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Post by okumarts on Feb 5, 2011 19:39:01 GMT -9
Here is a sample game card I'm working on. Any critiques, questions or concerns would be greatly appreciated. I'm hoping to release similar cards with my paper minis next week.
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Post by Tommygun on Feb 5, 2011 20:40:53 GMT -9
Looks interesting. The card has enough info on it to give it some depth without looking too complex. If you make the card a sandwich fold, maybe you could write him a short bio to add a little background to him. I think it help to bring the characters to life.
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Post by Reivaj on Feb 6, 2011 5:22:37 GMT -9
It`s perfect like all the things you do, I love the shading on your images and minis. I looking foward for your futures minis
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Post by okumarts on Feb 6, 2011 5:53:31 GMT -9
Thanks Tommygun and Reivaj! I did some tweaking based on some feedback so here is 2.0. I think it's pretty much there.
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Post by okumarts on Feb 6, 2011 6:57:01 GMT -9
More tweaking...
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Post by nikloveland on Feb 6, 2011 7:28:23 GMT -9
You could play 'What different between these two pictures' .
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Post by okumarts on Feb 6, 2011 9:59:13 GMT -9
I think version 3 is the winner. I noticed that I accidentally changed the number of Wounds, but this is just a test for the cards and not a real card.
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Post by okumarts on Feb 14, 2011 19:48:53 GMT -9
I just finished up a weekend of playtesting and I think the basic rules set is about 90% there. That means I can start on the character cards for the figure sets and get the figure sets out the door. I still want a bit more fine tuning of the basic rules set, but I think I'm almost there. I'm just trying to figure out pricing. The core rules set/ game engine will be a free download. It will be genre neutral and a straight mini skirmish game system. The figure boosters will have 12 paper minis and character cards with game stats. There will also be a 1-2 page "fluff" resource to help flesh out the factions and characters. I'm thinking of making these 3 dollars. The genre sets will have 6 paper minis and game cards and will have a 10-15 page book of background, new rules and fluff. I'm thinking about 5 dollars for these sets. Also, I'm thinking of releasing "playsets" which are sort of module books that would focus on specific encounters. They would have 6-8 minis and have a 5-6 page book of scenarios, game material and fluff. These would be 3 dollars as well. It's ambitious, but I was a lazy slob last year and I'm trying to make up for it. Any feedback or suggestions on this plan?
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Post by okumarts on Feb 20, 2011 7:20:40 GMT -9
Genre question for everyone. There will be a dozen free minis released with the free core rules. What three possible game genres would you like to see included in this first set?
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Post by gilius on Feb 20, 2011 8:36:59 GMT -9
Genre question for everyone. There will be a dozen free minis released with the free core rules. What three possible game genres would you like to see included in this first set? Personally I think I can't get enough post-apocalyptic (of the non-serious type with mutations and other wacky stuff). Maybe it's because of the various interpretations that come out by different people. Besides that, "science fantasy" like that of Japanese RPGs (you know, Final Fantasy for instance) mixing magic, tech and powerful melee weapons so that skirmishes can go different ways instead of being mostly shooty or melee only. Although, thinking about it now, wacky post-apoc and this one wouldn't be that far apart from a game system perspective. Lastly, I'd say modern/near future. Like that old computer game "Syndicate".
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Post by Parduz on Feb 20, 2011 9:16:22 GMT -9
Dunno if the game support it, I'd like so much modern urban warfare. Think at Black Hawk Down movie and you got what i mean. There's nothing around of this genre.
Then, i don't like so much horror and "weird-whatever" settings, but a zombie survival game could be nice. Sure, it's a well beaten horse.
Just to throw an idea, a setting that young kids can play without anyone dies could have some value (think at the splatball game by Oversoul) so like Gorillas throwing to each other bananas, ananas and chimps.
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Post by okumarts on Feb 20, 2011 14:27:04 GMT -9
Hmm.. these are cool suggestions. After some consideration today I'm thinking something Modern Urban, Steampunk/Western and maybe something martial artsy?
