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Post by Dave on Mar 16, 2011 21:59:34 GMT -9
Cabo, Parduz, Sharanac and Wonderboy, check your personal messages.
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Post by sharanac on Mar 17, 2011 0:08:06 GMT -9
Thanks, cards are in print 
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cabo
Apprentice
 
Posts: 39
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Post by cabo on Mar 17, 2011 4:21:23 GMT -9
downloading now... thanks
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Post by wonderboy on Mar 17, 2011 8:10:56 GMT -9
Thanks Dave.
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Post by Dave on Mar 17, 2011 19:09:12 GMT -9
I think the last "big" change I'm going to make will be with the One Last Jobs.
I'll probably change this to "Final Contract" and, instead of running three contracts in a row, it'll be just one very tough contract. I'm thinking about writing 6 Final Contract cards, and you can choose any of them when you have your 4 mercenaries in your stable.
Some of these contracts will have eligibility requirements. For example, if you are both a criminal and a betrayer you'll probably have to choose the "Permanent Exile" final contract.
It should be pretty easy to introduce this aspect to the game, since it just means printing another sheet of cards. I don't want to make you playtesters print the whole set of cards again.
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Post by Dave on Mar 17, 2011 20:36:34 GMT -9
I'm setting up the rulebook now -- the real rulebook. It's going to be very short on artwork, so I'm looking around for public domain stuff that might work. Most of the free clip art that I've found is pretty weak. I might have to invest in one decent illustration to really sell the game.
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Post by Dave on Mar 21, 2011 9:11:08 GMT -9
In between Photoshop sessions on my wagon model, I've been working on the Final Contract (formerly One Last Job) cards and new (simpler) rules.
I have five Final Contracts, each corresponding to the Royal, Rustic, Trader, Criminal and Revenge contract types.
When you commit to taking your final contract, you'll shuffle these cards and draw one at random. You may reject a final contract for 5 gold.
These contracts should be pretty tough, so I'll need to test them out with different combinations of mercenaries. Once I get this part of the game sorted out, I think I'll be ready to move into final production and get this into the shop.
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Post by Dave on Mar 23, 2011 9:58:57 GMT -9
I've finished the Final Contract cards (six of them), the Scapegoat encounter and two new contracts.
So this is playtest version 1.6. No major rules changes, other than how you go about selecting your Final Contract.
Playtesters, let me know if you're still out there and I'll send these over. I really just need some testing of the Final Contracts. You don't need to run an entire career to get there -- just pick four mercenaries and run them. You should also add one or two tactics, just to see what happens.
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Post by sharanac on Mar 23, 2011 11:05:08 GMT -9
I am in!
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Post by sharanac on Mar 23, 2011 11:57:04 GMT -9
Dave, the cards you sent to me are the wrong one. I downloaded sheet with encounter cards instead of expected final contracts.
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Post by Dave on Mar 23, 2011 12:32:46 GMT -9
Should be fixed now.
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Post by Parduz on Mar 23, 2011 13:22:49 GMT -9
I've been very busy, so i still have to print 1.5.... if you agree, i'd be still in 
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Post by Dave on Mar 23, 2011 14:58:40 GMT -9
Parduz, sending you a PM with the new files right now. Just add the new sheet of cards to v1.5.
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Post by Dave on Mar 24, 2011 10:32:26 GMT -9
I've added some artwork to about two-thirds of the opposition cards. They're just simple silhouettes, but that little bit of visual information helps a lot.
Today I'll be looking through the galleries and portfolios of the illustrators who took an interest in my open call. I'll pick one today and hopefully get some character art within a week.
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Post by Dave on Mar 27, 2011 8:30:02 GMT -9
Most of the Opposition card art is done. Maybe all of it.
I've decided to remove any mentions of alchemy from the game, at least for now. I'd been treating it as a sort of technology, rather than magic, but I think I'm going to avoid any sort of supernatural or steampunk elements at this stage.
