At last report I had finished uploading graphics for the cards for my zombie boardgame to the manufacturer in Hong Kong. That may not be how it really worked, but that's the end result of what I did, and I think it sounds cool. Between production and shipping it could take up to 3 weeks to arrive at my house. It took just over 2. Above is a sample of what I got.
The cards look a lot better than I was expecting. I was afraid everything would be too dark. I don't exactly have my monitor calibrated for printing, and there's a lot of dark colors on those cards. Saving off the images at 300dpi seems to have worked well. I've read other people going to 450-600dpi, but seeing as how the main chunk of what you look at on the card is a picture I stole retrieved from the internet and had an original 72dpi, this works well.
I posted the above pic on Facebook and quickly got compliments and a couple of questions about the game. It looks like my pen of play-testers may have grown :)
My goal over the next week is to crank out the map to play on. I got side-tracked after sending the cards off - my goal was to make great strides toward finishing the map. Instead I got sucked into making the store content graphics better thanks to finding some good collections of 3D models at Digital X Models (I'm really hoping they have a sale around Thanksgiving). I purchased one of their clothing collections (at least half the stores in a mall sell clothes, it seems) along with a bookstore collection that had some of the best shelves/shelves of product I could hope for. This should give the map a good look with enough variety to not make it monotonous. A Thanksgiving sale would help make it a lot less monotonous.
So now the Monday after Thanksgiving is my goal for having a completed map and ready for play test. The cards are here. The rules are 95% done. I have a walk-though guide that I'll have to revisit once the map is finished, but that shouldn't hold up the first round testing. Monday. 11 days away. Map sections for 19 stores, 3 specialty sections, a food court, and mall walkways. On one hand this should be a breeze. On the other, things always pop up: have to properly schedule my visits to various Thanksgiving leftovers.
July, 2004: I've just given up searching for a book from my childhood. Unable to use the internet for good, it's hard to track down a book when you can only remember a handful of images from 20 years earlier.
November, 2012: For some reason I'm browsing the general board games section of eBay. No real search, just a filter to see what's ending soon, since every once in a while I find a bargain, and I'm in the mood for a bargain as I surf while 3D Studio Max is rendering. Somewhere along the 20th page of eBay listings I see a picture of the cover of the above mentioned book. It's called Star Games with a Space Adventure by Richard Brightfield, Jack Looney, & Jim Razzi, published in 1978 (and I still remember talking Mom into buying the book for me in Dallas in '79). I doubt I will ever now forget the title nor the authors.
Now that I know the title, I can properly search for the book. The first link takes me to my frequented Board Game Geek where someone (and only 1) has entered some info about the book and uploaded some images. Just to keep me sane, here's part of what I wrote I was searching for in 2004:
The one picture I remember from the inside was a "Space Force Wants You", Uncle Sam styled picture that took up a whole page. The artwork was really good - all black and white, done mainly in pencils (again, from what I can remember). |
So it was "SpaceForce" instead of "Space Force", and "Needs" instead of "Wants". No wonder I couldn't track down this freaking book!
I've put in a bid of the book on eBay. It looks to be in so-so condition, but what do you expect of a 34 year old puzzle book that wasn't printed on the highest quality paper? The book is also sold through Alibris and even Amazon. Getting it now will not be a challenge. The challenge will be getting a copy that's not falling apart.
This leaves only one of my internet quests active - things from my past/childhood that I wanted to track down. That last one is a book I remember from 4th grade that I swear was called The Space Ace, about a man piloting a tear-drop shaped spaceship that would be the first to reach the speed of light. I'm not going to worry about that quest right now. I'm going to celebrate finding out the name of Star Games!!!
I wish I knew how my mind worked sometimes. Last night I did the old man thing in the middle of the night and got up to go pee. This is only pertinent in that there was absolutely nothing going on around me outside of sleep, snore, gotta pee wake-up. As I slowly stumbled to the bathroom, my brain said "Hey, you remember that movie with Charlie Sheen and Morpheus? What was that?"
I gotta pee, how should I know?
But that question stayed in my head. Soon, Morpheus turned into Laurence Fishburne. I'm dozing while doing all of this, so I'm not sure how long it takes this to come together. I keep going subconsciously, and put Charlie and Laurence together and see them in Army fatigues. Then they're marching, but somebody's singing. Wait, this was a movie where they were in the brig, on a chain gang!
Then the song being sung turns into "The Men Working on the Chain Gang". That's got something to do with the name of the movie.
Then I went deeper into sleep. I would still toss and turn a little, but I was asleep.
Then, when waking up enough to make my pillow more comfortable, I remembered "Cadence, the name of the movie is Cadence. Why am I remembering that right now?" And then I went back to sleep.
Cadence is a less than memorable movie from 1990. I had it on VHS, but I got rid of all of my VHS tapes 8 years ago. So the question I ask my brain is: Why did you think of a mediocre movie you haven't seen in at least 8 years? I haven't seen anything recently with any of the other actors in it. I haven't been singing the chain gang song. The closest link I could think of was when I got a deal on Hogan's Heroes a couple of weeks ago, and that's just the vague likeness of military prisons.
I do like the way they march and sing, though.
It's been nigh on 3 months since I mentioned anything about the board game I was attempting to work on. I've been making progress, although it's one of those 1 step back for every 2 steps forward that I take. Better that than the other way around.
