Showing posts with label new ideas. Show all posts
Showing posts with label new ideas. Show all posts

Monday, December 26

2023!

I hope all of you that celebrate it had a fantastic Christmas.

2023 is on the horizon.

As a lad who grew up in the seventies it sounds very futuristic.

Looking forward to my flying car.

In all seriousness I'm really looking forward to 2023.

I have so many game ideas buzzing in my head now.

After some very slow years.

COVID and the job I wasn't enjoying sucked all the creative headspace out of me.

I've found my mojo again.

Hopefully I can get some of these ideas completed.

Fingers crossed!

Saturday, January 7

Promising Start

Last week I set myself some aspirations for this coming year and so far, so good. I managed to get to Newcastle Playtest on Tuesday and try out the new Zombology rules again. We played three five-player games and managed two wins and a loss. The wins were in rounds 6 and 7 out of 8, much better than the slightly freakish win in round 3 that happened last time I tried it. Generally, people thought the new rules were an improvement and Paul went so far as to send me two emails of ideas which I've yet to respond to. The new rules have the advantage that they work with the existing cards, so anyone who bought the original hand-made version from me or the print on demand version from Drive Thru Cards can play them without having to print new cards. The only thing which is wrong on the old cards is that the initial card distribution as shown on the round one turn marker has changed.

In fact, here's the new rules. Please feel free to read them, provide feedback, try them if you own the game or just comment on them in the comments section below. Any feedback gratefully appreciated! If you do get a chance to try them I would love to know the following:

  • How many players?
  • Won or lost?
  • If won, in which round?
  • How many winners?
It was my first Newcastle Playtest in months, so it was great to catch up with everyone, meet a couple of new members and try out a few of their games. Hopefully I can make it next month too!


In addition, I also made the changes I've promised a guy on BGG in my Last Plays app and published them to the store. The app now has the ability to ignore expansions (which is really useful for me), hide unplayed games (which is really useful for him) and also to filter the list of games by game name, which should be good for both of us. One of the main things I use the app for is its ability to link to the BGG page for a game so that I can quickly record a play. Filtering the list to the game I'm interested in can only make that process quicker!

Monday, September 23

One Giant Leap For Vacuum

The last couple of weeks have been good to Codename: Vacuum, last week I played it four times on Thursday twice at lunch with Dave, one of my core playtesters, and then twice in the evening at Games Night with Gav and His Nefariousness (my boss). During the four games I was thinking about (and yet not quite trying out) some ideas my friend Paul in York had had when I visited him a few weeks ago. I normally play it once a week on a lunchtime in the office, so four games in a day was pretty awesome (and a first! Clearly, I've not taken it to Essen or the UK Games Expo yet!). It was nice to get some steam up, play it a lot and get a feel for how it can differ between games. We found a few flaws that needed addressing and I got some useful feedback too.


This week has been another busy one, with four games again - this time spread between two days. On Tuesday, I attended my second Newcastle Playtest session at The Bridge Hotel. Dan the main organiser was away, but it was looking like there would still be five of us. Sadly Amo was feeling ill, and MichaƂ's daughter wasn't well, so it was just three of us in the end. Olly who had come along to playtest and Paul, who had brought a game which wasn't in a playable position at the moment, he was about to make some sweeping changes after the feedback he'd received at the last session. And me. With Codename: Vacuum. So we ended up playing it twice with a discussion of Paul's game in between. We started off with a basic game (since neither of them had played it before) and then, with plenty of time to spare and no competition, we played it again, this time with the advanced rules. Neither Paul nor Olly had much experience of deck building games, but they both picked it up quickly and seemed to enjoy it. Again I asked them to email me some feedback when they got a chance. At the end of the evening we spent some time discussing the game, with both Olly and Paul coming up with some good ideas. Then we left and Paul and I walked into town together, still discussing the game. Paul's ideas really got me excited and have led to some big changes in the works. It was a hugely useful evening. Playing every week with regular players is great, especially when the game has so many cards and options, it really helps to balance things out; but for a big leap, you really need to get your game in front of new players and get a fresh perspective.


Vacuum in play at Newcastle Playtest

After Tuesday's big evening, Thursday was playtesting at lunchtime again and then Games Night in the evening. At lunch, Chief, Dave and I tried some ideas for simplifying the Trade mechanism that had come from Tuesday's feedback (quickly received via email - thanks Paul and Olly!). They didn't quite work on first attempt, but seem to be heading in the right direction. In the evening, Dave (again) and Gav (after more since last week) and Mike (who'd not played in a while) settled down for a four player game - which hasn't happened in a while. Again, the Trade simplification was all out of whack, but I still think that Olly's comment about the old way being to complicated was right on the money.


