Anyway, one good thing about Comic-Con colliding with Game Chef is that standing in line for panels gives me a chance to take notes (by hand, with a pencil, on paper -- barbaric!) on this here game of mine. I'm pretty confident I can get it put together tomorrow and sent out Sunday night sometime. The mechanics have been tightened up, streamlined, and re-focused on creating good stories. In my early enthusiasm for a game in progress, I find I often have a hard time separating "fun and meaningful mechanics" from just "fun and random mechanics," but today the distinctions became clearer, and I think it shows in the design. Maybe there's something about being surrounded by people dressed in Venture Brothers costumes -- I can't say.
So I thought I'd post a little something to prove that, yes, progress is being made. Keeping in mind that I'm not a graphic designer-type person at all, here's the game's '90s-looking logo:
And here's the character sheet for
Some new things there, if you've been reading my last couple posts. A big circle! Only one Nature! A card suit! What could it all mean? Well, I think it's pretty easy to work out, but that's what the game's text is for. So far I have a solid... 293 words, give or take. Even after I start copy-pasting stuff in from my notes, I'm pretty confident that I won't come especially close to 3,000 words. It's a pretty straightforward game.
(But that's what everyone thinks of their games, right?)
Oh, weird thing to mention: Today (Saturday the 23rd) at noon, I'm going to be on a panel on game design -- at least, I hope it's on game design, or something else I can easily fake my way through -- at Gam3r-Con, a small but ambitious game convention that's running parallel to Comic-Con. If you're around, come check it out. Let's discover what I might have to say together, shall we?



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