Since working on the map graphic I last posted, I focused more on my first (and maybe second) pass at the rules. I noticed this is one of those things where the map feeds the rules, then the rules feed some other aspect, and then that returns and feeds the map. Frustratingly circular since you don't know where to start sometimes. So I took a few steps back and thought about how to approach this to where I could actually make some progress. That's where the rules came in, along with a 6"x6" section of map.
I had my first pass of the rules, so I took them and simulated a short game that I could use as a tutorial walk-thru on a smaller section of the map. None of this was printed out, I was copying and pasting graphics in Paint Shop Pro. It was oddly fun, and along the way I found lots of things that needed tweaking in order to clarify, and that was with me: the person who knew how all of this was supposed to work since I was the one making up all of the rules.
After a week of that I needed a break. I was at the point where everything was running together and I didn't know what really needed to be done, what made sense, and what didn't make sense. This brought me to Loot Cards. These would be the cards the player draws throughout the game in order to get the items needed to finish the game, but thrown in would be hindrances and helpful items. I knew I needed cards, but I had no idea what would really go on them. So I set about thinking about that part.
Time marches on. I start a spreadsheet where I split the Loot Cards into types, and then more specifics as to what will be helpful and what would be detrimental. Instead of just trying to make up stuff, I keep a little formula plugged in for a percentage of helpful items and a percentage of non-helpful items. Play balance is important! After a while I get a good mix of items, about 30 spread across the 3 types I've made up, and it comes time to design the graphics and layout the card. Since this is just for beta-playtesting I'm not making cool, original graphics. I've decided to just steal stuff off the internet, but I still want something that will appeal to my eventual play testers. From here I spend a little time looking at card designs, such as Magic: The Gathering and other collectible card games.
I've gotten to the point where I've put off making card layouts that everything has stalled. Then I luck out when I see a message board post. Artscow.com will let you print custom cards (front and back) for $11 per 54 card deck. I knew this already, and had been planning to use them since custom making your own cards can be a real pain. The important part was they were running a special through the end of October for 25% off you order, plus free shipping. Now I had a deadline! A deadline that was 2 weeks away at the time.
I finally got invigorated and started putting designs together. My spreadsheet had all the the stats I needed to keep track of, so that would steer my layout as far as content. I surfed around for images to steal for a couple of days, and surprisingly ended up picking a lot of pictures of people dressed as zombies - zombie walks seem to be pretty popular. I'm suddenly focused more on the "zombie" than the "mall".
Over this past weekend I my goal was to get the graphics together and place my order. I decided I would make 108 cards (2 of the 54 card decks), since that would give me a little variety for my game. I went to those 30 items I originally made stats for, then expanded them a bit and decided what I would duplicate - the players are going to want more than 1 chance to find a gun, after all. I made the first card, then started the second. Then I went back and changed a couple of things and started over. Amazingly enough, I think I stuck with the layout after that first change.
It took a little longer than the weekend, but Monday night I was uploading graphics and placing my order!
Once my order was placed I ended up saving more than I was paying. At first I thought it was funny I was rushing for this deadline to save 25% off $11, which over 2 decks would be roughly $5, but I forgot about the free shipping. These cards are actually being made in Hong Kong, and the cheapest shipping option was $17. After $22 in savings, my order was $16.49 and should arrive sometime in the next 3 weeks, if I read their email correctly.
Today I went back and looked over the rules again, to see what needed tweaking along with real changes since I've actually gotten the Loot Cards done (or play testing done, at least - there will be changes later). Except for a little change on combat and updating some graphics, I didn't have to change much. I guess things really did make sense 2 months ago when I was re-hashing all of this.
My next step is to make the map, that part that I started on when all of this began. Jerry asked when the game was going to be ready for us to test out, and I told him it would depend on getting the map made. At the time I set a deadline of our Christmas break from work (which for me usually starts mid-December). My spreadsheet of card descriptions also has a layout for the map, so I know sizes and how many stores I need to populate my map. Originally I was opting for a modular map, where each store could be placed wherever you wanted. But for testing, I'm going with a static, 40"x30" map. No need to get fancy for testing at this point. It'll still a visually pleasing map, just not dynamic from test game to test game - and that might be a plus.
If I do things right and get a [mental] assembly line method going like I ended up doing with the cards, I think I can get everything on the map put together in a couple of weeks. Thanksgiving is my secret goal to have everything together. It's a secret in case I don't make it.
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game dev zombie mall
I've been reading more over the past couple of months. That was one of my goals after cancelling the cable TV. This morning on my way in to work I started thinking about how slow I normally read and how few books I've read multiple times. "Hmmm, I wonder what my favorite books are? I bet the easiest way to figure that out is by which ones I've read more than once." From there, I started making my list of favorite reads based on what I've read multiple times, and what I would like to read again.
These other books are waiting to see if they make it on my favorites list. Time plus an additional reading, and I enjoyed the books enough to warrant another reading at some point, will tell if they make it. So in no particular order:
Next I may make a list of favorite non-fiction books, but I doubt that would be nearly as interesting.
As always, correct spelling is optional in any blog entry. Keep in mind that any links more than a year old may not be active, especially the ones pointing back to Russellmania (I like to move things around!).
Tags have been added to posts back to 2005. There may be an occasional old blog that gets added to the tag list, but in reality what could be noteworthy from that far back?
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