I'm investing a lot of time into FlickFleet at the moment. A couple of weeks ago it was preparing for the Cardboard Edison Award entry, and then getting Paul's prototype ready to hand over. I've decided to redo the rule book before sending out the remaining prototypes as the one I did for Cardboard Edison was pretty rushed. I think it was ok to learn the game from, but it needed more diagrams and some examples and that was too big a job to do before the submission deadline. I've been working a bit on that this week, and also starting to think about the design assets I need to publish it: box art, pretty rule book and a logo.
Sunday night we had another very broken night's sleep with The Baby (neither 2:25am nor 4:15am are time to start the day - she was confused). I ended up being awake for two and a half hours as in between calming her down enough to get her back to sleep I was lying in bed desperately trying to sleep, but actually designing the logo and box art in my head :-(
Paul and I have also been thinking about another action for ships - the helm. It was in a very early cut of the game but disappeared when the ships began to move with flicking instead of templates. Adding it in again adds another hard decision to make and removes some of the frustration (but also the fun) of a bad flick ending up with a ship pointing in a crazy direction. I need to try it out this week to see if it improves things.
I've a first cut at a manufacturing cost too. Unlike X-Wing I wanted the game to come with everything you need, rather than the bear minimum required to play. It looks like that is going to end up retailing around £35-40, rather than the £25-30 I was aiming for. I'll have to do some market research to see if that's a show stopper for people...
This week's goal, after my father-in-law departs is to finish off and post the prototypes, which means finishing the rules upgrade first!
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