Wednesday, November 18

NaGa DeMon 5: Rollercoaster Trough

As promised on Monday I went back to the printers to pay for the remaining 29 copies of the print run after the success of the first copy. The good news is that payment was made and that I'm just awaiting delivery of the finished printing. The bad news is the timing.

This week I'm moderately busy, it's Games Night tonight and I'm babysitting for a friend tomorrow, but other than that I'm free, including this weekend. So I've quite a lot of time to do the construction of the remaining 19 copies.

The artwork won't come back from the printers until next week though - they're very busy this week. This week I'm just cooling my heels. That's pretty much knackered any hope of getting it done by the end of the month as I'm away for two nights next week and then my parents arrive next weekend for a week long visit. So if I don't get the art until next Monday I have only three nights to finish it off. I estimate there's 40 minutes work per copy left, so 40 x 19 = about 13 hours left. Considering I don't get to start until 8ish and I go to bed pretty early, that's going to be a struggle on three work nights.

I exhorted the printers to see if they could get me anything this week, so we'll see if they can save me...

On the plus side, I'll take my laptop with me when I go babysitting on Thursday and away for work next week, so I should be able to make some progress on the stretch goal of getting the artwork ready for the print on demand version.

Monday, November 16

NaGa DeMon: Week 2 Recap

This week has been a rollercoaster. It started on a high as I finished the boxes off and sent the art to the printers on Monday. Then there was the wait. Endless waiting... years passed. Finally on Wednesday the printers emailed me to tell me the art was ready to collect, so I left work early and headed over there on the way to collect The Daughter from nursery. The printing looked good, but Oh no! The laminate! On the untrimmed sheets it looked really messy and I was worried that it hadn't bonded as well to the paper as I remember it working for Border Reivers.

Wednesday was further darkened by an apoplectically tired The Daughter requiring a cancellation of Games Night. Thursday I was in Manchester for work again and in the end I didn't get around to making the prototype copy until Saturday night. Thankfully it all turned out fine and the laminate looks good after the cards have been cut out:

Complete Zombology prototype

But there's another problem! The laminate is incredibly thin, but not insignificantly thin. When you multiply it by fifty-four cards and two sides it adds about 5mm to the thickness of the cards, so now the cards don't fit perfectly in the box any more :-(

Too thick!

The lid still fits on fine so it's not a disaster, but it does spoil the aesthetic a bit :-(

This lunchtime I'm heading off to the printers to pay for the rest of the copies and then I've got a few more days of rest before the epic finale of trying to make the remaining copies by the end of the month begins. I should sleep while I still can!

In other news, on Saturday night I made it to Newcastle Gamers after finishing the prototype. We played Macao and Homesteaders - knocking two plays off my ten plays goal and removing Macao from the list.

Thursday, November 12

NaGa DeMon 4: The Moment of Truth

On Tuesday morning I finally finished all thirty game boxes, then it was just a case of waiting for the proof of principle artwork to arrive back from the printers. The proof of principle copy is a single copy printed using the same printing and finishing as the final copies, so that I can check everything works OK before splashing out on the full print run.

The proof of principle is costing me £50, but the remaining 29 copies in the thirty copy run cost £205, so the total cost is £255, just under £9 each. Once you discount the copy I'm going to keep for myself and the copy I'm giving to the font creator, I'm only losing £3, which is entirely acceptable.

I've not used these printers before, so I wanted to check out the quality before committing £250 to the cause especially as there's also something I'm doing for the first time: printing the box wrappers onto self-adhesive labels - I need to check that this works ok. For Border Reivers and It's Alive! what I did instead was to print onto laminated paper and then paint the other side of the paper with watered down PVA glue which I then stuck onto the naked boxes.

I collected the proof of principle from the printers last night and have already folded the rule sheet and checked that works OK. The next step is cut out the cards and the box wrappers and stick the wrappers on to see how that works.

Zombology rules

Both the box labels and the cards have been laminated - not in the horrible thick plastic pockets that you can do at home or in the office, but professionally. Professional lamination applies a very thin coat of plastic to the paper which gives it a nice smooth feel and also protects the ink from handling and wear and tear - very important for a card game!

