Category Archives: devblog

A Brief Followup on the CMF Conceptualization Application

As I mentioned previously, I tried my hand at filling out a CMF application more or less “for real” this year. There were a couple of things, as I mentioned on Twitter, that threw me for a loop, and since I actually got some feedback from the lovely helpful folks at CMF, I figured I’d share:

  1. The “Material to be Delivered for this Application” section does, as I suspected, refer to the end result/output from the project. For Conceptualization – particularly if the project is intended to proceed to Prototyping or a production program – that would almost certainly be a proof of concept and perhaps some supporting documentation around market and creative strategies
  2. As I also suspected, having no paid team members committed to the project is going to be a serious drawback for an application for funding. The response I got also indicated that they recommend you pay yourself as well as other team members, so that’s good to know, I s’pose. Not like I DON’T want money, just seems somewhat counterproductive to getting the most out of the investment. I suspect that my situation is at least somewhat abnormal in the overall audience for these programs, however.
    1. They recommended to me that I look for at least a “soft commit” from other folks, and also suggested that if those folks aren’t able to fulfill that commitment after a successful application it would be ok to proceed with someone else filling that role. So that’s actually really good to know.

Anyway, I thought those were worth sharing. I’ve also started to do some foundational research for Powered A(r)mour, but that’s still in very early stages, so not much to talk about just yet.

Powered A(r)mour, or How I Spent My Morning This Vacation Day

I’ve put up a page for Powered A(r)mour, which is about as close as I get to making a project “official” these days.

I still don’t know exactly what the game will be, or whether the idea will work, but I’ve had a few folks in my social media circles agree to talk to me about some of the trickier subject matter I’d like to include.

Plus, I made a Pinterest board, so you know it’s srz bzns as the (now very old) kids say.

Meet Mechanisms!

I’ve been designing a tabletop game for a while now, and with Protospiel Online coming up (https://protospiel.online/prototype-games/april-2022/mechanisms-entry-1921/ ), I’ve been focused on making sure I have ways to play the game.

Tonight marks one of the big ones – I’ve started to get a few requests for a way to play the game in person. I tried out The Game Crafter and Print and Play Studio, but for a one-off printing both spots want over $150CAD, which I’ll be ok with – it’s my baby after all – but I don’t want to suggest it as an option to friends and family.

Enter the Print and Play – this is an option that many games use prior to publishing, whether it be licensed or crowdfunded. And, of course, I had to try it myself…

My first print and play!

So that’s it. If you’re interested in trying it out, feel free to send me an email or message me on Twitter.

Boardgame Research: Thornwatch

My regular tabletop gaming group kindly agreed to try Thornwatch during our last session. I read through the rules when I received the game earlier this month, but this was the first time trying it out at the table.

I hadn’t punched out any of the pieces, so the first several minutes were spent just getting those out and sorted. There’s not a ton of information about how to use those until you’ve read through the rules, and when you do, there’s a fair bit of jumping back and forth to do. I don’t expect that’s usually a problem, as the rulebook is quite short, but I was using a PDF on my phone, so this was not ideal. I suspect we missed several important aspects of the game, so keep that in mind as you read this discussion.

The game board, enemies, and setup are dictated by the scene. The opening scene is usually chosen by the Judge – that was me, in this case – but I threw the options out to the table. We decided to play through May He Die in the Forest, which, for the uninitiated, is one of the suggested starting scenarios from the base set.

We had three players, and the group composition proved to be critical to party success. The players chose Greenheart (healer/support/melee), Sage (support/ranged), and Blade (melee/ranged). This seems to have been a spectacularly effective combination.

Setup is focused on the board. The scene dictates which tiles to use and how to put them together, which is a neat mechanic, but it isn’t the best gameplay experience. The art on the board tiles is blurry and complex, so it’s hard to match against the board setup as it’s shown on the scene card. It also means the board feels muddled. Sideways stairs and weird crystal columns beside a cozy hut in the woods give the whole thing a dreamy “unplace” feel. Maybe that’s your thing! Not mine, though.

There are also a lot of symbols to figure out, and we missed at least a couple of steps. This is also the point where the Judge role kicks in in earnest, which was unfortunate for me, as I hadn’t fully absorbed the gameplay yet. I didn’t know what to do with my pool of Ebb or how to decide where monsters should go.

In general the Judge role feels quite odd, at least in this kind of mechanics-heavy playtest. Your resources are tightly constrained, and there isn’t so much play space that you can make much happen with good tactical play. I’m not sure if there should be more options or if we missed something important in setup/gameplay, or if the Judge is just meant to be a lighter role than I’m used to.

