It’s been three months today since
we started our Open Design project here with the card game Mercenaries. I
thought this would be a good time to review what we’ve done so far and consider
where we should go from here.
Showing posts with label Mercenaries. Show all posts
Showing posts with label Mercenaries. Show all posts
Thursday, July 19, 2012
Wednesday, June 27, 2012
[Open Design: Mercenaries #8] Tags on Mercenary and Territory Cards
I’m breaking my usual Monday
and Thursday posting schedule again to bring you three articles this week. I’m
posting this article a day early, and another Building Character post will be going
up Friday.
This is another quick update
on our Open Design project. You can read all of our previous project articles
here. An important factor to the intractability of cards in Mercenaries
is something called Tags. Tags don’t do anything on their own, but they can be
referred to by rules on other cards, and allow cards to be grouped into a
variety of categories.
Humandisaster suggested that
we should have a set list of Tags that can be used. This list should also give
general guidelines as to what sort of concepts each individual Tag covers. I’m
going to present here all of the Tags that we’ve used so far.
Labels:
card game,
game design,
Mercenaries,
Open Design
Monday, June 18, 2012
[Open Design: Mercenaries #7] Mercenary Cards Round-Up
This is simply a quick
round-up of the mercenary cards we've created so far for the game Mercenaries,
our Open Design project. We have close to a third of the mercenary cards that
we need to get the game to its first playtest. Thanks so much to everyone who
has already participated, and I look forward to seeing this project continue to
progress. Look over the cards listed below, and feel free to leave any ideas
you have for mercenaries in the comments to this post.
Because this is kind of a
quick article that didn't take a lot of work to put together, I'll be breaking
my usual Monday and Thursday posting schedule to bring you three new articles
this week. Check back on Wednesday for a new Design Review, and look for
another Building Character post on Friday.
Labels:
card game,
game design,
Mercenaries,
Open Design
Thursday, June 7, 2012
[Open Design: Mercenaries #6] Designing Territory Cards
Work is progressing steadily
on Mercenaries. We have a working model that should be suitable for our
first playtest. We are also making considerable progress on designing the mercenary cards for the game. Let’s mix things up by jumping into the design
process for the game’s deck of 15 territory cards. I don’t want to distract
everyone from designing mercenaries, but working on the territories
simultaneously might create opportunities for the cross pollination of ideas.
Also, if you’re burning out on designing the mercenaries, trying your hand at
territory cards for a while might be a nice change of pace. Territories should be much
simpler to create, because each card only has a couple of substantial features.
I’ll explain the format below, and then give a few examples to get us started.
Labels:
card game,
game design,
Mercenaries,
Open Design
Thursday, May 24, 2012
[Open Design: Mercenaries #5] Designing Mercenary Cards
Monday I posted a working model for this game. Using this model, we’ll be able to begin playtesting once
we have the necessary components in place. The first set of components we’ll
need is the 60 card deck of mercenary cards. I could really use your help in
designing these cards. I’ll explain the format below, and then give a few
examples to get us started.
Labels:
card game,
game design,
Mercenaries,
Open Design
Monday, May 21, 2012
[Open Design: Mercenaries #4] Getting a Working Design in Place
So far, in the Open Design
articles, we’ve talked about possibilities for the game’s bidding system for
hiring mercenaries, the battle system for putting those mercenaries to use, and
how your success could be measured by conquering territories. I’ve had some
very good feedback from my co-designers – people have brought up good ideas
that I genuinely would not have thought of on my own – and I’ve really enjoyed
the process so far. Now it is time to collect all of these ideas and mold them
into a working design model. These are a basic set of rules for the game that
we can use for our first playtest.
Labels:
card game,
game design,
Mercenaries,
Open Design
Monday, May 7, 2012
[Open Design: Mercenaries #3] Conquering Territory
In the last Open Design article, we talked about the game's battle system - specifically, how complex or abstract it should be. The general consensus seems to be that it should be more on the complex side. Humandisaster brought up the subject of having some kind of system for fighting over territories. So, I've thought up two general designs for how the battle system could incorporate the concept of conquering territory. I'll layout the two designs below and see what anyone thinks of them.
Thursday, April 26, 2012
[Open Design: Mercenaries #2] Battle System
This article continues my Open
Design project to build a new game from the ground up with the help of my
friends here on my blog. The game we’re working on has the working title Mercenaries,
and game play consists of two important phases – bidding and battling. Last week
we discussed ideas for the game’s bidding system. I’m going to let some time
pass for those thoughts to percolate before we settle on a specific model. In
the meantime, let’s talk a little bit about the games battle system.
Labels:
card game,
game design,
Mercenaries,
Open Design
Thursday, April 19, 2012
[Open Design: Mercenaries #1] Bidding System
Last week I announced this new Open Design project with the purpose of designing a new game on this blog with my friends. I also polled to see which of three ideas people would like to develop. The votes resulted in a unanimous decision to develop the idea for Mercenaries (check out the original game idea article to refresh your memory on the premise and concept of the game). So, now we begin designing.
Labels:
card game,
game design,
Mercenaries,
Open Design
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