Alpha testing went better than expected tonight. The first version of the game is fun, intense, and fully playable. Version 0.1.1 will feature important tweaks that will make the game that much better. We had a blast playing it, even with bare minimum graphics and temporary game pieces.
Pizza Hut makes pizza by throwing a frozen disc into a pan with about an inch of Crisco in it and cooking at 425 degrees Fahrenheit. And it's so damned delicious!
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Just as the Scorpion hunts...
Silently Lurking...
"Nothing is True. Everything is Permitted." ~ Ezio Auditore de Firenze
Pizza Hut makes pizza by throwing a frozen disc into a pan with about an inch of Crisco in it and cooking at 425 degrees Fahrenheit. And it's so damned delicious!
More pizza for you! I won't touch the stuff (at least the kind around here).
True story: I keep a list of pizza places and simple reviews for them, and I eat at every good pizza restaurant I see/recommended to me within a hundred miles of me. I've had some excellent pizza in the most unlikely places.
Here's the second alpha map I have made, strictly for the purpose of testing established game mechanics and a mountain of cards:
Round two of alpha testing is this weekend, and we've made some tweaks that will pick up the pace of the game to make things even more intense. On our first play through, there were a couple of moments that were epic, just as you would expect two Lords battling each other would be. I can't reveal many details yet, but I can say, we had A LOT of fun playing the first version of the game.
I have already begun conceptualizing the dark, sophisticated landscape that future minor versions will feature. It's really creepy and suiting.
Our official website for the board game is coming soon! And on it, we will be sharing to-be-featured card graphics from the many artists who have contributed so far. The site will be more convenient for fans to follow along as the game develops and connect with us along the way.
Awesome, man. Best of luck.
I don't know if you've mentioned it before, but: will it be strictly 1v1?
Oh no, not at all. The game is intended for 3-4 players.
People can definitely play 1v1 if they like, though, and there are several alternative game modes that may actually be more fun playing 1v1. We have yet to test out any alternative modes, but testing 1v1 play is definitely on the list.
I hesitate to say "alternative game modes" because that usually implies whole other ways of playing the game, with alternative mechanics and whatnot (like comparing 8-ball billiards to 9-ball).
Our board game's alternative game modes are very simple, intuitive, and will not change any crucial mechanics.
Think of it this way: When playing Diablo 3, you may choose to play any class you like, with friends who may also select any class they want to. That's the default mode.
Now imagine an alternative mode where all players must be Demon Hunters, and the game adapts to it.
And now imagine another game mode where all players must be Barbarians, and the game adapts to that.
We are obviously creating a board game and not a video game, but that should at least give you an idea for what we are trying to accomplish. So far, most things look good and balancing has not been too rigorous. But on with more testing!
Why, thank you. I have put a lot of time into it, with a lot more to go, but I have full confidence that it will turn out.
We did our second test playthrough of the game last night with great success. With version 0.1.2, there are several important changes to the mana resource system, as well as a ton of overall balancing. The blood resource system seems perfect, though, and the next alpha map will feature a more maze-like layout to give tiles more character.
I realize I am partially talking in code, having not gone in any real depth yet, but it will all make sense soon when we unveil the new website. I have started keeping "patch" notes for every version that we develop and revise, and that will all be available on the website when we get time to do everything that needs to be done first.
Right now, we are doing all this in our spare time, with jobs and other projects competing for time. If only we didn't have to sleep!
We tested the new board map tonight, along with several adjusted mechanics and a ton of new/tweaked cards. The game is becoming very ironed out, and the two players who played our game for the first time were impressed and said it felt like playing a game you would buy in stores. After a couple more changes, optimizations, and testing, the game will go into version 0.2.0 mode and be one step closer to open alpha testing with all of our friends. There are big things coming; the wait and our being hush-hush are almost over!
Just a quick one tonight:
"319 Demon Duck"
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I will likely be tweaking that one soon, as I think the graphic's details are too large and not crisp enough.
Path of Exile has been released!!
They're great resources!
Alpha testing went better than expected tonight. The first version of the game is fun, intense, and fully playable. Version 0.1.1 will feature important tweaks that will make the game that much better. We had a blast playing it, even with bare minimum graphics and temporary game pieces.
Aww yeah.
More pizza for you! I won't touch the stuff (at least the kind around here).
True story: I keep a list of pizza places and simple reviews for them, and I eat at every good pizza restaurant I see/recommended to me within a hundred miles of me. I've had some excellent pizza in the most unlikely places.
Here's the second alpha map I have made, strictly for the purpose of testing established game mechanics and a mountain of cards:
Round two of alpha testing is this weekend, and we've made some tweaks that will pick up the pace of the game to make things even more intense. On our first play through, there were a couple of moments that were epic, just as you would expect two Lords battling each other would be. I can't reveal many details yet, but I can say, we had A LOT of fun playing the first version of the game.
I have already begun conceptualizing the dark, sophisticated landscape that future minor versions will feature. It's really creepy and suiting.
Our official website for the board game is coming soon! And on it, we will be sharing to-be-featured card graphics from the many artists who have contributed so far. The site will be more convenient for fans to follow along as the game develops and connect with us along the way.
Oh no, not at all. The game is intended for 3-4 players.
People can definitely play 1v1 if they like, though, and there are several alternative game modes that may actually be more fun playing 1v1. We have yet to test out any alternative modes, but testing 1v1 play is definitely on the list.
I hesitate to say "alternative game modes" because that usually implies whole other ways of playing the game, with alternative mechanics and whatnot (like comparing 8-ball billiards to 9-ball).
Our board game's alternative game modes are very simple, intuitive, and will not change any crucial mechanics.
Think of it this way: When playing Diablo 3, you may choose to play any class you like, with friends who may also select any class they want to. That's the default mode.
Now imagine an alternative mode where all players must be Demon Hunters, and the game adapts to it.
And now imagine another game mode where all players must be Barbarians, and the game adapts to that.
We are obviously creating a board game and not a video game, but that should at least give you an idea for what we are trying to accomplish. So far, most things look good and balancing has not been too rigorous. But on with more testing!
Why, thank you. I have put a lot of time into it, with a lot more to go, but I have full confidence that it will turn out.
We did our second test playthrough of the game last night with great success. With version 0.1.2, there are several important changes to the mana resource system, as well as a ton of overall balancing. The blood resource system seems perfect, though, and the next alpha map will feature a more maze-like layout to give tiles more character.
I realize I am partially talking in code, having not gone in any real depth yet, but it will all make sense soon when we unveil the new website. I have started keeping "patch" notes for every version that we develop and revise, and that will all be available on the website when we get time to do everything that needs to be done first.
Right now, we are doing all this in our spare time, with jobs and other projects competing for time. If only we didn't have to sleep!
Maybe...
Aha.
HAPP BIRTH, me! In a couple hours.
We tested the new board map tonight, along with several adjusted mechanics and a ton of new/tweaked cards. The game is becoming very ironed out, and the two players who played our game for the first time were impressed and said it felt like playing a game you would buy in stores. After a couple more changes, optimizations, and testing, the game will go into version 0.2.0 mode and be one step closer to open alpha testing with all of our friends. There are big things coming; the wait and our being hush-hush are almost over!
Just a quick one tonight: