11 March 2017

WGOAFA: A Dev-Diary of Sorts

So after my unboxing, I've been digging my claws into my board game, trying to get out the last kinks so I can finally click that check-box in the store on Gamecrafter to release it to the public. The errors I have found so far are pretty much all my fault, not the print on demand place's, so I can actually address them by going back into the graphics files and fixing them for a re-upload. Here's what I found and did so far:

26 February 2017

WE'RE GOING ON A FUCKING ADVENTURE: Prototype unboxing

Hi everyone, another half-year has passed without a posting from me. That is because life sometimes gets in the way of hobbies. I haven't been idle, however, and we finalized graphics for the board game project I have been on-and-off working on over the past three years. Long time readers may remember it. Everyone else: Take a look at that link and then come back. Seen it? Good, now buckle up and get ready for an unboxing of the first printed prototype of the thing. The artwork by Julia Stein, a good friend and excellent artist, together with good-quality cards from The Game Crafter
have made the following possible:

WE'RE GOING ON A FUCKING ADVENTURE is a cooperative board game for one to five players. It's about dungeon-exploration, monster-fighting, loot-looting and character-upgrading. In the end you fight a dragon – if you get that far. It brings the fun of a dungeon-crawl RPG to a table of people who may have no pen-and-paper-experience and doesn't even require a game master. It'll be print-on-demand so customers in the US are going to be at an advantage for now.

I hope to finalize details and get rid of smaller errors over the next couple of weeks and then it'll become available through the Game Crafter web store. I may at some point do a print-run for the European market but we'll see how things work out. I'm not a salesperson and have no intention to load myself with a basement full of board games. But perhaps another solution will present itself in time.

If you want to give the game a try, I'll be at the next Nordcon where you can check it out.

05 July 2016

Free Release: Midnight at Halcyon's Coven 2016

After the One Page Dungeon Contest 2016 is over it's time to revisit my first foray into that competition: Midnight at Halcyon's Coven was a mess so I decided to re-make it. Using all I have learned about making One Page Dungeons, I cleaned it up. Let me elaborate.

The original had three specific problems: Problem 1 was way too much work I put into the 3D-rendering of the bunker and its furniture. Hours upon hours went into coffee-mugs and desk lamps that would be invisible in the finished product. That work however, has been done and this is not a problem for the reader - so nothing's to be done about that.

Problem 2 is that ugly frame. It was supposed to make the whole page look more professionally lay-outed but it makes large swaths of text harder to read. While the new version looks a bit less stylish without it as I have not found a good replacement, having no frame is better than that one.

Problem 3 is the most glaring one: Way, way too much text. I left nothing to the imagination of whoever is running this adventure and that was very foolish. The large amount of text gives unnecessary details and forces the font to a tiny size that's a terrible chore to read. I cut it back to the bare necessity. So, I hereby proudly present to you:

Midnight at Halcyon's Coven 2016


07 June 2016

Results!

So, after the release of The Lair of the Voidbeast comes the results of the One Page Dungeon Contest. I made it into the Penultimate Winners Circle, which I am somewhat proud of. You should all definetly check out the contest entries, as they are all diverse and interesting.

In other news, a YouTuber named Jupiter Hadley (if that's her real name, her parents are incredibly cool!) has tasked herself with playing ALL the entries of the Low Res Jam 2016. In episode 22 she gets around playing a minute of our offering, Low Res Dungeoneer.


I might enter a nice press snippet with

"I wish I knew what I was doing" - Jupiter Hadley

on the itch.io-page. Cheers!

27 April 2016

Free Release: One Page Dungeon Contest 2016

Three years after my first entry into that prestigious contest on pen & paper adventure design, this is my second attempt to leave my mark:

The Lair of the Voidbeast - a Non-Euklidean Dungeon

It's inspired by this and the follow up. Folded into a cube that you might wanna hide behind a screen it could potentially flabbergast and bamboozle players who like to draw maps while exploring. Next up: A remake of my first One Page Dungeon, after having learned a bit more on design and legibility...

18 April 2016

Free Release: Low Res Dungeoneer

So, Niels and I did it again. After Choose Your Own CaveVenture we collaborated on another game project. It was another game-jam as well, the #LowRezJam2016. Only rule was that the resulting game should not exceed 64 by 64 pixels.

We did what we do best: A roguelike. I whipped up a quick design doc outlining everything and then made the Pixel Art. Niels, as usual, did the coding. See for yourselves, it's playable in your browser if you have a functioning Unity Web Player and there is a downloadable Windows-Version if you don't:
Here you go!

20 March 2016

One Page Dungeon Contest 2016 - Sneak Peek

So, the One Page Dungeon Contest 2016 is around the corner. Deadline is May 1st, so there is some time left. This year I'm working on something quite special. Here's a little sneak peek of my work in progress:


It's been three years since my last entry in that competition. Back then I made several rather big mistakes I'd like to address here.