The primary thing that the Judge has access to beyond the monsters themselves are the momentum track and the damage mechanics. There are two parts to this equation, the NPC damage mechanic and the player wounds mechanic. 

The momentum track acts as both initiative and NPC damage. It’s an interesting system that can suffer badly when players aren’t rolling well, as it can be straight-up impossible to kill the bad guys for extended periods. There are other options for handling this situation – the Sage’s board control powers, for example – but success still frequently hinges critically on making the bad guys go away somehow.

The wound mechanic, on the other hand, seems badly under-tuned. There are 10 wound cards for each player, and the scene is lost when this collection is exhausted. If the party has a Greenheart, however, it’s hard to see how this could possibly pose an issue, as the Greenheart’s healing abilities are extremely potent. If you don’t kill the party in the first couple of turns, the Greenheart has a good chance of simply preventing any meaningful threat from wounds.

Speaking of under-tuned mechanics, the Judge’s ebb supply also feels a bit wanting. Player dice that show the @ (ebb) symbol supply one point of ebb, and deck reshuffles supply two. Perhaps my players were simply amazing from the get-go, but I was having trouble maintaining my supply, and that meant my monsters often lacked the Ebb-infused trait, which meant they were kind of pathetic, inflicting very little damage and succumbing quickly to focused attacks.

As you can tell, we focused on the mechanics over the roleplaying for this test. We did use Traits, but didn’t get a lot of value out of them in this session. They’re an interesting mechanic, but it eventually became clear that they make a lot more sense if you’re treating the game as much more of an RPG and much less of a boardgame.

That feels a little in opposition to how the game is actually built, as much of the focus is on the board, tokens, and mechanics, but the trait mechanic is  simple enough that it doesn’t interfere with normal play, and it does encourage a small degree of roleplaying even in a mechanics test.

Overall, Thornwatch is an interesting game, and one I’d like to give a second go with more involved roleplaying at the table, but also one I currently feel is going to need some house rules to really “finish” the play experience. I hope to stand corrected on that at some point.

Design Prototyping: Card RPG

Perfect Minute Games is primarily focused on video games, but one of the fun secrets about game design is that paper is always an option for prototyping mechanics. And if you can prototype on paper, you can implement the whole thing on paper.

(Well, sort of. I found out quickly that there are hard limits on how much paper prototyping you can do with a game like Contension without also building the dynamic experience in code!)

The new project, then: It’s a card game. Specifically, it’s a card game taking design notes from RPG-adjacent boardgames like Gloomhaven, Pathfinder Adventures, and Descent; from light RPGs like Fiasco and Thornwatch; from heavier but non-traditional RPGs like Fantasy Flight Games’ excellent Star Wars and Genesys systems and from the Fate RPG; and, finally, from some really interesting indie RPGs like Phoenix: Dawn Command, Ten Candles, and Tavern Tales.

The initial iteration of the game is focused on simple, purely card-driven mechanics and is playable as a regular game akin to Munchkin and other Expandable Card Games. I have, in parallel, been fleshing out an expansion that adds roleplaying elements.

As I’m not an artist, it all looks pretty terrible right now, especially given that there’s no built-in “setting” or “theme”. Please keep that in mind(!) when I’m a little further along and post some shots of the game and “cards” in action.

I haven’t decided whether I’ll establish a theme or setting to “ship” with the core game. At the moment, as with most of my initial designs, it’s mechanics-driven, and I think I can create something compelling without the need to tie it to a single setting.

I’d much rather have expansions (or “splats”, as some folks call ’em) that contribute their own unique mechanics and style sitting on top of the core game. But a lot of the interesting work for projects like this comes down to creating the worlds that players inhabit. So we’ll see.

Disastrophe

A while ago, Orange Slip Studios asked whether I’d be interested in working with them on a project. The fruits of that discussion are now publicly available, and it’s a good feeling.

Disastrophe! (diz-ass-tro-fee) is actually not the first project we talked about, but it’s the first one that we had the means to complete. Disastrophe! is a round-based survival game on the Roblox platform, and I’m pretty proud of it.

We also have a fair bit of content in the pipe to add to the game in the next while, including new disasters, custom Roblox outfits, and consumable items to help you during gameplay.

