Tag Archives: prototype

Mechanisms Prototype Giveaway: June 30th

As I mentioned previously, I’m giving away one of the prototypes I had printed for Mechanisms. I’m going to draw for that prize on June the 30th, and I thought I’d show off the components in advance.

The tiles and boards are chunky, the cards are big and durable, and the tokens are little but mighty – and it’s all in the gorgeous colour scheme designed by Mira Howards!

If you’re interested, join the Perfect Minute Games Discord server and react to the giveaway announcement (check the pinned posts in the #mechanisms-beta channel) for a chance to win!

Mechanisms Print & Play Plus a Giveaway!

As part of the process of developing the game that has become Mechanisms, I built a bunch of prototypes. There’s the Tabletop Simulator mod, and a couple of versions on Screentop.gg, and I’m partway through a Tabletop Playground version for Protospiel Online.

But it’s never really a tabletop game until you have cards and chonky bits in your grubby little hands, is it? So I made a Print and Play, which has now had enough printing and playing done that I’m comfortable showing it to you. I recommend the 77mm components, but the 60mm ones are there if you have a small table or just prefer smaller cards and tiles in general.

A good friend of mine is even helping me test setting up a Cricut design so that I don’t have to cut 199 components out by hand every time (You don’t either, by the way – the P&P is organized so you can just cut out what you need as you need it) (but it’s still a lot of cutting).

In addition to the P&P version, I went ahead and laid out and ordered copies from two online game prototyping services – The Game Crafter and AdMagic’s Print and Play. I’m very interested to see how the two compare, but at the end of the day I don’t think I’ll need both on hand.

It occurred to me today that maybe someone might want one, even if it’s just to start the wood furnace (kidding – please don’t burn my baby!). So I’ve decided that once I have had a chance to look both of them over, I’ll give one of the two away, as a small thank you to you folks who’ve supported me as I’ve been figuring out this design.

I expect I’ll have the two copies in hand sometime in June, after which I’ll draw for a winner. Depending on interest levels, I might even scrounge up a few other goodies to give out as consolation prizes.

If you’re interested, join the Perfect Minute Games Discord server and react to the giveaway announcement (in the pinned posts in #mechanisms-beta) for a chance to win!

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.

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.

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!