I'm moderately concerned that the lamination isn't as good as the stuff used on Border Reivers. My copy of Border Reivers was printed in July 2006 (nine and a half years ago!) and has been played at least a hundred times - it was the official demo copy during the year I was trying to sell out of Border Reivers and recently we've been playing it again at Newcastle Playtest while I work on a second edition.

The Border Reivers cards arrived as two sheets of A3 card that I cut the fifty cards out of using a steel ruler and a craft knife and all these years later they still look perfect - there's no sign whatsoever of the laminate peeling round the edges or any bubbles where it has failed to ahdere properly.

It's too soon to tell whether the new cards are as good, seeing as I've received unfinished sheets (SRA3) that haven't been trimmed so I'm seeing a different view to what I had of Border Reivers (plus my memory is terrible, so I can't really remember what the original sheets looked like for Border Reivers). What I need to do now is cut the cards and the box labels out tonight on my return from Manchester and see what the final thing looks like - if the laminate isn't good enough, I'll have to go back to the original printer, despite my recent poor customer service experience with them.

Tonight all will be revealed!

Monday, November 9

NaGa DeMon: Week 1 Recap

Historically, during NaGa DeMon my regular Monday morning blog posts were used to record the scores in the NaGa DeMon competitions I ran for people helping me design the game by providing feedback and playtesting the early cuts.

Because I'm not designing a game this time there's no competition (known as The Game Within A Game or TGWAG for short) this year, since none of you have come to my house to help me construct the games. Thanks a bunch.

So instead, I'm just going to do a quick recap on progress during the week. My best guess is that each copy is going to take 60-90 minutes to construct, so the twenty copies I committed to are about an hour a day on average, and the thirty copies I'm getting printed are an hour and a half a day worth of stretch goal.

I'm doing this around a full time job, a family and a chunk of work-related travel, so that's going to be a challenge, but we'll see how I do.

In the first week I've done almost seven hours construction, and in that time I've completed 24 boxes and all thirty inserts. The boxes are actually taking a bit less time than I was expecting, and the fact that the new printer can print onto labels means the box wrappers might be a lot quicker than I'd bargained for (sticking the wrappers on with watered down PVA glue was a bit of a faff for Border Reivers and It's Alive!), saving yet more time.

I'm almost at the point where I've done all I can until the artwork arrives, six more boxes and I'm cooling my heels. This week I've also got a trip to Manchester for work which will swallow up an evening and Games Night which swallows another. Next week I've got a night's babysitting for friends (I can't take all my construction stuff round theirs!) and the week after a two day trip to Manchester, so things are going to get tighter still. Must crack on while I can!

Saturday, November 7

NaGa DeMon 3: Insert Here!

Last night I finished off the twenty boxes plus one for the prototype. Here they are in all their glory:

WP_20151106_003

It was a good day yesterday, at lunchtime I'd been to the printers with the art on a pen drive and paid for the prototype. I'd got the guy at the printers to quickly check the art and it all looked OK, so fingers crossed that's a few days away now.

I'm going to have to make thirty copies to avoid losing a bot load of cash on this, but I'm still setting myself a goal of getting the original twenty pre-orders done for NaGa DeMon, i.e. by the end of November. If I can get the other ten done, so much the better.

My best guess is that the games will take about 1.5 hours per copy to cut out and construct. I've spent 5:45 so far, with twenty boxes made but no wrappers on them yet.

The next step is the box inserts, little slips of card that sit in the tray of the box keeping the two stacks of card separate:

Insert

As I mentioned a couple of posts ago, the box tray is 117 x 91 x 20mm. The insert has to fit in there, so it has to be less than 117 x 91mm in folded size. The cards are 55 x 80mm, so the two flat bits under the card need to be at least 55mm wide and I want it to almost fill the height of the tray (20mm) so there's little room at the top for cards to drift over. I've gone with two 55 x 89mm flat panels separated by a 19mm high peak. so the total width is 55 * 2 + 19 * 2 = 148mm and the height is 89mm. This is then scored three times - once on the front for the mountain fold and twice on the back for the valleys.

When finished it looks like this:

WP_20151107_18_57_00_Pro

One down, twenty more to go...

