is white and silver, and the Dusk deck (previously Evening) is red and purple.

The one on the right is the for the Talent cards (renamed from the Character cards), the cards that represent each player's unique abilities.

I think these came out great, but I might be a little biased. :D

Developer Diary: More Rulebook Work

12/20/2015

 
I know I've posted about the game rules a couple of times, but since Manaforge is in another lull phase, I figure now is a good time to do more rules updates. (The artwork is ongoing, the graphics design is ongoing, and I'm playtesting whenever I can. Time for something else.)

We have a rulebook exchange thing going on in one of the Facebook board game groups that I'm a member of. Each person in the exchange gives their rulebook to the next person in line for review. So your rulebook gets an automatic pair of eyeballs looking it over and making suggestions for improvement, at a cost of you doing the same for someone else's rulebook. It's not a perfect substitute for a pass by a professional editor, but it's a good place to start.

So I've pushed Manaforge's rulebook through a few of these cycles and I'm sifting through the responses, deciding which I can incorporate into the rules and which I should ignore. Not all of the suggestions are good, but what do you expect from almost-free? It's also good to see the reaction from someone who hasn't seen my rulebook before, because that's a great way to spot some concept or explanation that seems obvious to me but is new to someone else.

The latest version of the rulebook is always up on the Games page. Anyone is welcome to grab a copy, and I'll always accept suggestions for improvement. (I might not use the suggestions, but I guarantee I will at least consider them.)

Developer Diary: Manufacturer Research

12/10/2015

 
I've started giving some thought as to how exactly I'm going to get Manaforge manufactured.

Now, I know that out of all of the components in Manaforge, the dice are going to be the biggest problem. Most games have custom cards, custom game boards, custom tokens, etc. But all of those are essentially paper, in various thicknesses, and printed with something approaching an ordinary printer.

Dice are another beast entirely. Common dice, with number or pips, are so standard as to not be a problem. But custom dice? Custom-made cubes of plastic with custom engraved symbols and ink? That's going to be more difficult. And difficult = costly. I'm coming into this knowing that 40 custom dice, 8 each of five different types, are going to end up being the most expensive part of the game's manufacturing costs.

So along those lines, I've been attempting to contact various game manufacturing companies, with mixed results, for information and prices on dice manufacturing. One company was very responsive. Another took a while but I managed to get through. A couple of others never responded. Of the ones that did respond, I managed to get one quote for just dice costs, and I'm waiting on another to get back to me with a quote for my whole game. (They didn't want to do a partial quote for just the dice.)  I have one more I want to contact as well.

It's a slow process, but I'm not in a hurry...  yet. I'm just hoping I'll be able to get the dice cost low enough to make the production viable. Between the cost of the dice themselves, plus the cost of the molds or other setup costs spread over the entire batch, I'm trying to keep the costs of the entire game to around $10 per unit, so that I can retail it for around $50. (There's that Board Game Rule of Five...  production cost x 5 = MSRP.)


Developer Diary: Front and Back

12/1/2015

 
One down, and about a million to go. :P

With the game board design more or less locked down (it still might change, but I doubt it), my designer and I have moved on to the next task. In this case, the next thing to tackle is the card backs.

Manaforge has four decks of cards, currently named 'morning', 'afternoon', 'evening', and 'character'. The first three decks are item cards, while the fourth contains the player powers.

So we need to come up with designs for the card backs that go along with the other visual elements. The problem is, I really don't have any good starting point for these. The way I see it, there are four possible goals for the item card backs:

1) Thematic coherency: The cards represent items, but when you're looking at the card backs, that means the cards are in the draw pile, and represent items that haven't been built yet. So having the backs look like instructions for building an item, or incomplete magic items, would work.
2) Conveying story: The backs of the cards must indicate which of the three decks they belong to. On top of that, the games scenario dictates that the events of the game happen over the course of one day. So, the first deck is what can be built early in the day, the second deck in the middle, and the third at the end. (Hence the deck names.) So the backs of the cards could represent the phases of the day. Sunrise, noon, sunset. Maybe images of the sun with various colors and locations relative to the horizon.
3) Visual consistency: The backs of the cards should have the same general color scheme as the game board. Light, parchment beige colors in the middle, with red leather and/or brown wood around the edges. Lots of ideas could work here; small leather-bound books or rolled up parchment scrolls on a table come to mind.
4) Tension: The backs of the cards must push the idea that the game is not unlimited. As the cards are dealt out, the card back on top of the draw pile changes. The backs must help to convey a sense of urgency; the day is getting shorter, the magic requirements are becoming more demanding, the items are becoming more powerful.

The first three goals, in particular, seem to be somewhat exclusive. Take any two and you could find an idea that might work. But all three? I haven't figured that out yet. At least the fourth goal should be relatively easy to hit.

And that's not even counting the character cards, which might need a separate design entirely. (The character cards, viewed from the front, are oriented wide instead of tall. The backs will probably reflect that.)

This might take a few tries. :P

Announcement: Open Online Playtesting

11/25/2015

 
Mystic Tiger Games announces that it is opening up Manaforge online for everyone to play and help improve!

With Manaforge available on the virtual tabletop site Tabletopia, anyone that is invited can get into the game and play. With this new step, players can now log into the game without needing an invitation. Any players, regardless of where or when, can follow the lobby link and start their own instance of the game. Each game instance has a unique URL that those players can give to their friends; anyone navigating to that URL joins the same game, allowing multiple copies of the game to be played at a time while still keeping those games private.

For more information, including the links to start playing the game, check out our Games page. This includes a link for downloading the rulebook, and a survey link for leaving feedback after you're done playing.

Have fun playing, everyone! We hope to hear about what you think of Manaforge!

Developer Diary: Rulebook Teaser

11/23/2015

 
I'm currently trying to get Manaforge ready to be blind playtested online. As part of that effort, I'm working on improving my rulebook. It wouldn't do any good to find someone that wants to play but can't because they don't understand the game rules. So, I'm incorporating feedback, adding more pictures, and doing various minor tweaks to improve the readability.

As part of adding pictures, I'm using an image from a card that I haven't shown off yet. Since I'm making it public anyway, might as well post it here. Enjoy!
Picture
50% less calories than regular Stonehenge.

Developer Diary: Pulling the Trigger

11/17/2015

 
Okay, I need more playtesters. Badly.

I'm worried that if I release my game out there blindly, that someone's going to come along and rip it off. Somehow copy all my hard work. I know the chances of that are pretty close to zero, but I still worry.

I guess I don't have the luxury of waiting anymore, though.

So, I've figured how to open Manaforge up on Tabletopia. Anyone with the link can play. Even better, the link is for a game 'lobby'; anyone going to that link ends up getting their own separate instance of the game. Share that instance URL with friends and you all end up in the same room. Go to the lobby link again and you get a different game instance.

I've also created a 'survey' using Google Forms for playtesters to give me their feedback afterwards. It's basically an electronic version of the feedback form I give to playtesters in person.

The last piece I'm working on is the rulebook. I already have the rules posted, but the rulebook is currently undergoing a round of polish. I should have the new version ready in a few days.

And with that in mind, I'll probably be making an announcement this weekend or early next week that Manaforge will be open for anyone to blind playtest, with zero intervention required from me. I'm hoping that will interest people enough that they'll try the game out.

Watch this space. I should have more news soon. :)

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? :)
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