Tuesday, November 16, 2010

Saturday, November 13, 2010

The Difficulties of Board Game Development

I didnt think that I would be alone in saying that the main challenge in board game design is testing. I am used to making small games in Flash and Unity. If I want to test a quick change to the rules, its as simple as hitting run and having a quick go. The changes, and more importantly their impact, are usually pretty clear.

Not so with a board game. Seemingly minor changes and additions can have massive impacts that only become apparent after gathering 4 people, and playing a 2 - 3 hour game. If it doesn't work out you have to tweak the rules and go through the same process.

This forces the designer to invest massive amounts of time in to the smaller details of the game. Time I would rather spend on more big picture issues, but maybe that's just my way. My respect for the great board game designers, such as Reiner Knizia and Klaus Teuber.

I am excited to be moving back to video games, with their instant feedback.

Friday, November 12, 2010

Dominion - A Personal & Artistic Adventure

With this project finally completed, I have had some time to think about what I have learned, what I liked and disliked. Overall I found this a very enjoyable project, certainly one of the most interesting I have ever done in my academic life. One aspect that was very appealing to me was the task of doing some cool artwork for all the different counters and species. This was one thing that from the very beginning I knew would enjoy as well as to give me a chance to show off what I felt was one of my stronger talents. One thing that I had not initially grasped however was the sheer amount of artwork our game would require. Having built up a reasonable ability using photoshop over the years, I felt I was ready for such a task and very much enjoyed the challenge.

The first thing that player should notice when playing the game is the different ship counters. The silhouettes of the different ships was an idea I had at the very beginning of the long personal journey that is Dominion. I had originally planned to have the different ship types displayed as a normal type of picture maybe in an isometric view. However I also wanted to do something a little different and so tried out a few designs with a blacked out silhouette. I was very happy with the initial results and so tried to create some alien looking silhouettes for the other playable species that had to be named. Again I was happy with the early results and so decided to go with this for the first edition of the game. After much positive feedback I decided to keep this look and got to work churning out the various craft employed by the different species. While many of these did not make it to the final edition of the game, this was a rewarding and fun part of the project and something I would like to pursue again in the future.


The gameboard which has been discussed already was something that would be the most noticeable part of the game and again I was very happy with the final look.

Each of the different planets, anomalies and colonies also need their own counters. As well as being a sci fi nerd, I am also avidly interested in astronomy and planetary study. I have read and do read as much as I can about the different planets in our solar system as well as the more exotic extrasolar worlds being discovered all the time. I like to think I have a good knowledge of the different worlds so far discovered as well as how we think they have formed. Over the last year I have been steadily creating planets in photoshop as I enjoy visualising how these bizarre objects could look. So for Dominion, I had a lot of planets ready made that could be used in the game. I also took the project as an opportunity to create lots of new ones, and can now populate a couple of solar systems with my collection. I wanted to give the game as much variety as possible so creating these new worlds was quite necessary.


For the different colonies, I had planned to create a view of a world slowly being colonised from a frontier outpost until it eventually ended up as a ecumenopolis. This was an enjoyable part also, as it gave me a chance to tryout some new techniques in photoshop as well as trying to create a realistic colony and its gradual growth. The other aspect of this was to try to come up with different types of habitations for the other 3 alien races we had so far. With the species ranging from an intelligent biomechanical fluid to creatures living in the hot superfluid cores of gas giants, this was an interesting part of the project. Creating the helium mines was also very interesting as I have often thought about how such levitating facilities would look. Again i was happy with the final result, but would have liked to have spent more time on them. This is also something I plan on revisiting.




