We’ve been wanting to start a regularly scheduled game design group to cultivate a local community of playtesters and designers for a while. And now it begins:
Hosted at the amazing San Rafael based gaming store (Gamescape) the first meeting will comence on Saturday, November 19th 6-9pm.
Events will be hosted monthly at the store, where local designers can playtest game prototypes, meet-n-greet each other, and discuss any or all aspects of board game design and manufacture. Everyone is welcome, whether you have your own game prototype, an idea for a game, or just want to get a behind-the-scenes look at the different processes of design and production.
We also have a board on the Gamescape forums to facilitate discussions and answer any of your questions or concerns.
We hope to see you there!
See the full announcement here
It’s Official! Pre-Orders for Pizza Theory are now available via kickstarter. It also shows the finalized box and game art that was designed by our publisher. Take a look: http://kck.st/rOIKP5
Its official. We now have a signed contract with Gryphon Games to publish Pizza Theory!
They have promised to have it on the market no later June 2012, although ideally it will be ready in time for SaltCon next year (February).
Writing from SaltCON in the great snowy Utah.
Pizza Theory won the Ion Award for best strategy game! We also immediately got two offers from publishers at the convention. We will update you with any developments, so come back soon!
Starting now I’ll be trying to keep a weekly log all our game design and development. Not only will it keep you up to date on the status of our games but it should give you a pretty good idea of the process we use to make our games. Also it will encourage us to stay on track by making at least some progress every week.
We’ve been finalizing our latest, and hopefully final, prototype. Due to problems we were having with pieces getting knocked around during game play we’ve switched over to a peg and hole system.
This week we made all the pegs by cutting a wooden dowel into 1″ segments, then Brian spray painted the pegs the player colors: red, white, and green. Each peg took several coats of paint, but now they’re looking pretty good.
While Brian worked on Pegs I worked on card design for the 6 ‘cut cards’ players use to declare their cut selection. Up until now we had just been using different suits from a deck of playing cards, but we wanted some official cards to make our prototype look more complete when submitting the game to prospective publishers. The design is ready for a home print, but we’re considering getting them professionally printed by SuperiorPOD which will require some minor reformatting.
We Play Tested Empower with a few new rule variants:
- Removing the turn order restraints to allow a more flexible turn.
This seemed to hurt the game flow more than help it.
- Try new unit set-up formations.
We’ve been trying to make the early game feel dynamic without being too slow or boring, still a work in progress, but we getting closer to a happy medium.
- Change Boar Rider into a Paladin.
Although the boar rider was a fun unit its player activated ability didn’t really fit the style of passive combat the rest of the game has, the Paladins mechanics fit the game better, and so far don’t seem to upset the unit balance, but we still need to play-test him in a 3 & 4 player game.
That’s it for now, hopefully we will have some more updates in the coming weeks
~ Greg Powers