Showing posts with label rewards. Show all posts
Showing posts with label rewards. Show all posts

Monday, June 9

Back

It's been a very busy week post-Expo.

There's been loads of Expo tasks to catch up on.

We've had a very busy week of UK sales (post Expo ones?).

So loads of bookkeeping.

And I'm back on the P&P rewards graphic design.

One thing I needed to do was physically print the dashboards.

And cut them out.

In their Print and Play configuration.

For two reasons.

One: it's easier to spot errors in physical form than on screen.

And two: I needed to check that I'd lined the backs and fronts up correctly for the P&P rewards.

In that the correct fronts and backs were together.

And the orientations were right too.

The good news is the P&P configuration was all correct.

But I spotted a few issues with the dashboards that needed fixing.

Cheaper to fix them now, than after printing 350 of them!

Monday, May 26

Missed

As I mentioned a couple of weeks ago, I've a lot on.

So has Paul.

Our laser-cutter failed.

Two weeks before the Expo.

So Paul took up an offer from the amazing team at Harps Corp.

To use their laser-cutters for a couple of days.

So we had stock for the Expo.

And fortunately, our laser-cutter has been fixed already.

Meanwhile I've been working on the graphic design for Box of Xeno Flicks 1.

Dashboards are almost done.

And preparing for the Expo.

The Expo deadline cannot slip.

And it was Daughter the Youngest's birthday and party this weekend.

That couldn't slip either.

As feared, that means the graphic design had to, despite burning the midnight oil.

The P&P rewards are due on Saturday.

I think they will be a couple of weeks late :(


Monday, May 12

Deadlines

I’ve got two pressing deadlines the moment.

The UK Games Expo.

We’ll be in Hall 2, stand 2-494

And Print and Play rewards for Box of Xeno Flicks 1.

The Expo starts on the 29th May for us - driving down to Birmingham and setting up.

The print and play rewards are due on the 31st.

The Expo deadline cannot move.

I really want to hit the other one too.

Lots to do still on both though.

I see some late evenings on the horizon…

Meanwhile Paul is down the laser-cutting mines. 

Cranking out copies of FlickFleet and the expansions.

To cover web sales. And the Expo. And the start of fulfilment.

He’s finishing last year’s print runs.

We’re running low!

Monday, March 24

About #?@!ing Time

Many years ago, while humanity was busy learning how to craft flint axes and wondering which pelts made the best loincloths, I took part in NaGa DeMon 2013, coming up with a game I called Zomobology, a quick, vicious card game about fighting the zombie apocalypse with science not shotguns. With only a month to come up with a working game, I enlisted the help of the internets, promising free stuff in return for feedback, proof-reading and ideas.

NaGa DeMon went very well, I got loads of feedback, made 6 versions of Zomobology within the month and made them available print and play for feedback purposes. I had nearly four times a normal month's pageviews on the blog and everything was rosy. Huzzah!

Did I mention the free stuff? Yes. Right. Um. So I'd offered the five most helpful feedback providers a signed, numbered limited edition copy of the final version as created at the end of the month. That version was freely available here for download, so to spice it up a bit, I said I'd get some exclusive artwork done for the winners' copies. The only slight problem with this plan was I'd spent all my hard-earned cash on nappies, so budget was limited, and I can't draw for toffee. Another call for help on the internet and I thought I'd found an artist who was prepared to do the artwork for beer money. Millennia passed, man learned to forge metal tools, wear togas and build sewers. Then the artist deal fell through.

Man harnessed the atom and discovered quantum mechanics and the whole thing was getting farcical. Instead I offer the winners (who by this point have largely forgotten who I am) a signed, numbered limited edition copy of the current version, with crappy artwork by yours truly (plus a selection of Creative Commons licensed art from the internet). This version is actually slightly more exclusive since it's changed quite a lot since the final NaGa DeMon version at the end of November and the art, such as it is, is all new. In an effort to draw a line under the whole sordid affair, the winners accept my paltry offer and everything is back on.

Did I mention it had changed quite a lot? So that version has several new mechanisms and is completely untested. So I start testing it and make a few iterations testing it until it gets to the point where it essentially works. It's not perfect (I think it's now too easy to cure zombitis), but it's playable. Let's do this!

Except I've run out of ink for my printer and I've not written the rules for the new version - they're all in my head. So I crack on with this while the winners take advantage of the singularity and download their consciousnesses to a silicate substrate, desperate to not let their failing corporeal forms deny them access to free stuff.

Saturday night the stars were finally in alignment. The Daughter was sleeping well, The Wife was out for dinner and drinks with friends and I was vaguely awake. I'd written the rules up on Wednesday and the printer ink had arrived on Thursday. Time to finally get my house in order. The copies are now seeing the light of day and will be shipping soon. Thank you all for your patience!

Photographic proof