Thursday, November 5

NaGa DeMon 2: Time To Commit

Over the last few days I've been able to scrape together another couple of hours (now 4:15 in total!) for making boxes for the Limited Edition run of Zombology. I've almost finished cutting out and scoring the 20 boxes for the print run, plus an extra one as a prototype dry run to test everything works OK before committing to the full 20 copy run.

Once they are all cut out (I'm hoping to finish that tonight after writing and posting this blog post), the next step is to tape the boxes so that they actually form a box, rather than just two bent bits of greyboard. The next step from there is to make the box inserts: little bits of white card that will sit in the tray keeping the two piles of cards separate for easy setup. They're pretty easy to make - just a rectangle of 300gsm card with a mountain and two valley folds (which need scoring to fold neatly).

In the meantime, I've been negotiating with a local printer for getting the print run printed out ready for cutting out and assembling.

When I was thinking of getting back into games publishing as a business, I was going to do a print run of 150 copies of Zombology, and I'd priced that run up. I could get them done at a price that would allow me to sell them at £9 (a sensible retail price for such a game in the UK) while still making a decent profit that I would be able to re-invest in the next game I made.

When my promotion at work and associated travel made that plan no longer achievable, I still wanted to do the short print run to thank the 20 people who had already pre-ordered a copy of Zombology, and I intended to do it for the same £9 per copy that I'd offered them initially. Now that I'm not intending to funnel the profits into a company, I'm happy to do it not making any money at all (even a slight loss is acceptable, seeing as I'm also intending to make it available print on demand in the US, which could be done for a very slight profit to eventually recoup the loss).

The local printer (Bang On! Print and Design) has been very helpful and they're so close I can wander over there at lunchtime and have a chat with the staff. Unfortunately, the cost of such a short print run is too expensive for the £9 a copy I've been aiming for. However, they can do a 30 copy run for £9 a copy. Intriguing.

A quick query on BGG has led to a few more takers, so tomorrow I'm taking the art over there at lunchtime to pay for a print a single prototype copy for testing their set-up. One of the advantages they have is they can print the box wrappers onto self-adhesive labels which, if it works, will be significantly less hassle than using watered down PVA glue like I did for It's Alive! and Border Reivers. I'm looking forward to trying them out!

Monday, November 2

NaGa DeMon 1: Boxy!

As I mentioned last week, for the last couple of years I've started designing a new game for NaGa DeMon, first Zombology and then Dragon Dance last year. Each year I've run a competition, complete with Pointless Internet Points (PIPs), achievement levels and prizes for the winners, to encourage people to help out by playtesting and providing feedback as I post multiple iterations of the rules.

With Zombology, I spent another couple of years working on the game and I'm now ready to call it finished, so this year instead of designing a new game in November I'll be making a short hand-made run of one instead. So no competition I'm afraid this year, I can't think of a way you guys can help me make the games!

So November started yesterday and I got off to a good start, cracking on with the boxes. I've got the greyboard (chipboard in the U.S.) kicking around, so I'm going to just use that rather than order some more specially. The games will come in standard two deck tray and lid boxes (like 6 Nimmt! or No Thanks!), which are 121 x 95 x 20mm. I make the lid less tall so the bottom sticks out slightly (making it easier to take the lid off), so the lid is 121 x 95 x 18mm and the tray needs to be smaller to fit inside, so that's 117 x 91 x 20mm. Both nets are a big rectangle with smaller rectangles hanging off each side, the size of the height, like so:

Box Net

The best thing about this is due to the difference in height, they both end up being 157 x 131mm in total size - convenient! I mark the internal lines at the same time as the outer rectangle, because I can do several at once, that way saving time. Once I've cut out each rectangle, I then score the crease between the sides and the top/bottom and cut out the corners which are for the bin:

WP_20151101_20_04_57_Pro

I then bend up the side along the score line and tape the corners using Scotch magic tape (which has a matt finish which is better for the wrapper glue to adhere to).

WP_20151101_20_05_42_Pro

The large sheets of 2mm greyboard I've got are big enough for twelve rectangles, so I can do twelve games per two sheets - I needed four sheets for the twenty copy run and the prototype. Fortunately, I've got eight sheets at home already. Last night I cut out all the rectangles and scored folded all the trays. Time spent on the construction so far: 2 hours, 15 mins.