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Post by Parduz on Feb 20, 2011 16:15:18 GMT -9
Does not martial artist genre limit the "weapon choice"?.... Anyway that's another genre that i don't like too much.... but i'm just me. Did'nt think at Western. I'd like it more "pure" than steampunk and weird, but it may be cool. Also, it is not so much common, for what i know. If you can manage to make the steampunk part "detachable" from it (so who want only classic wester may play it anyway) it would be cool. Anyway, i reiterate my vote for modern urban (also SWAT theme could be good).
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Post by josedominguez on Feb 21, 2011 3:28:26 GMT -9
How about western with a wierd expansion? Or modern SWAT with a horror/zombie expansion?
Martial arts could be great if you used a Manga setting that matches your style... lots of martial arts mechanics with a mix of modern waeaponry thrown into it.
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Post by okumarts on Feb 21, 2011 8:43:04 GMT -9
OK, here is a sample revised card. The old ones were too difficult to keep track of what the figure could do in combat when I was playtesting. I realize the info along the bottom should be better centered and stuff... I moved the cost up to below the faction logo in the top right and included the faction ability description in the card body. The point cost is inaccurate and is only included to get an eye for where things will go. I don't think I'm forgetting anything. This is sort of the limit of what a hero could do without expanding to a double-sized card most often used for superhero level figures. Hmmm... superhero skirmish rules... that might be what I need to use all those old heroclix collecting dust in my studio. Again, feedback would be so very helpful. This has really been slowing down my release schedule.
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Post by Parduz on Feb 21, 2011 11:38:32 GMT -9
Well, other that i'd like more the abilities name in bold, i see nothing wrong. What's the meaning of the "*" on each voice?
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Post by Vermin King on Feb 21, 2011 15:09:43 GMT -9
I believe he is just marking them as bullet points under the main categories of Talents and Foibles
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Post by okumarts on Aug 5, 2011 17:47:35 GMT -9
OK, this is back on track after several months (well, years really) of playtesting I'm finalizing the Beta rules. This will be a free release so I am including a quick outline right now as I am shuffling information and trying to make it all fit into a relatively small game.
Okumarts Skirmish System Page 1 Cover (Silly) Page 2 Credits/Titlepage Page 3 Introduction What is this game? Page 4 What you will need. The Figure Bases Page 5 Game Statistics Elements of the Game Card Page 6 Stats Ability Wounds Class Talents Powers Page 7 Threat Level Page 8 Ability Checks Page 9 The Game Turn Activation Page 10 Activation Chart Page 11 Movement Page 12 Attacking Page 13 Ranged Attacks Page 14 Close Combat Breaking Away Page 15 Combat Maneuvers Page 16 Damage Resolution Page 17 Armour and Weapon Grades Special Effects and Conditions Page 18 Criticals, Snake Eyes and Boxcars Page 19 Sample Skirmish Page 20 Threat Levels Page 21 Talents Page 22 Talents Page 23 Talents Page 24 Foibles Page 25 Gear Page 26 Gear Page 27 Powers Page 28 Powers Page 29 Vehicles and Horses Page 30 Flying Movement Page 31 Breaking Things Page 32 Environmental Hazards Page 33 The Skirmish Game Setting up the game Page 34 Sample Scenarios Page 35 Final Notes
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Post by okumarts on Aug 6, 2011 9:42:57 GMT -9
I should have a playtest beta ready to go by the end of the weekend. It will be rough, but it's a beta test version!
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Post by kiladecus on Aug 6, 2011 17:29:09 GMT -9
Actually Tommygun has an excellent idea to add flavor text to the "back" of the card and to add stability... however, I choose to leave the back of the card as a... well, a back, much like that of a traditional playing card, with the game name and logo on it. Sure you are passing up a great deal of real estate, but some games (most of the ones I design) rely on drawing a card to see what you are about to encounter. This works really well if you have "blank" cards, too. It is nice to expect to see a zombie Lord only to walk into an empty alley... Just my thoughts... not sure what you have planned, so I am offering my suggestions blindly. Feel free to follow everyone else's example and ignore my posted suggestions!
