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TIPS & TRICKS 02: Bright Text Over Dark Backgrounds

Tips-and-Tricks-Cover-02-Text-Brightness1-1184x666.jpg

Tips on considerations for using bright text over dark backgrounds.

Check it out here: http://www.manifestationccs.com/archives/2847/tips-02/

BG Mechanics - #1a Dice Actions

Dice Actions

Players can take many types of actions in a game, this article will deal with just some of the actions related to dice. Dice rolling is normally considered a random mechanic in games, and rightly so. However, giving players actions related to the already rolled dice and not just giving them the task of rolling them to decide the outcome, opens up another world of possibilities in game design. This deals with choice, as the fundamental difference between a task a player must do and an action they have selected.

For thousands of years and across many types of games, players have been told by the game rules to roll dice. This has traditionally only been used to find the outcome of an action that is happening in the game. The player might be able to choose the action but then are told to perform the task of rolling dice to determine the outcome of that action. What if the designer just changed the order of these things? We could make many other combinations of actions, tasks, and outcomes relating to dice. (discussed further down, under the title, “dice and the outcome”.)

Note: This is a follow-up article to one that I wrote called Dice Rolling

Overhauling the layout. "Dark Horse C"

Group V6.jpg

So the overwhelming majority said "C" with my last blog.
On the right, you will see 2 groups of images. On the left are all the characters (aside from warrior which you've seen) with the same "C" style. The cleric is in 4 positions, each labeled on the bottom of his card. Which position do you prefer?
.

I guess there's always room for improvement.

A, B, or C?

TL;DR Which do you think is better? ------------------->
http://sta.sh/0ryz885vtov
Here's with the cleric. I don't know if I want to put his glowing hand in there or not.

TIPS & TRICKS 01: Creating Card Layouts Specific to Your Gameplay Mechanics

TIPS & TRICKS 01: Creating Card Layouts Specific to Your Gameplay Mechanics

Tips to assist you in creating a card design layout specific to your card game’s play mechanics.

Check it out here: http://www.manifestationccs.com/archives/2807/tips-01/

BGDL 7 - Richard Launius: General Advice, Cthulu, and Creating an Epic Gaming Experience

Richard Launius, designer of Arkham Horror, gives incredible game design advice, talks Cthulu and what makes a great Cthulu game, and goes into how to make games that create epic experiences that stand the test of time.

This episode is packed full of wisdom from a game design legend.

Listen to the episode here:

http://www.boardgamedesignlab.com/advice-cthulu-and-how-to-create-an-epi...

BG Design Concepts - #6 Resources

Resources

Having “something” for players to “collect” or “gain” or “make” and then “consume” or “use” or “spend” adds “interest” to a game and can “enhance” a game’s theme. It can also quickly drive up the amount of complexity in the game. As designers, we need to understand when to add resources to a game and how to make them fit within a game’s "flow" and theme. From the most simple “infinite bank” to the most complicated “economic simulations”, knowing “how many” and “what kinds” of resources you need for the game you are working on, can be a challenging issue.

Fitting the resources into the theme has more to do with “what” the resources are “named” and “what” they are used for. When it comes to fitting them into the “flow” of a game, we are talking more about “how” the resources are produced and used turn-to-turn and “how” those things might change throughout the game. As long as things make sense to the players you should be fine. Just remember, wood should not become spaceships... (unless you are Russian)

My recent screencasts on YouTube

I rarely get around to posting individual links to my "Game Design" YouTube channel, so I decided to list the most recent five screencasts instead.

BG Design Concepts #5 - Building Paths to Victory

Building multiple balanced tactical pathways to victory

This is a mouth full, a challenge all board game designers face, and a goal to aspire to! Game design is a complex process. The type of game you are trying to make might have just one easy goal or "path to victory" and there is nothing wrong with that type of game. However, some game designers are trying to build "grand strategy" games. These are not "better" only different from other games. The main difference between these games (from one point of view) is, there target audience! Players looking for a challenge in tactical strategy building.

In this case, we are dealing more with the type of game that suffers from constant headaches from working on balancing all the many mechanics or trying desperately to figure out how to use some mathematical formula for calculating the probability of some combination of dice. These game are sometimes "component or mechanic heavy games" that have longer rulebooks and longer play times.

The Manufacturing Process for Highly Detailed Plastic Miniatures

1, contact your physical sculptor to make your models, or turn to your 3D CAD designer(3D modeler) to make 3D CAD files or 3D models according to your 2D artists.

2, Send either of the above to an industrial manufactuer which is top experienced with high detailed miniatures.

3,Lijia Game Production will give you trun-key tooling solution, industrial manfuacturing feasibility, mold cavities configuration, options of material based on your request of high durometer or soft miniatures, pricing, and timing, etc.

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by Dr. Radut