In other news, I'm changing printers. I've used Stress Free Print in the past for Border Reivers and It's Alive! (back when they were called Asterisk Digital), but their new customer services rep has been particularly slow and unhelpful, so I'm going to try out a local company instead. I'm going to pop over at lunchtime today with a prototype and Border Reivers to discuss it and see what they can do.

Monday, October 26

NaGa DeMon 2015: Full Circle

So November is almost upon us and it's NaGa DeMon time again. As I said at the beginning of the year, my NaGa DeMon goal was 'to do something for NaGa DeMon'. This week I've decided what that something is: MAKE a game. Not design one! Make one. I guess that makes it NaGa MaMon.

I'm going to make the twenty copy hand-made print run. In a month.

The art is finally ready to go, I'm just waiting on a quote for the printing so I'm almost all set. Once I get the quote I'll have to massage the art into the final format for the printers and pay for it and send the art off. Then I can start making the tray and lid boxes and box inserts while I await the finished printing.

Once the printing turns up I've got to glue on the tray and lid wrappers for the boxes, cut out 2,160 cards and pack the cards and the rules in each box.

Zombology Box Art

And seeing as that looks like a ridiculous amount of work for someone with a full-time job requiring a chunk of travel and a young family I'm going to set myself a stretch goal (madman!): Get the art re-formatted for the print on demand version.

Let the frivolities commence!

In other news, Zombology has been submitted to BGG, hopefully it'll be live there soon...

In yet more news, it's been an awesome week. Games Night on Wednesday (a disturbingly rare event these days) involved a couple of games of my ten plays list, and then on the weekend my friend Paul and his family came up from York for Saturday night. We played five games, two from my list and two that Paul had brought up that were new to me: Above and Below and Ligretto. Ligretto was a fun, very quick simultaneous play card game which was alright, but I really enjoyed Above and Below. A strange mixture of Choose Your Own Adventure and worker placement game that was lots of fun with a nice 60 minute play time. Pretty art too.

We ended up inviting Paul et al. to stay Sunday night too, and got another five games in (and another two off my list!). A great weekend's gaming. Including six games off my list, three of which were Chinatown, which is still awesome.

Monday, October 19

Zombology Almost Final Art!

As I mentioned last week, things have been picking up pace over the last couple of weeks, the combination of a bit more focus and having Adobe Creative Cloud on my decent laptop (as opposed to InDesign CS3 on my prehistoric, slow laptop) have meant that I've been able to really apply myself.

Last week my trip to Manchester for work was a rare one on my own, so I took my laptop and went to work on the rules and the box art, they aren't finished, but they are definitely taking shape now. I also 'finished' the card art:

Zombology Cards

When I say finished, I mean I'm happy with it now, pending feedback that I receive from wiser minds. Now I need to get try the latest version of the rules, get some feedback from playtesters and get a test game printed by the printers I'm going to use.

There's a couple of potential printing pitfalls I might run into:

  • The game box wrapper might be too stiff to wrap around the box
  • The artwork may have too much ink coverage to laminate

So the next step is to try it out as if it was the final print run, but with just a single copy, so I don't blow a load of cash to find it's all wrong. I also need to get a quote for the 20 copy run, I'm expecting it to be a chunk more expensive than the 50 copy minimum I've previously been quoted (which was about £7.50 a copy), but I'm hoping I can still sell it for £9 a copy, even if I have to make a small loss - the print on demand price can include a small profit that might eventually offset the loss!

Please can you provide any feedback you have on the card art above, and anyone who fancies proof-reading or trying out the rules, you can get the current version here.

Monday, October 12

And We're Off!

I've actually made some decent progress across the board this week for a change.

Monday to Wednesday The Wife was away for work, which unfortunately meant I missed Newcastle Playtest on Tuesday. I'd been hoping to playtest a game for one of our London Playtest UK confederates on Tuesday, but seeing as I was going to miss it, and he wanted some feedback before Essen, I spent Monday night soloing his game and providing some feedback on the rules.

Tuesday was then free for work on Zombology, so I copied all the files from my old laptop onto the new one and then made the changes I'd been planning to the cards and started on the rules. I'm hoping to get Zombology finished fairly quickly now so that I can crack on with something else.

