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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.

Announcement: Online Playtesters Wanted

10/23/2015

 
Mystic Tiger Games announces that it is looking for online playtesters for Manaforge.

We've managed to get Manaforge up and running on the virtual tabletop website Tabletopia. From there, we can launch a demo version of the game, and can invite other players into the game with a simple web link. (If you've never heard of them before, definitely check them out. The site is currently in beta but behind the curtain there's already an active community of gamers.)

What is needed now are a few playtesters willing to try a new board game using a virtual gaming service. The requirements should be pretty easy:
- A web browser with the Unity plugin installed (https://unity3d.com/webplayer)
- The TeamSpeak application installed for voice chat (https://www.teamspeak.com/downloads) [a microphone is recommended but not required]

If you're interested in participating, please send an email to [email protected] with "[Playtest]" as part of the subject line. Also please include what dates/times are the best for you. Once there is enough interest, we will schedule a couple of playtest sessions. In addition, if you just wish to observe a game in progress, let us know that as well and we will try to leave space open for spectators in the game.

Hope to see you online!

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? :)

Announcement: Manaforge Demos at Necronomicon 2015

9/23/2015

 
Mystic Tiger Games announces that it will be demoing Manaforge at the upcoming Necronomicon 2015 event in Tampa, FL, on October 9 - 11.

Information and directions are here: Necronomicon 2015
Check out Necronomicon's gaming schedule here: Necronomicon Gaming

Manaforge will be demoed at the following times:
Friday, October 9, 4PM
Saturday, October 10, 10AM
Saturday, October 10, 4PM
Sunday, October 11, 10AM

If you'd like to participate, please sign up for a slot on the gaming page. This makes it much more likely that we'll be able to get a full game going.

Hope to see you there!

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. :)

Flashback: Version Archaeology

9/2/2015

 
Wow, it's been a long journey. Going on three years now.

I've been digging through some of my old backup files for Manaforge, and it occurred to me that the game I have now looks almost nothing like what I started off with. Aside from the basic concept (roll dice to get resources, spend resources to get cards), it feels like just about everything in the game has gotten changed in some way.

My first iteration of the game looked something like this:
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Version 1
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This was 'version 1' of my game, more or less, code named "Dots". (I say more or less because this is the first real backup version I had, made when the rules were first stabilized.) The players rolled dice to get red, yellow, green, and blue resource dots, and spent those dots to buy cards like this. The cost of the card is in the top-left. Every card was worth some number of points, as indicated in the top-right. Resource cards like the "Green" one on the left gave additional dots each turn. The card in the middle gives a one-shot infusion of coins, which were dots that could be stored for later turns. The roman numerals in the bottom-right corner were deck phase numbers; the deck was arranged with the 'ones' on top, followed by the 'twos', and the 'threes' on the bottom. Overall, the cards were pretty primitive, but they worked.

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Version 6
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Several versions later, the cards looked more like this. The concept of card 'colors' was introduced. The dots had been given shapes to help differentiate them. (Even back then, making the game color-blind friendly was a consideration.) The area in the bottom-left was an attempt to make certain cards only usable with specific numbers of players. Also the concept of card powers was introduced, giving the players a second source of points as well as additional outlets for any extra dots they may have.

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Version 9
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The next couple of versions were very busy. Two more concepts were added. 

The first new addition was tapping the cards. In playing the previous versions, players would often get confused about whether or not they had used certain resources or card abilities already. So in with the 'tap' concept, made famous by the Magic card game. Used a card? Turn it sideways, that way you know you can't use it again until next turn.

The second addition was upgrading the cards. Many cards now have levels, with only the top-most level unlocked at first. In order to unlock additional levels, the player had to pay the cost to add 'Charge' counters to the card. Each 'battery' added to the card opened up a new level, granting access to stronger abilities. But adding a Charge taps the card for that turn, so it's an either-or proposition. A couple of cards also went the opposite way, starting with Charges but expending a Charge each time the card is used. When the card runs out of Charges, it becomes useless.

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Version 15
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Fast-forward a few versions. At this point, I had started calling the game "Facets" and giving it a sort of a business feel. The players were professionals in different occupations, competing to see who is the most successful at their job.
The card names changed to reflect the color of each occupation. (Red: construction, Yellow: banking, Green: gambling, Blue: teaching)

'Charges' became 'Upgrades'. Cards didn't automatically have point values anymore (though many cards still explicitly give points). The resource cards became stronger, and the point-generation cards became more important.

Also around this time, I switched from using GIMP to making my cards with a script-based utility called nanDECK. Fantastic tool for anyone with any coding experience. (Not quite as much for those with more of an artist bent, but the tool has made some recent improvements for those with that mindset as well.)

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Version 19
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(Placeholder artwork. I don't own the illustrations shown above.)
Around this time, I noted that the business theme of the game wasn't sticking well. Since the rules were stable enough, I decided to do a retheme, changing to what I know best: high fantasy. Resources to mana, cards to spells, points to prestige, card colors to elements, coins to crystals. This revision was code named "Conjurers". Even if the theme itself wasn't very well thought out, just having something to bind the game together helped tremendously. And, of course, having some cool pictures on the cards helped to get attention, even if I couldn't keep the art. Mechanically, this is the same game as before, but it's amazing what a fresh coat of paint can do. :)

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Version 21
And the rest, as they say, is history. :)

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
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