What I'm really excited about though is the ideas that Paul had/triggered regarding exploration. For the last six months or more, Vacuum has had 42 location cards representing places in the solar system that you can explore, capture and trade with. To explore them, you'd draw a number of cards from a deck and pick the one you fancied. Fairly standard mechanism in a card game. But the cards were always the same, and there were only 42 of them, so there wasn't much excitement to be had. Each location was potentially worth some points for exploring, some for capturing and possibly provided population, trade and/or defence. You looked at the cards you had drawn and choose the one the best suited your strategy (or least suited your opponents') and then revealed it. It then sat in known space until someone captured it.


Paul's comment that triggered all these changes I'm now working on? "In a Steampunk game, I want to be attacked!" It made me think about the way new locations come out. You choose which range you want to explore at, and then choose from a random selection of locations at that range. Doesn't sound very thematically accurate does it? "I want to send a probe to the outer solar system, I'll decide what to look at when I get there!" That's just how NASA work, honest.


So, I've decided to completely change things. There will be fewer locations, and they'll all be available from the beginning. You choose exactly where you want to go and send you probe there. Upon arrival, you'll encounter a random event which might provide an alien population, or a fight or a deposit of valuable minerals, or the loss of your probe. I'm hoping this will make exploring more thematically accurate, more interesting and provide more replayability as each game the location's events will differ. I'm also hoping it'll add to the theming of the game as a whole. My aim is to make a thematic game, not a dry themeless one, and lack of theme was the main criticism of Vacuum's first outing at Newcastle Playtest.


I'll not be able to play it for a couple of weeks while I make all these changes and assemble a new prototype, hopefully in time for the next Newcastle Playtest, but we'll see. Of course, when the new prototype turns up it'll be much less well balanced/possibly broken, so I'll have to start playtesting again almost from scratch.

Monday, September 9

A Breath of Fresh Air

This week has been a busy one. It started in Bristol, leaving my parents' house before 8am on Monday, then a five hour car journey to York where we spent a few days staying with my friend Paul and his family. I was primary carer for The Daughter while The Wife attended a conference for work (it's alright, everyone survived!). Then finally back to Newcastle in time for a work team building event on Thursday (I found out that I'm good at archery, but rubbish with a shotgun - so stick with someone else come the zombie apocalypse). To round it off, Saturday we had four friends and their four kids under five round for dinner and Christmas homebrew bottling - a busy and slightly chaotic day!


It was nice to get out and about, to see my family and The Wife's family in Bristol and then Paul and his family in York (for the second time in just under a month). The team building day was fun, the homebrew bottling is always a fun day if very busy - I'm looking forward to a quieter week next week though.


As I mentioned last week, I've recently introduced some changes that speed up the game (particularly for two or three player games), and the first feedback wasn't great. Dave and Chief, my two main playtesters who play most weeks on a lunchtime, were both not fans of the shorter game, feeling that it was too short to really get into the strategies available.


On Tuesday, after a few games of X-Wing Miniatures, Paul and I sat down to a game of Vacuum. It was the first time Paul and I had played since July last year. I'm not sure if Paul had played in between (he has had a copy since April, and several people from his Games Night mentioned it, but I don't know if Paul played with them or not). We played the new faster rules, and after the game, Paul admitted that he too did not like the shorter game - he would have liked a chance to get more done during the game. Paul's not a Race for the Galaxy fan, and he saw a number of parallels between Vacuum and Race. He had a number of criticisms, things about Vacuum that he prefers games not to have. He didn't like that the game could end with so little warning, and that he didn't know how long he had left before the end.


Despite the fact that I'd been up since 4:45am that morning, and the game of Vacuum didn't finish until about 11:30pm, we spent the next hour or so chatting about ideas of things we could change to improve the game/make it more to Paul's tastes. I was almost asleep on my feet (well I suppose on my bum is more accurate!), but we discussed a whole range of ideas from fixing the game length to making the victory conditions a random selection that are revealed as the game goes on. It was a very useful conversation. The next morning while I took The Daughter for a walk to get her to take a nap my mind was buzzing with ideas either discussed or triggered by the previous evening's conversation.


Upon my return to work I discussed a few of the ideas with Chief and Dave, and I think I'll try out the fixed number of turns shortly. I've also got some feedback from the Newcastle Playtest session I attended a few weeks ago. Both playtesters have sent detailed feedback emails that I need to go through a few times to really take on board, but interestingly, both of them mentioned that the game felt very abstract, with little tie-in to the theme. We played the basic game that night, and I think the advanced game is a bit more themed, but it's certainly something I need to be aware of, since I've been aiming for a tightly themed gaming experience with Vacuum. The fixed number of turns could be implemented with a turn track that counts in years, which might help tie things together.


In other news, we're probably going to make the Newcastle Playtest sessions a bi-monthly thing, with meetups on the 1st and 3rd Tuesdays of the month, so hopefully I'll get another chance to get some feedback shortly...


Finally, I gave my copy of Vacuum to Paul this week (I didn't have time to make a new one for him as well as update the rules), so my goals for this week are buy more ink for my printer and then to make a new copy in time for Thursday playtesting and to try out the turn track at the same time...