Monday, May 29
Levelled Up!
Last Thursday The Wife gave birth to our second daughter, Elina Sophie Pope. She weighed 5lbs 13oz (2.64kg) and everyone is now home and doing well. She is currently nocturnal, and with The Eldest off school during the days this week, I'm going to be way too tired to achieve anything games design related.
All I will say is that before she arrived I did a bit of work on the Zombology v2 graphic design and started a new AI for the Zombology test harness. It's currently winning 25.6% of the games it plays, so it's better than my two demo players (risky and conservative). I've a few more things to implement in it though - I think I can push that win ratio up. No other takers so far in the AI competition, looks like I might win it myself :-/
Monday, March 31
Bringing People Together
The Daughter was up between 4:15 and 4:30 every day last week, so I didn't get as much done as I had intended on the NaGa DeMon winners' copies of Zombology. Still, the clocks have changed now, so I'm hoping that she'll be sleeping to something past five on summer time, and I can start going to bed a bit later myself - and get the last couple of copies finished off and then get them all in the post. It's Newcastle Playtest on Tuesday, so that'll be a late night and then there's Games Night on Thursday, so I'll have to fit the construction in around those.
So, not much progress to report but and interesting thing did happen on Tuesday. I went to Manchester again for work (it's becoming a regular occurrence since we were bought by an American corporation whose UK headquarters are in Manchester). It's often my boss and I who go down, and since he's a Games Night attendee, I usually take my iPad full of board games to help us while away the six hours of train journeys. The boss couldn't make it this week, so I opened it up to the floor and Sam one of our two new starters came instead. Sam's also a gamer, so the iPad came too. We played a lot of games on the two journeys many of which Sam hadn't played before. The last game of the first journey was Carcassonne (new to Sam) which Sam won despite my literally hundreds of games of experience.
The second journey was very busy - the train was crammed. Fortunately we'd booked seats and so had table space to play some more games. As we pulled out of Manchester, I offered Sam another game and he chose Carcassonne again. Sam and I were sat diagonally opposite each other on a four person table and we'd been on the move for about 5 minutes before the guy sat next to me started offering Sam advice! As the game went on Mr. Random Stranger helped Sam out a few times - he could sense I was the more experienced player and so was helping 'the underdog' :-)
The game came to an end, and seeing as Mr. Random Stranger hadn't got off yet, I asked if he wanted to play too. Pat (his name as it turns out) happily joined in and we spent the next hour and a half playing three player games until Pat got off at York. It turns out Pat had been to Beyond Monopoly (the games club in York I used to frequent when I lived there) and knew Jon, the guy who runs it (who used to help me playtest games when I ran Reiver Games). It's a small world. I also felt like I vaguely recognised Pat, though that might be my imagination, I've met a lot of people through Reiver Games, and I'm often bad at remembering names and faces.
In case you ever read this Pat, it was a pleasure to meet you - thanks for joining in!
Monday, March 17
The Joy of S...
...leep! It's finally happened, after 18 months, The Daughter has finally started sleeping pretty well. We've had several nights in the last week where she's either slept through, or only woken very briefly and then gone back to sleep. It's been awesome.
The Wife and I have been so refreshed that we've been able to stay up very late (like 10pm!) and spend some time together - especially good since I was away for a chunk of last week in Germany for work. So, I've not made much progress on games.
What little progress I have made has been on Zombology again. We got to play a seven player game of it at the beginning of Games Night on Thursday (it seemed to go down well - I'll be sending this version to the NaGa DeMon winners as soon as I've written up the new rules). I've changed it slightly so that it's a semi-coop game. It's possible for all players to lose, or one player to win. The first attempt I made at this was way too hard (all players always lost!), and I fear I've gone too far the other way now, so it might need a little tweaking to make it a bit harder - it is an apocalypse after all - there should be at least some risk of being consumed head first.
I've ordered new ink for my printer, so I should be able to finally make the copies for the NaGa DeMon winners next week. Which gives me this week to get the rules done while I wait for the ink to arrive.
I've also been meaning to play Firefly: The Board Game again so I can try out the app I wrote for my Nokia Lumia 920 Windows Phone. I've been very happy with the phone until this week when it overheated while charging and melted the USB port to the point where I can no longer plug it in or charge it. So now it's died. It's still in warranty though, so I'll be speaking to Nokia this week about that. With no phone to test the app on, I might as well try to play Homesteaders (a recent purchase, as yet unplayed) instead.
I've had a couple of quiet weeks on the games design front, with Germany and then this week (which if I'm honest was largely spent watching House of Cards!), but it's time to step up things again now and get the NaGa DeMon winners copies out to them. In the meantime, I'm looking for some icons to represent the following:
- This card protects another (named) card
- This card will flip another (named) card
- This card is vulnerable to another (named) card
Any ideas?
Monday, October 28
A Weird Week
Thankfully, we'd had some practice at the beginning of September when The Wife had a conference to attend for work so I was in charge for a few days, but then I had the help of my friend Paul who we were staying with, who has a nine year old daughter of his own, and hence is far more experienced than I. But this time it was just me.
It was lovely, especially once she got over her illness and was much happier, I wish I had more holiday so I could spend more time with her, but sadly, I've used this year's allowance up :(
As a result of the sleepless nights while she was ill, we didn't have a Games Night to give us a chance to catch up. Seeing as I was off work with The Daughter at the beginning of the week, I missed Tuesday lunchtime's Codename: Vacuum playtest session too. My parents came up last night, so I skipped Saturday's Newcastle Gamers session to prepare for their visit. So from a gaming point of view it's been a dry week.
The new Vacuum has had a lot of changes, so I really need to focus on trying them all out and finding and improving the weaknesses, so next week I hope to get back to lunchtime playtesting and then there's another Newcastle Playtest meetup on the 5th, so I'll take it along to that too.