There were also a deck of resource cards, research cards and the gamebox that all needed to be done. These also went through several revisions during the games development as rules were added and subtracted. Other anomalies needed were asteroids, nebula, derelicts, demigods and some alien hitch-hikers. There were also several others created that were cut from the final game such as minefields and hyperspace disturbances. All in all it was a very busy task coming up with the many different parts of the game as almost every element needed a image and counter. In the end, probably forgetting one of two things, Dominion required 36 different ships, 20 different colonies, 15 planets, 10 anomalies, 12 research cards, 2 research resource cards,  metal & helium cards, 4 gameboard sections, 4 HUDs, upper and lower lids for the games box, numerous different examples of gameplay and all the different revisions each of these images went through, all done in 3 weeks! While enjoyable and challenging this is one of the most exhausting projects I have ever worked on.

Despite the high workload, as mentioned several times, this was a very rewarding experience throughout the project and I look forward to flexing my artistic muscle in creating something digital in the semesters to come.

Thursday, November 11, 2010

3D Foley

As soon as I heard we were making a board game one of the things I immediately got excited about was the opportunity to get some 3D models printed out as physical objects.

3D printing has always fascinated me. Its so mysterious and compelling. There are several flavours of 3D printing. The first technique I head of builds a cube, layer by layer, using two types of plastic. One of the plastics is soluble in acid what is left after this process is a highly detailed model.
The machine

When I heard about this miraculous replicator like technology was in use today I imiediatly wanted to know why it wasnt ubiquitus, in every home makeing everything. The answere is a simple as it is depressing, its cheaper to make it in china.

I contacted the endangering department and started building the space ship models in 3DS Max. Unsure of the level of fidelity that their 3D printers were capable of I eared on the side of caution, sticking to very low poly models. This turns out to have been a prudent decision.

The models that were produced were of a chalky and soft nature. The slightest touch rubbed away detail and they fell apart easily, I lost three on the journey back form Bolton Street. The aplication of several layers of nail varnish has since made them much more robust.

In the end, I am sad to admit, they didn't really add much to the game. But I am glad that I got to have been  through the process. I would like to extend a BIG thank you to the engineering department for being so helpful and accommodating.
The models

Wednesday, November 10, 2010

The good, the bad and the ugly, I'm coming out with my hands up.

Today's playtest went OK all things considered.
They got diplomacy.
They got research.
Combat (revised) worked (when the ships got in range).
For such a complex game they seemed pretty able to play it (they disagreed with some things but...).
For reasons of familiarity and (I think) inheritance from other games "spend at the end" became practically an article of faith for us.
They want to get, invest campaign.
Fair enough that's an easy fix.
The species traits, in the brief, and recently added, will work with some adjustment.
A combination of playtest slippage and bad luck bled into late production and things went a bit pear-shaped pulling it all together in the end.
But they got a game which they played and I think at least 2 of them rather enjoyed (at least if they could let go of the spend at the start thing).
One thing that worked with gameplay was using the looming deadline to simplify game-play and quash late-emerging ideas.
Perhaps if we could have seen the looming deadline from a production point of view we could have compromised on the card backing and given ourselves a bit of slack.
However, if the printing and room access on Tuesday evening had not complicated things I think we could have delivered on everything from a production pov with Wednesday morning for pick-ups not production.
Reflection. Another name for hindsight?
Speaking of reflection...
I could have applied myself to the more stable elements of the rule-book earlier. In truth, I was out of my comfort zone and invoked rule flux as an excuse to do anything else (play-testing, cutting and pasting and making dinky little boxes) rather than writing the rules.
I had a vision of us handing the box over intact and them setting up and playing. In which case the boxes may have had something to add. Also they were a kind of occupational therapy. Something I could do an feel I was making a contribution.
As it turned out, giving them the game all set up and keeping the rule book from them was probably the kindest way to manage the situation for all parties.
I'll be interested to see the final feedback.
So a few minor tweaks and revisions and we can put his game to bed.
If it doesn't lie quietly I may have to get a pillow and .....

Tuesday, November 9, 2010

Player HUDs

During the development of the gameboard, we decided that it would be composed of 4 pieces of A3 card arranged in a square. This left us with a large rectangular play area. When we decided to change the gameplay area to a square shape, this left us with a blank area on each of the A3 pieces. In haste and due to a deadline, this space was decided to be used as an area where the player could easily store their resource cards and have any research that had been purchased nicely displayed. It was also decided to have each HUD display the name of the species and its colour under its deployment zone.