I’d encourage you to try the game out and leave your feedback on the game page. This is a made-in-Newfoundland project with a mostly-based-in-Newfoundland team, and we’re hopeful that it will gain an audience in the weeks to come.  You can help us make that happen!

Demo Reel: Patch Prototype

I got the art for the first prototype from Clay recently, and so I reached out to my music guy, Georgie, to get some sound to back the demo up. Georgie mentioned he’d like to get a demo video to help during composition, so I put something together last night.

I’m tempted to call this the Soul Patch, but that’s probably not a good idea, given Georgie borrowed a banjo recently.

I’m prototyping with this level because it requires most of the elements I expect to need for every level in the full game, without requiring many single-use graphics or effects.

So far it’s been interesting. This level marks my first exposure to the Animation system in Unity, and it’s been interesting. I found myself struggling at first to understand how to put things together, because I really wanted to administrate state changes centrally, but once you’ve given up on that notion, things become fairly simple – import a sprite, create a GameObject, drag a set of animation frames over the object, and the Animation editor takes it from there.

I’m using a couple of control variables to manage transitions to new states, and I think I’ll probably end up allowing the Animation to drive the rest of my gameplay.

I’m not sure that’s the most efficient solution here, but it’s certainly the most straightforward, and to be honest, Beat Farmer isn’t likely to be a technically demanding game. My primary concern is keeping it relatively manageable in terms of development effort.

It’s nice, though. My little beets are growing up so fast!

Solo dev: Bizdev edition

I’ve been working on getting the non-gameplay aspects of  Beat Farmer figured out of late, and that has meant getting some of the basics figured out for Perfect Minute as a functioning business.

Before I did anything, I needed to commit to the business more heavily than I have been. I have an aversion to not paying people for their work, so I started putting away $100 per paycheque from my day job. There are a variety of opinions on funding game development, some of which encourage you to self-fund, others focused more on external investment, but as a rule I find that paying out of pocket helps me remember to look for the best possible value for my money, so that’s my preferred bootstrapping method.

With that tiny pot of money, my first order of business was finding an artist. I’m trying to hire locally where possible, so I sent out a call on this blog and on my friendly local game development Facebook community. I got a few portfolios right away, including an artist I was very interested in working with, Clay Burton.

Finding someone so quickly meant I had to scramble a bit to get the contract drawn up. I initially considered using Law Depot, but I didn’t feel confident that I would get something I could trust to legally enforce the rights I needed.

I looked around town to find a lawyer specializing in IP and media and settled on Lindsay Wareham at Cox and Palmer, whose focus areas include Intellectual Property and Startups, which seemed like a good fit. I’ve since discovered that Cox and Palmer have several folks working together in this area, as well as a helper program for startups in general, which gives me hope that I have, for once, made a pretty good call.

The drafting of the contract took a couple of weeks and wasn’t too expensive, as legal matters go. A lot of good questions came up during my conversation with Lindsay, though, stuff like:

  • Are you incorporating? (not yet)
  • What share structure do you intend to use for your corporation? (not sure, and I have conflicting information about the best structure to use)
  • Where will the copyright and moral rights reside? (with me until incorporation)
  • Do you foresee selling products other than games? (yes)
  • Do you need trademarks registered? (yes, when I have a bit more money)

Two weeks later I had a shiny new contract ready to fill out. I sent it over to my artist, who sent it back with his name on it…but not a witness! This is my first time doing this, and I didn’t want to bug the guy more than necessary, but after chatting with Lindsay, I had to go back and beg him to get it witnessed as well. So that’s ready to go.

I also sent out a call a while ago for a music person for the game, and I use the word “person” on purpose there, because I don’t know much about doing music in a game.

One of the musicians I know in town recommended his buddy, Georgie Newman. Georgie and I had spoken briefly after that initial request, but never got around to talking further. I reached out and we decided to meet up and chat.  That turned out to be really great for me, as Georgie knows what he is at to a much higher degree than I do when it comes to game audio.

That conversation has now left me with a number of things I need to do (“action items”, as the cool fogies say):

  • Flesh out the design for Beat Farmer enough to do cost and marketing plans
  • Figure out how much Beat Farmer is going to cost to make and market
  • Figure out the best sales model for this game and its follow-ons
  • Figure out how I’m going to fund the first few Perfect Minute Games ($50/week ain’t gonna cut it forever, after all)

As error-prone dark-groping goes, this has actually been ok. I’m hopeful that I can get all the way to the publishing phase without destroying myself and/or the company financially or otherwise in the process.

I’ll keep you posted!