Skip to Content

questccg's blog

Crystal Heroes: Legendary Souls no more...

Well amazingly we WON the GoDaddy Auction for the domain name

We are very happy about this and this is the reason for this blog entry: Legendary Souls no more... Our Android game will be entitled "Crystal Heroes"!

So far our team is comprised of one Director and a Solution Architect. I am the end-user in the big picture and will also help with programming on the server side of things.

Tradewars - Homeworld: Outbreak!

I have been thinking some more about the next expansion of "Tradewars - Homeworld". And so far the ideas are not too bad, but no one scenario is 100% designed, just *rough* ideas:

  • Privateer = One player plays the Space Pirates and the other players co-op against that player.
  • Outbreak! = Each player is trying to find a solution to a disease that threatens to wipe out the Exterra colonies.
  • United Trade Cartel = A solitary game in which the player tries to beat his own HIGH SCORE.

Tradewars - Homeworld: Planetary expansion (2x)

As I flesh-out the Planetary expansion, one of the topics that has surfaced is opponent AI (Artificial Intelligence).

Talking with Joe about it, he sees it as being a simple deck of Space Pirates that contain fifteen (15) cards with different variations of Pirate fighters.

So far this sounds okay: each Pirate Fighter card will have a Resistance and Firepower.

But the problem I am having is determining HOW many of these cards can be in space. Let us assume that we will use 1d6 to determine how MANY of the Pirates will appear (from one to six - using 1d6)...

Tradewars - Homeworld: Planetary expansion

I know that I have mentioned an "expansion" with *Planetary* cards (also know as the Privateer expansion). So the planetary cards are used in conjunction with the "Treasurer" role (which trades resources for credits). How a planetary card affects this is by specifying "multipliers" for certain resources:

  • Planet A: 2x Food and 3x Medicine
  • Planet B: 2x Polymers and 4x Isotopes
  • Planet C: 2x Technology, 3x Contraband and 4x Weaponry

Tradewars - Homeworld: Now in BETA!

Well we had yet another group playtest our game with some very interesting feedback. We owe this to Joe (The Professor), who is doing a very good job of putting the game into the hands of gamers, so that we can get as much feedback as we can.

The question everyone must be asking themselves is "How much feedback did you get and what is the outcome of it?"

Okay so we got feedback mostly on the ten (10) roles in the game. Each turn a player may choose one out of the ten possible roles. This obviously expands what a player can do on his turn.

Tradewars - Homeworld: Privateer *concept*

I have been thinking/pondering about the expansion scenario I call "Privateer". This scenario is meant to be an *expansion* to the original game in which one player will be the Privateer and the other players will be traders.

Now don't ask me about victory conditions - I'm still in the process of trying to put together the scenario.

Normally when players embark on a mission, the player must WAIT until the mission is completed BEFORE he can get the reward. This makes sense in general terms because it is reasonable that you don't get paid until you complete the mission...

Tradewars - Homeworld: Untold rules

I was thinking about one aspect of the game and it made me think some more about another aspect.

Specifically I was thinking that "Mission" cards that allow players to use "Trade Starships" to earn credits are the most under-utilized aspect of the game. Some would argue and say: "How can the game be balanced?"

My response is pretty simple: I can't TELL players how THEY should play the game. If players choose to only use 50% of what is available to them - it's hard for me to tell players there is still 50% more GAME to be played.

Tradewars - Homeworld: Space Pirates expansion

In the process of thinking about the SOLO expansion scenario, I have re-hashed an old scenario concept I had.

I did not know how I was going to implement, I only knew that it was going to be that one (1) player was a Space Pirate and the opponents are trying to stop the Pirates from winning.

Tradewars - Homeworld: New resources

Currently as of this writing the game only has three (3) resources:

  • Food
  • Minerals
  • Technology

However thinking about the *new* SOLO scenario that will be bundled with the game's next expansion, I think this revised list might be more appropriate:

  • Alloy
  • Contraband
  • Food
  • Isotopes
  • Medicine
  • Minerals
  • Polymers
  • Technology
  • Weaponry

Tradewars - Homeworld: Game Lab results

Today I got news about the *blind* playtests that occurred this month. A "Game Lab", a group of playtesters comprised of different gaming backgrounds from very experienced gamers to tabletop neophytes, has been putting our game "Tradewars - Homeworld" through their test lab.

Overall our game was given a 6.542 average score from a sample of twelve (12) different players. On Board Game Geek that would put our game in 663 position! Not too bad that means that we're in the Top 1,000 games...

Syndicate content

by Dr. Radut