After the kleenex playtest, the large amount of rules and stats for each ship type needed to be easily displayed in a way that would help the game to move quicker and with less confusion. Initially we had a set of reference cards that were intended to be handed around as needed. This however proved a cumbersome way of displaying the information. The flow of the turns was also unclear, so we needed somewhere to display this also. The HUD space was the perfect place for this.

We now also had an opportunity to give each species a look and colour as well as further info relating to their species traits that eliminated the need for complicated reference sheets that needed to be handed around.



In the end, the HUDs went from something originally conceived to fill the space left over on the A3 boards to a vital tool to aid the gameplay and give each species its own feel. The different corners of the board now also acted to clearly define each corner as a specific species territory.

Monday, November 8, 2010

Gameboard

Being a board game, it was necessary for Dominion have a playing surface that both looked good and functioned well. The game has gone through several revisions, the gameboard being no exception. Originally the game was played on two A3 boards, with a hexagonal grid, arranged in a rectangular position. This worked OK during early development when the ships were very small and much of the game setup had still to be worked out. Planets were arranged on the board and placed evenly apart, but again, any formal layout process of arrangement had yet to be designed.


During the next revision of the game, the board game shape was kept, but made larger to encompass four A3 boards arranged in a rectangular pattern. This was done because as the game got larger in scope and complexity, it was felt that a bigger playing space would allow more freedom as well as giving the player more room to maneuver. The hex grid persisted and an attempt to have a proper way of arranging the planets and fledgling anomaly system was envisioned. Marked spots on the gameboard were arranged in a regular pattern and the planets were placed face down so the player could not see the initial set up of the board. This was the stage in the game where the scanning feature was devised. This was done to make exploration of the gameboard more interesting as well as to encourage the player away from defensive turtle tactics.


The bigger board worked a bit better and it gave the players more room to play. As this was ultimately supposed to be a 4 player game, it was also necessary to expand the playing area. It was felt that it would be better to have each player starting in their own section, each in a corner, so that they could have a turn or two where they could expand un-harassed so they could get some economic activity set up before the first fleets came into contact. During this phase of development, planets and certain larger ships were bigger than the smaller ones, with planets being the largest.

As an experiment, the hex's were removed and the game was played with distances in centimeters and measured with a ruler. This was abandoned though due to the extra complexity and time it took to complete the movement phase.



The rectangular game play area was then altered to a square shape, which meant distances were even between the players and resources. A nicer background image of a galaxy was also selected.

 
For convenience during the development of Dominion, the gameboards were printed on A3 pages. When the square shape for the gameboard was selected, this left us with a blank section at the end of each of the board sections. What to do with this space led to the development on the current HUDs. This balanced the board sheets nicely and gave us a good place to display useful information that would aid gameplay.


The next and most tricky problem to be addressed was the positioning of the anomaly counters. This had to be done in a fair way, but that would also add a random element to the game. With interesting counters like the derelicts to be placed as well as resource generating planets, this needed to be done very carefully. During early testing it was done by eye and evenly spaced within the hex grid. The hex grid was also increased in size and the counters were changed to be the same size. This was then done by placing the counters on numbered hexes within the board, and the player arranging the anomalies randomly along the board numerically. This worked somewhat, but was decided to be altered. A concentric ring system of anomalies was experimented with to allow the players to uncover the different anomalies in stages. This was partly kept and expanded to have a cluster of resource and anomaly points in the centre region of the map to give a players a reason to move in that direction, this was something that did not occur in the previous playtest. There were several regions of the board that remained empty and unused, so hopefully this new layout will encourage players to use the whole board, and to drive them towards conflict and domination. A permanent wormhole exit in the centre of the board can allow a player to reach the dense central region quickly, which will hopefully add some dynamics to the game.

Over all we were happy with the look of the final gameboard and how it played. Hopefully our testers agree!