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Another idea from my past

I remember all the cards from ccg's, LCG's and just plain card games that were never used due to building a "killer" deck.

So years ago I developed what was termed the "Generic" card game

The basic rules are simple:
Add the number of basic colors (not shades) to any numbers printed on the card and that is the cards strength.

Play with "war" rules, highest card wins, one with most tricks taken when you run out of cards is the winner.

The advanced rules require a calculator and creativity.

black x1 number total
brown x2
red x3
orange x4
yellow x5
green x6
blue x7

Too Many Ideas

On the way to work today I was thinking about a failed concept from two years ago. For some reason this sparked an idea for a game with a similar theme but totally different mechanics and goals.

This new idea has potential and since it’s fresh my mind I’m driven to work on it. The problem is it will be taking time away from a big project H.M.S. Victory; I should be trying to get it ready for Origins. There is plenty of fine-tuning to do before I show it to publishers.

With Origins 7 weeks off I need to stay focused and get it done. The other can wait until after the show.

Game-A-Week: Storm Clouds

This week on Game a Week we have a simple abstract strategy game called Storm Clouds.

A mix of checkers and Go, in Storm Clouds you play as a storm front attempting to take over a region. Be the last player with any storm tokens on the board to win.
It is meant for two to three players, but could support up to six.

Not my most polished game design, but what I could come up with in the week's time frame.

A blast from the past: Monkey Quest

Some 20 years ago or so I grew up playing HeroQuest as well as Space Crusade. The German name of the latter has been StarQuest (because .. HeroQuest, you know?)
I also played a lot with Lego's pirate line.
My brother (9 years older than me), a friend of mine and I developed "Monkey Quest" in that time.
Monkey Quest has been a little bit like Space Crusade goes Lego-Carribean:

Gods & Minions Project Update 1st Quarter 2014

[This is the transcript of our blog post at http://www.godsandminions.com/blog
- check out the original post for pictures!]

Respected fans, friends, Gods and Minions!

DesignSpace for Game Designers

So I've been throwing this idea around my head recently, of a MakerSpace for game designers.

Basically the idea is to have a space where game designers can come together and share ideas and work to create better games. To promote the hobby of game design to those questioning it, and to possibly put out group-made games under a license that allows other DesignSpaces to work off them.
Like BGDF, but in real life.

The goal(as of course it needs one) is to Promote Better Games.
It would do this by providing:
-a space with access to building tools and supplies

Missed Chance, Kickstarter, and Manufacture Search

Looks like I took too long to contact the people at WonderCon. I didn't submit my logos in time and dropped me. Oh well. That'll teach me. I submitted another application to Gamex. I haven't gotten word back if I'm in or not. Here's hoping.

April 2014 Miscellany

Thoughts about some game-related topics that are not long enough for separate blog posts.

**
A "new" Britannia-like game:
Wallace Nicoll has prepared a PDF edition of Roger Heyworth's game Conquest Europa.  Roger was the uncredited editor of Britannia for its original publication by H. P. Gibsons in Britain in 1986.  He passed away in 2000, unfortunately.  Wallace was involved in the testing.  http://boardgamegeek.com/filepage/99400/conquest-europa-2014

My Game is still coming along.

Cadabera.jpg

This has been a lot of work... I've been doing my best to update a blog on my company's website with cool videos and stuff.

Here is a time lapse of how the art gets cleaned up...
http://jacksmackgames.com/2014/03/another-time-lapse-video/

And another of the shading/coloring process...
http://jacksmackgames.com/2014/04/time-lapse-of-art-coloring/

I really want to start working on another game but I've got to keep cracking on this one and get it out the door. It's hard after playtesting hundreds of times to be excited about a game isn't it?

Monster Keep - New direction

So I have taken some time to think more about "Monster Keep".

Previously I had been working on a "Dungeon-Crawler" and somehow that idea has got me thinking about transforming "Monster Keep"!

I know this is nothing like the game I have blogged about (which was a card game about bidding and bluffing).

But with a name like "Monster Keep", it just oozes with the potential for a deep, dark dungeon-crawl experience that would be like no other.

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