In other news, I've been thinking about Codename: Proteome again, and in my head have made some sweeping changes. I'm considering giving it a go for NaGa DeMon, the game designer's equivalent of NaNoWriMo.
So not much to report this week, but stuff is afoot!
In other news, 700th post! Who'd have thought Creation and Play would last so long?
Monday, August 26
Parenthood and Games Design
This Friday just gone marks a year to the day since The Wife and I passed our genes on to future generations (it was The Daughter's first birthday :) ). The last year has been a lot of fun, and a lot of hard work. The Daughter is in every way awesome (said like a true parent). There's nothing as cool as being able to say: 'Give Daddy a cuddle' and feel her tiny little arms reach round your shoulders, her head rest on your shoulder and then her give you a squeeze!
When it comes to sleep however, The Daughter still has some skills to learn. Some babies apparently sleep. We've some friends whose daughter has slept through the night since she was eight weeks old. The Daughter, on the other hand, has only slept through twice in her first year, and both of those were in the last couple of weeks. Why do I bring this up? I've decided to make this week's blog post about fitting designing games around life as a new parent.
As many of you know I started designing games in 2004, I started publishing them in 2006, I quit my day job in 2008, went back into full-time work in 2010 and shut Reiver Games down in 2011. When it comes to designing and playtesting games, I have some experience: I've sold 8,500 of them. Parenthood however was new to me. All my friends with kids told me it was life-changing, and I expected that. Your child becomes the most important thing in your life (as they should!) and you want to spend your time very differently. During The Daughter's waking hours we spend our time entertaining and playing with her, plus feeding, changing and bathing her. I had imagined, before she arrived, that once she had gone to bed I would have my evenings much as before: to spend hanging out with The Wife or working on Codename: Vacuum. As such, I had expected that I would make pretty good progress on Vacuum this year.
That's not quite how it's turned out! A year of getting woken a few times during the night, coupled with frequent early starts, means that early nights are a survival strategy. As such, I have limited time in the evenings, and I've chosen to prioritise regular blogging (to try to build up an audience here) over working on Vacuum - hence letting the rule book re-writing slip from April till the end of August!
Now that she is starting to sleep better, The Wife and I have started to get out a bit more. Games Night has been running the vast majority of weeks since three weeks after she was born, but other than that, we've not been out much. Now that we're getting more rest, I've been trying to make it along to Newcastle Gamers a bit more often and we've set up the Newcastle branch of Playtest UK. I imagine, that over the next couple of years, as The Daughter starts running around she'll sleep better, and so will we - and as a result I'll get more time in the evenings. A few years after that my evenings will be running her to Brownies and Guides, music, sport and dance lessons (plus Tae Kwon Do!), and then a few years after that I'll have long evenings to fill with games design, while I wait by the phone for the call asking me to pick her up from the pub!
I'm loving being a dad, it's great fun - watching The Daughter change from a baby to a little person with a personality of her own is an amazing experience. It gives you a new appreciation for your own parents (I'm one of four - I've no idea how my parents survived!). I love games design too, but some things are more important :).
In other news, it was my quarterly trip to the hospital in Sheffield this week, so I had a couple of hours on the train to work on the rulebook re-write. I'd have had another two on the way back too, had I not bumped into my parents on their way up to visit us. I've also been trying out the new rules at work in my lunch break. The changes I'd made to speed the game up worked, in that we played a two-player game in under 35 minutes (about 17 minutes per player, close to my target of 15 minutes per player). However, Dave whom I played it with wasn't enamoured of new rules. He's a massive fan of Vacuum usually, and very excited with it too, but he found the game too short to be satisfying. In the game I had to react to a strategy he'd chosen, change my plans and then race to end the game before he could crush me utterly. I succeeded, and won, but he felt the shorter play time meant that several of the strategies might not have time to really get going. He wants to get a few more plays in with the new rules to get a bigger sample size - but on first blush, he preferred the longer game.
Monday, August 12
A Tough Week
As I mentioned last week, Tuesday was the inaugural Newcastle Playtest UK meetup at The Bridge Hotel. "How was it?", I hear you ask. By all accounts, very good. "Wait, what now? Weren't you one of the organisers?", I hear you ask. Yes, and therein lies a story.
Monday night had been tough, The Daughter wasn't well so we had all been awake for a good chunk of the night. The next day she seemed a little better, and despite hideous sleep deprivation, I was determined to make it along to the Playtest meetup. I soldiered on through work mainlining coffee directly into my veins, but all for naught, as we ended up having to take The Daughter to the out of hours GP that evening instead. A far more 'exciting' evening than either of us had been hoping for, and one with far fewer games than I had anticipated.
The Daughter's fine now, thanks for asking.
In other news, it was Newcastle Gamers' 100th meeting on Saturday, so there was all-day gaming for free :) I managed to make it along about 7:30pm, and got three games in. I'd taken Die Speicherstadt, K2, X-Wing Minis and Codename: Vacuum. I ended up teaching Die Speicherstadt to John and Christine, followed by K2 to Michael (with Michał) and then Die Speicherstadt again, this time to Michael and Michał. A great evening's gaming plus a chance to catch up with Gareth, who used to run Newcastle Gamers and come to my Thursday games night :).
I've also arranged an impromptu Playtest meetup at The Bridge for next Tuesday to make up for missing the last one (and in fact I can't make the next official one either - we're away in York that night). I'll take along Vacuum, but play what people fancy. I've changed the number of endgame conditions you score back to similar to how they used to be, in an attempt to reduce the play time and add some urgency (and rushing as a valid strategy), Paul's talk of 45 minutes per player game time has spurred me on to speed things up - simplifying things will help there too, so I also need to keep that in mind.