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Post by okumarts on Aug 6, 2011 19:13:26 GMT -9
I just finished a playtest and I think I sorted out the damage system to account for archaic, ballistic and combat level weapons. It 'seems' to make sense. I will have to play it a few more times before I can settle on the wording. Beyond that it will be a "how to construct a unit" section and then the overall editing, then I will release it for general playtesing. This will ultimately be a free system when all is said and done. I liked how Heroclix used to release the rulebook online. I thought that was a good idea. I may sell print on demand versions. We'll see. I want to get beyond the playtest stage before I start thinking THAT far down the road.
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Post by okumarts on Aug 6, 2011 19:16:35 GMT -9
Kiladecus, I think I'm going to be including the cards with the new mini sets. I will be releasing free sets of game stats for all sets or paper minis currently released. I will then retrofit the existing sets so they have game cards. I am kind of jazzed about this and just wish I could write and draw faster to keep up with all my ideas.
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Post by Floyd on Aug 9, 2011 5:24:33 GMT -9
I am really liking this. Your art/figures look really nice in this design.
How big are these cards going to be? If they are anywhere near CCG size...All the small type for talents and gear may be hard to read. Consider possibly a generic sheet for power reference or make the type as larger as possible. Condense some of it where possible.
Aesthetically(my opinions)
• fill that header space with his name "Monster Hunter". Keep HERO smaller just as you have it. • Italicize the flavor text
Looking real nice!
~Floyd
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Post by kiladecus on Aug 14, 2011 12:52:05 GMT -9
Well, being a long time follower of CCG's like MTG, and so forth, I like how they have the name of the skill right on the card, and a discription. Them again, their phrases are like "Add +1/+1" and that kinda thing.
HeroClix (and originally Mage Knight) have the dials with the colors on them (and once they added the cards, have them listed there). That really helped out because yellow squares fade in time, the black and the grey were confusing, as well as the red and orange. (Actually, Dave Graffam combated this BRILLIANTLY by not only using different colors, but also using different shapes to signify different skills or abilities).
Ok... I guess what I am getting at is this: have a Master Skills (whatever) list that breaks down the ability in SPECIFIC games terms, but on the card, either but JUST the name of the ability, or the name and a BREIF discription of what it does or affects the game. If someone is STILL unclear after reading the brief description, they can refer to the Master Skills List and read it in further detail.
Once again, just throwing that out there. You can free up more space on the card and eliminate having your players go blind from small print! Just a thought...
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Post by okumarts on Aug 14, 2011 18:14:27 GMT -9
Kiladecus, that's a good idea about the Mage Knight/Heroclix approach for a master Talent list. Floyd, that's a good point about the text size. I have many middle-aged gaming friends who can barely read game books. Thanks for the input. Right now I'm developing the basic rules engine. I think I have it sorted out, I just need to write it in an economical manner that people can understand. This is quite the challenge, but I think I'm up to it.
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Post by kiladecus on Aug 18, 2011 5:33:54 GMT -9
Dude! I haven't seen ANY challenge that you weren't up to! But, maybe that is just me!
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Post by josedominguez on Aug 18, 2011 13:04:16 GMT -9
Or, do what Battlore does.... new special rules have their own card, you just collect the ones you need and put them in a collectible card display sheet (the ones with nine pockets on an A4 page. The rule book evolves as you add extra models.
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Post by okumarts on Sept 20, 2011 16:18:10 GMT -9
OK, it's just about time to start posting on here. I've done some playtesting, research, more playtesting, soul-searching, writing, more playtesting and now some more writing. I think the system is getting there, but I am getting bogged down on how to present it. I think I may just release a raw pdf and go for it and then start tidying it up. It would be great to get lots of fresh eyes looking at this then go back and make some necessary changes.
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Post by Parduz on Sept 21, 2011 0:18:42 GMT -9
It would be great to get lots of fresh eyes looking at this then go back and make some necessary changes. Mine are ready
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Post by kiladecus on Sept 21, 2011 2:33:36 GMT -9
Mine, too. The only thing about me is I tend to have my own thoughts and opinions (just ask Sammo, he wanted me to playtest his game, and I ended up making a plethora of suggestions...) I really am not sure I was THAT helpful... Oh well, i am sure ANY feedback would be welcomed... right?
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