Wednesday was my weekly Games Night, and we had six people, the most for a while. I requested a try out of some new Zombology rules, which were considered an improvement across the board I think, plus a couple of games of Coup and King of Tokyo, a game of Martian Dice (on my phone after being knocked out of KoT) and another play of Kigi. Including three plays of Zombology that was eight games in total!

Friday I got to see The Martian at the cinema (I'd been stoked for this since I heard it was coming out - I loved the book). I thoroughly enjoyed the film too, though I can see that Wilka's comment that he wished it was a 12 episode season on Netflix would have meant less would have been cut.

And then to round it all out I made it to Newcastle Gamers for the first time in months on Saturday and got a couple of plays towards my ten plays goal: Macao and Alea Iacta Est.

It's been a great week, now I just need to build on this momentum and keep cracking on with Zombology - it's within shouting distance of the finish line!

Monday, October 5

Another Quiet Week

Not much progress again this week, my father-in-law has been visiting and we were camping this weekend near the Scottish border, where thankfully we weren't set upon by Reivers, though we were savaged by midgies.

I've done the bacteria-based background for the Zombology cards though, so it's not be a total wash out and we managed to get a game of Firefly in on Wednesday (towards my ten plays goal).

The Wife is now en route to Switzerland for work, so I'll be missing tomorrow's Newcastle Playtest, but I'm hoping to attend Newcastle Gamers on Saturday and get some more progress made on the Zombology artwork, if only getting the existing stuff off my crappy old laptop and onto the new one.

I will do better this week!

Monday, September 28

Art: Looking for Feedback

It's been another busy week, I've been in London Wed night, Thursday and Friday and I was babysitting for a friend on Tuesday. So little time at home. As a result, I chose to stay home on Saturday and miss Newcastle Gamers.

The busyness doesn't mean no progress however. I took my laptop round on Tuesday when babysitting and spent that evening finishing off the Zombie head that I showed last week:

zombie2

Then (due to conditioning by The Daughter) I was expecting a couple of early starts while down in London. So I took the laptop again, and spent my mornings sat in my hotel room bed doing some more art too. I've done this (can you guess what it is yet?):

payrise

And also these:

Bacteria

These bacteria images are intended to be a very feint background pattern on some of the cards and the rules sheet, the next thing to do is to actually get that together.

What do you think of these? I'd appreciate any feedback you have.

Monday, September 21

Art Evolution

So I'm pretty much done with the game Zombology. The feedback from the blind playtesters was fairly critical and hence very useful. Most of them played the game 'right' (i.e. they played the rules as written and intended) but didn't follow the spirit of the game, as a result, they didn't enjoy it.

Most of my other playtesters do really enjoy it, so clearly I need to improve the rules to make it clear the 'real' way to play the game.

One of the other main criticisms was that the game was too random. They didn't like that aspect of it all. However, it's intended to be a 10-15 minute chaotic drafting game, it's meant to be random. If you don't like short chaotic games, then you are not the intended audience. I wanted it to feel a bit like 6 Nimmt! in that you've got a little bit of control, but your opponents' actions can complete scupper you. I think it has a similar vibe.

With my new plan for route to market, I want to get it out there as soon as possible, rather than radically changing the game to cater to a different audience. Before I do however, I want to improve the art, which in some places is quite nice, and in others is really quite pants. So I want to boost the art a bit before making the tiny hand-made run or uploading the print on demand files.

I've made a tiny bit of progress on that this week (I got back from holiday on Monday, was in London Tuesday and Wednesday and then went away for the weekend, so not much time available) and this week is going to be another busy one (I'm in London Wednesday night through Friday night), but I'm babysitting for friends on Tuesday, so that'll be a chance to make some decent progress, I should have three or so hours of concentrated art time.

As a little teaser of where I'm going, here's a quick look at the new Zombie:

Zombie WIP

The rest of the art of the game is quite simple and iconic (not unlike 6 Nimmt!), so I wanted to improve the current (really bad) Zombie icon and knock it up a notch. This is clearly a work in progress, but I think the direction is clear (above the nose!).

Let me know what you think...

Wednesday, September 16

Late!

I've been away for the weekend for a short family holiday, followed by friends round for dinner and then an earlier morning trip to London for work (I'm writing this from my hotel room, before breakfast). So needless to say, not much progress and the blog post is a couple of days late.

