Tag Archives: game project

Prototype 22.12 — The 2022 Prototypeapalooza

Just wait someone’s going to tell me ‘palooza’ is racist or something.

This year each month I dedicated some time – varying in scope and effort – to prototyping a new game. Of these games, two of them got to what I consider ‘made prototype’ stage, where I have a physical game that I can hold in my hand and share with people for proper playtesting. And that’s cool!

But I decided what I wanted to do this month, this December, was to look at the games I got, in what stages they are at, and determine what can I do with them in this last month to place orders for the rest in the hopes they’ll be available and my decks will be clear for next year to continue this process.

Presented then is a list of the games, based on the order I want to talk about them.

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Prototype 22.11 – DIY Touhou

Doing something different this time.

I am first up going to tell you what I wound up making and show you some examples of it. I’m going to explain where it’s at, and that’s all going to come before the fold. The full diary, which is a repost of material written over on my Cohost, is going to follow after. And we’re going to talk about sites like Cohost at some point in the next month or so, wew lord.

What I made this month is a prototype game design for a simple card game with a homogenous play form, focusing on hand management built on a classic mathematical puzzle you might see in the games Spot It and Dobble. The game has room to expand mechanically if it needs it, with each card having room for a rule or game mechanic to add to each character.

The game is composed of a deck of functionally similar cards; each card has a unique front and back. Each front face shows an alchemical summoning circle that describes a reading of a calamitous time, and a description of that in a set of keywords. The back face shows a magical girl from a mystical other realm (with art from the Touhou AI art bot) who represen two of those alchemical symbols and two of those key words.

The first turn of the game, you deal a number of these cards so their summoning circle faces are visible to the table, then deal each player a hand of magical girls, back-face-up. The deck is passed around from player to player, who get to do things to manage their hands, while they try and build a hand of cards that lets them ‘claim’ one of the quests as done.

That’s the game play experience, and cycle. I like that this needs no special components, and if it’s put in to a tuck box, it won’t need tons of setup. I also like that this prototype has room to develop: Each card could have a unique mechanical rule, a flavour or name joke, and the list of adjectives and alchemical symbols gives a lot of room for non-meaningful differentation.

Good idea, I like it, I did not get the time to order a prototype, but thanks to practice on Straight Outta Tucson, I have a tool available to me that can make turning this from ‘list of filenames’ to the actual cards very conveniently.

Dev diary follows!

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Prototype 22.09 — Lane Chase

Every month of 2022, I am trying, as part of both my PhD project and my all-purpose general game development, develop if not a whole game for game development, a project start, such that I can make playtest prototypes. This is a sort of report of the process throughout the month.



What I started with this month was this:

This little Y unit that creates, in a player space, and in the process created lanes.

I didn’t get much time to work on this prototype this month. Honestly, I didn’t really get any time — this project hit a wall early on because this month had other demands. I’m embarrassed by it but I’m also just admitting it. This month has to marking crushes and a pressure point on the non-fun bits of the PhD (you know, all the paperwork that is meant to build off this design).

But still, this idea yielded some thoughts.

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Prototype 22.08 — Switch Stances

Every month of 2022, I am trying, as part of both my PhD project and my all-purpose general game development, develop if not a whole game for game development, a project start, such that I can make playtest prototypes. This is a sort of report of the process throughout the month.


This month I got to the outline stage of designing a trick-taking game which is now firmly at the ‘make a prototype and see how it plays in person.’ And it’s about skateboarders, and I have a challenge now about aesthetic choices.

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Prototype 22.07 — Corner Hustle

Every month of 2022, I am trying, as part of both my PhD project and my all-purpose general game development, develop if not a whole game for game development, a project start, such that I can make playtest prototypes. This is a sort of report of the process throughout the month.


This month has been busy. Not in a fun way. Nonetheless, any work on an idea is work on the idea, so let’s talk about that.

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Prototype 22.06 — They Were Roommates

Every month of 2022, I am trying, as part of both my PhD project and my all-purpose general game development, develop if not a whole game for game development, a project start, such that I can make playtest prototypes. This is a sort of report of the process throughout the month.