I did manage to get a Games Night in last week, and we played a couple of games towards my ten plays goal (The Bridges of Shangri-La and Village), but sadly that was the only Games Night in five weeks, I'd missed the last two due to trip to Manchester for work and I'll miss this week's and next week's due to trips to London for work!

I'm hoping to get a bit more done on the Zombology artwork this week though, taking advantage of InDesign Creative Cloud and being about to use my decent laptop. I'm aiming for a November launch of Zombology, once the art is complete.

Monday, September 7

The Only Constant Is Change

Regular readers will know I've been prevaricating for the last two or three months about whether or not to go through with my plan to do a limited edition hand-made run of Zombology this year.

One of the reasons for this has been a secret up until Friday, but now the cat is finally out of the bag I can admit to it! I've been in the running for the last few months for a promotion at work. Seeing as several of my colleagues (and friends) read this blog, I didn't really want to be discussing it here until a decision was made and they found out through official channels. On Friday I received the job offer and accepted it, so it's all go, starting next month.

The new job is a big step up and will require a load of new skills, learning on the job and responsibility, plus more travel, i.e. less time for games design. For the last couple of months I've already been travelling around once a week, which often clashes with Games Night or Newcastle Playtest, further complicating making progress on games design.

The majority of my mates in Newcastle are also colleagues and have helped me with the lion's share of my Zombology, Codename: Dragon and Codename: Vacuum playtesting. These mates will now all be reporting to me. Which is going to be really weird, and also probably not conducive to playtesting.

So everything is changing. What I don't need on top of that is a huge commitment of my spare time and additional stress around marketing and trying to recoup an investment. So I'm ditching the plan to hand make 150 copies of Zombology and instead going with Print on Demand, which requires no effort from me other than the graphic design.

As I mentioned in my review, there's a few downsides to this, not least the cost of shipping to the UK. Most of my 17 pre-orders are from the UK, almost all friends or family. I don't want them to have to pay silly money to a company in the states for a copy of the game so in addition to the print on demand edition, so there will be a Super Limited True Fans Edition™ of the game, featuring a hand-made tray and lid box and laminated cards. I'll make 20 of these: one for me, one each for the 17 family, friends or true fans who've pre-ordered a copy and 2 spares. These will be selling at the original £9 plus shipping price quoted earlier, so I'll not make any money on them - I'm just doing it because I enjoy it and to support those who've supported me.

There's two spares... Just sayin'.

In other news, I made it to Newcastle Playtest this week for the first time in ages and got to play both Codename: Dragon and Border Reivers Second Edition and got some good ideas for both of them.

I've also invested in Adobe Creative Cloud as a little 'promotion present' to myself. It means I'll be able to work on the Zombology graphic design without having to wait a week for my old laptop to boot up and then continually fight with its glacial slowness. W00t! I've already started on the changes I want to make to Zombology before release.

Monday, August 31

Hiatus

It's been both a very busy and a very unproductive week. My parents came up last weekend, just in time to help out with The Daughter's third birthday party and then stayed with us all week (they left yesterday morning). So we've been entertaining them (badly - I've been knackered all week!).

With mum and dad here I've made no progress on anything, just a little discussion with dad about my company logo one evening after work. There was no Games Night last week (travelling for work and mum and dad here) and there's none this week either (travelling for work again - scheduling FAIL!). So I haven't even made any progress on my play every game ten times goal. The one redeeming feature of travelling for work is that it's often with Ian, a Games Night regular and I take my iPad full of games with me...

This weekend just gone The Wife was away too, so after mum and dad left on Sunday morning I was sole parent in charge of The Daughter until The Wife returned at eight this morning. Lots of fun, but surprisingly hard work - I'm knackered again!

This week I'm hoping to make it to Newcastle Playtest tomorrow night, so fingers crossed I'll at least get a chance to get some playtesting in and go through the feedback I got from the other Playtest UK groups re. Zombology.

Hopefully, things will pick up next week!

Monday, August 24

Print on Demand: A Review

After considering the prolific Daniel Solis' Kigi for a while, I happened to catch a note of his on Google+ a couple of weeks ago stating that it was the final day of the sale he runs every summer. So I decided to jump in an order a copy of Kigi from Drive Thru Cards.

Kigi

Kigi is a beautiful game (that much is clear from all the pictures I've seen of it) and it struck me as a good opportunity to check out how Print on Demand (POD) works from a customer's perspective while considering it as a publisher (since it's another option I've been considering for publishing Zombology).

The process
I ordered the game one Saturday night from the Drive Thru Cards website. Pretty standard stuff, it was easy to use and all went very smoothly. I bought Kigi ($9 sale price) and a plastic deck box ($1) which all seemed very reasonable. Shipping to the UK was $14.70 which was a bit galling, that's more than the game! Still with the exchange rate the whole thing came to about £16, which doesn't seem to bad for a small print run game.

I got an email on Tuesday telling me they had shipped the game, which is not bad considering they had to print it and cut it out first. Shipping took eight days - arriving on the following Wednesday in a little box which protected it nicely during transit.

Pros

  • The biggest advantage of POD from publisher's point of view is the lack of associated hassle and cost. If I make a hand-made game and sell it through my website there's a lot of time and effort required, plus a lot of upfront cost if I don't KickStart it. With POD all I'd have to do is upload the files and choose a retail price, no cost or effort involved.
  • The cards were very well made, better than I could manage by hand.
  • Shipping to the US/Canada will be quicker and cheaper than from me in the UK.
  • Cross-selling opportunities - people going there to by one of Daniel's or another designer's games might see an ad for Zombology and add it to their order.


Cons

  • Shipping to the UK (where a lot of my friends & family customers are) is exorbitant.
  • I prefer card games in tray and lid boxes with large format rules - I broke the plastic deck box the day I got it and having the rules on half a dozen cards is a bit fiddly, it's easy to get them muddled up.


Summary
If the shipping to the UK wasn't so high, I'd be very tempted by Drive Thru Cards. There are other options (e.g. The Gamecrafter) that might have more affordable shipping and different packaging options. I need to investigate those too.

In other news, I'm making decent progress on my German app, it's coming along very nicely. What I really need to do now is get a load of vocabulary into it. I need to start reading the data from a file, rather than hard-coding it in.

Monday, August 17

Produce / Consume

As I'm sure most of you are aware, the title is a reference to Race for the Galaxy, one of my favourite games and one which I've played exactly 150 times according to BoardGameGeek.

There's a sliding scale of producery-consumerness (a technical term, check out the Big Five personality traits) on which, I'm assuming, most people sit slightly nearer the Consumer end than the Producer end. Some people are happiest reading a great book, or watching a great film or shopping for new clothes. Some people however are happiest when making things, whether knitting cardigans for babies (thanks Mum!), writing novels or painting.

It turns out I'm definitely towards the producer end of that scale. By day I'm a computer programmer, and I love that I can type words and bend a computer to my will, creating programs and apps that are useful, interesting, attractive or just fun. By night, I'm just as bad. Historically it's been writing (bits of!) computer games, painting miniatures, designing worlds and stories as a DM and obviously designing board games.

It struck me this week that probably the bit I enjoy most about game designing is actually the graphic design. Working with a very limited set of artistic skills to make prototypes or hand-made games that are attractive, or at least functionally well designed. Don't get me wrong, I also enjoy trying to wrestle in my head with the game design to design something that's fun to play and there's something zen-like about cranking out well-made hand-made games, each one lovingly hand-crafted but done well. And the end result is satisfying too, when you hear from a gamer who has played one of your games and really enjoys it. I'm not a great game designer, so it's rare enough that I hear from a gamer who loves one of my games, but when it does it brings a smile to my face every time - I've brought pleasure to another human being, often someone I've never met (and probably never will). That's pretty cool.

Why this philosophical train of thought? I've been agonising over whether or not to do a hand-made run of Zombology for a couple of months now, after bravely/foolishly committing to doing it at the beginning of the year. The concerns that have given me most trouble are not having enough time to get to the conventions I need to attend to drum up sales and whether there's still a market for hand-made games now that everyone can make a professional run of a game they've thought of through KickStarter.

I've asked the question in a couple of places and the advice seems to be that I should embrace KickStarter and do what I plan through there. Assuming I was successful on KickStarter, most or all of the games would be pre-sold so convention attendance would be less critical, so that could be a plus point to going that way. Anyway, Im not leaning toward KickStarter, despite my earlier antipathy towards it. I'm flighty like that.