They Were Roommates (temporary name, change this) is a game about getting all your bags in order and finding a solution – any solution – to getting a room where you can all spend the night for a con, even despite any inconveniences.

You ever go to a convention? A travel-from-your-home, get-a-hotel-room, spend-the-weekend, indulge-and-experience-and-relate kind of convention? In my experience, every con has sort of more or less the same kind of stuff, even if there’s an emphasis. You’ll find videogames at an anime con and anime at a gaming con, if you know where to look (usually near my table where I’m selling it). The general mish-mosh of interests mean that even at non-furry cons, there are some furries.

I started this month looking at some avatars for a game design that I kind of liked. After consideration though I jumped through some hoops and put that design onto a backburner (in part because I have some ideas for a different game using those pieces).

Image

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Prototype 22.05 — Monster Line

Every month of 2022, I am trying, as part of both my PhD project and my all-purpose general game development, develop if not a whole game for game development, a project start, such that I can make playtest prototypes. This is a sort of report of the process throughout the month.


It says a lot about the design this month that I’m looking at my mocked up preview cards from late in the month and quietly being annoyed that it’s going to take me a while to get a test print of this game delivered to my house to play around with it.

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Prototype 22.04 — House Advantage

Every month of 2022, I am trying, as part of both my PhD project and my all-purpose general game development, develop if not a whole game for game development, a project start, such that I can make playtest prototypes. This is a sort of report of the process throughout the month.


In 2016, I made a game playable with a deck of playing cards, a single session tabletop roleplaying game that was designed to get everyone in the experience of being a DM. I made it and did the graphics myself – these four pictures of the four types of character, Hitters, Fitters, Grifters and Lifters.

I’ve wanted to make a game based on this for a while now, something small, something that plays with pieces I didn’t get to play with for a while. I wanted to make a game you could slip into a little bag, which came with some tokens and some cards, and let you play out the fantasy of The Suits in a different way. Rather than telling a story, though, the idea this time around was something tactical, something about robbing a casino.

And something about poker.

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Prototype 22.03 — Sky Islands

Every month of 2022, I am trying, as part of both my PhD project and my all-purpose general game development, develop if not a whole game for game development, a project start, such that I can make playtest prototypes. This is a sort of report of the process throughout the month.


In January, I started late and didn’t get it done. In February, I had four game ideas. One of them became focal, and I spent some time this month actually making a physical prototype. My plan this month is to have something that at the end of the month can be treated as a thorough plan for not just a prototype, but a game that’s ready to go.

That proved very stressful, with the whole design write-up being week to week, and publishing just before the end of the month. Instead, I’m going to talk to you about what the idea is and focus on the core ideas, rather than on every step of the process.

Let me know if you prefer the week-to-week explanation or this style of simplified version.

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Prototype 22.02 — RA-Nime

Every month of 2022, I am trying, as part of both my PhD project and my all-purpose general game development, develop if not a whole game for game development, a project start, such that I can make playtest prototypes. This is a sort of report of the process throughout the month.


What game did I try to make this month?

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Prototype 22.01 — Adventure Town

Halfway through this month, I sat down with my supervisor and we discussed the idea of what this year is going to look like for the PhD. One of the things that we discussed was that large projects were slow and hard to move, and the material I had access to was harder to access thanks to the global shipping crisis. Services like Gamecrafter and DriveThruCards were unreliable, sometimes simply refusing to ship to Australia at all. Anyway, point is that I’m trying to make a print-and-play game each month this year.

But I decided this with ten days left in the month.

Hrm.

I was not going to get this done. Not properly done, not done in a way I’d be happy with. But I do have a game where the core idea of it is something I’ve been turning over and over in my head for years now in the idea of making a print-and-play game for the year.

Therefore, here, I am just going to provide an honest accounting of what I did, this month, to work on Adventure Town and how close it is to being complete.

Every month of 2022, I am trying, as part of both my PhD project and my all-purpose general game development, develop if not a whole game for game development, a project start, such that I can make playtest prototypes. This is a sort of report of the process throughout the month.


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