In other news, I've got some feedback from a couple of playtest groups. Both of them only played it three player (the weakest I think). The other Playtest UK group played it a couple of times, and didn't seem overly enamoured. In the second game they tried changing a couple of rules. They did however provide really good feedback which I need to go through and learn from. The other group had played it before (about a year ago) and really liked this new version, playing it eight times (though still only three player). They suggested a rules clarification that I'll have to make shortly.

This week is mostly about trains. I hope to make some good progress on the Zombology art upgrades on my way to and from my quarterly hospital visit to Sheffield on Wednesday.

Monday, August 10

Digital Leaps and Conceptual Bounds

I've been working on a couple of things this week, making good progress on one, and working out in my head what to do with the other.

The first is my learning German app that I'm writing for my phone. This week I've made loads of progress on in. The first half of the week was refactoring the crap out of it, removing a load of duplication, specialist classes and generics and just making the whole thing far, far simpler behind the scenes.

That set me up well for the second half of the week where I added staged repetition and improved the styling quite a lot. There's still very little vocabulary in there, but I figure once I've got it working how I want I can start adding vocabulary wholesale. For the moment just getting it to the point where it's a useful tool for myself will be great. I'm really pleased with the progress I've made this week, it feels like it's developing rapidly despite working on it in my free time around work and a family.

The second thing alluded to in the title is the Zombology graphic design. I've got a moderately attractive (if very simple and hobby-esque) prototype that has been slowly improving over the last year or so. I'm fairly happy with a lot of it now, it's simple, but it's ok for a hand-made print run. The weakest links now are the zombie overrun card, the pay rise card and the round marker cards (which also feature zombies). If I'm honest the weakness is my piss-poor attempt at drawing a zombie. It's bad. It's also not really in keeping with the rest of the graphic design, so it's letting the side down and standing out as well.

I've had an idea this week about how I can come up with something that's more in keeping and within my limited art skills. So the next thing to do is break out my abysmal old, slow laptop and crack on in InDesign/Illustrator. I've got four hours of train journeys in a couple of weeks for my clinical trial hospital visit, but I hope to make a start on this stuff before then. Hopefully, I'll also have some feedback from the other Playtest UK groups soon too, which will give me a more unbiased view of the quality of the game.

In other news, I've crossed Hansa Teutonica off my ten plays list with a game at Games Night last Wednesday and I'm leaning more towards a hand-made, stretch goal/pledge level free run on KickStarter (despite my KickStarter misgivings). Need to do some more market research still, but the idea is taking root in my head.


Monday, August 3

Market Research

Is there still a market for lovingly hand-crafted short print run games in the age of KickStarter? That's the question I asked on BGG this week in an effort to help me choose whether or not to dive in to self-publishing again as I did back in the early days of Reiver Games.

It struck me that for all my prevaricating here on the blog what I really needed to answer was two questions:

  1. Am I prepared and able to spend enough of my free time on it to make it successful, and,
  2. Are there 150 people out there who would be willing to buy the game?


I need to answer question one myself, and that's what a lot of the soul-searching has been about this last month or so, but if the answer to question two is no then question one is a moot point. I can't answer question two myself, I can only have a guess at it. So asking the question on BGG is a way to get a better understanding of the changes in the market that have occurred since I stopped hobby publishing back in 2008.

I've had quite a few answers, lots of them pointing towards using KickStarter, even with the hand-made limited edition run that I'm planning. Assuming these respondents are right and the lack of stretch goals, pledge levels and professional manufacturing doesn't sink it on KickStarter, I might have to get over my dislike of KickStarter and look into that. There's definitely a lot to be said for the free marketing that comes from running a KickStarter campaign.

In other news I've been cracking on with writing my German language app on my phone again this week, moving towards getting the spaced repetition functionality in there.

I also made it along to Newcastle Gamers on Saturday and knocked a play of Hansa Teutonica off my 'play every game I own ten times' goal. I also got to try Zombie Dice and The Palaces of Carrara for the first time too.

This week it's Newcastle Playtest on Tuesday, but sadly I'm going to have to miss it again.