I'm going to make a couple of small changes with the Opposition cards -- probably removing the Spotter and Alchemist and either replacing them with new cards, or duplicating a couple of others.
Today I might start on the color versions of the cards.
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Post by Dave on Mar 27, 2011 12:15:09 GMT -9
Discovered that I'd written "shadowrun" on the Shadowman card. teh lulz. I've just gotten in the first two character portraits for the mercenary cards -- and I think they're awesome.
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Post by Vermin King on Mar 27, 2011 16:45:09 GMT -9
Looking good. How many will you need total?
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Post by onemonkeybeau on Mar 27, 2011 17:06:16 GMT -9
Ummm yeah...those ROCK!  Great artwork! Post more when you've got 'em! onemonkeybeau
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Post by Dave on Mar 27, 2011 17:23:49 GMT -9
Looking good. How many will you need total? There are 12 mercenaries in all. Andres should be done with them in a week or two.
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Post by Dave on Mar 28, 2011 0:05:57 GMT -9
Here's what I've come up with for the color version of the Opposition cards. Do they look okay? Would you change anything? 
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Post by sharanac on Mar 28, 2011 0:51:44 GMT -9
Perfect! I really like them!
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Post by Parduz on Mar 28, 2011 1:15:20 GMT -9
The portraits are great! Really. Here's what I've come up with for the color version of the Opposition cards. Do they look okay? Would you change anything? They are good. I feel blood stains more suited for a zombie theme than for this. Mid-eastern/arabian/turkish art have very distinctive and original traits (thinking at carpets decos, "fabulous" cupolas, the moon and the star symbol... even just a palm silhouette can make you think to desert and oasis)... there's any one of them that can become the background of the opposition cards?
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Post by Dave on Mar 28, 2011 1:47:34 GMT -9
I feel blood stains more suited for a zombie theme than for this. Mid-eastern/arabian/turkish art have very distinctive and original traits (thinking at carpets decos, "fabulous" cupolas, the moon and the star symbol... even just a palm silhouette can make you think to desert and oasis)... there's any one of them that can become the background of the opposition cards? The sorts of designs you mentioned -- palm trees, mosaics, cupolas -- I think they will work better on the Contracts, Encounter, Final Contract and Settlement cards. I can put these in the background as light gray images, with the text running over the top of it. I only plan to use the blood spatters for the Opposition cards -- and since they are out to kill you, I don't mind borrowing a little bit of that zombie game aesthetic.
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Post by gilius on Mar 28, 2011 3:21:05 GMT -9
Great cards. Very readable and good color scheme. Regarding the blood, card games usually define some "templates" to help identifying different card types, so I'd ask if it would be better to have all opposition cards with the same pattern of blood splats.
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Post by Dave on Mar 28, 2011 3:59:26 GMT -9
Great cards. Very readable and good color scheme. Regarding the blood, card games usually define some "templates" to help identifying different card types, so I'd ask if it would be better to have all opposition cards with the same pattern of blood splats. The opposition cards are smaller than the other cards, so no one's going to get confused about that. Opposition cards are the only ones with blood spatter on them -- so that's a unique identifier, too, even if the patterns vary. I'm only using two different blood splatter patterns -- one for opposition cards with the "move" icon in the lower left corner, and one for opposition cards without. Cards without the "move" icon really need something to fill up that space (bloooood) -- while cards with the "move" icon need that space to be clear so the icon is readable.
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cabo
Apprentice
 
Posts: 39
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Post by cabo on Mar 28, 2011 4:20:50 GMT -9
Love both the new art work and the new color version of the opposition cards. Using the blood spatter to help identify the card type would really work for me. As a picture based person, I find the layout is very clear.
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Post by Dave on Mar 28, 2011 13:06:20 GMT -9
Sharanac, the playtester's forum is having server troubles, but I know you check this forum so I'll post my response here:
Juice of Joraa can't be used by mercenaries in your stable -- only freelancers. (My reasoning is that, in order to get a steady job, you have to stay relatively sober.) So that tactic card wouldn't be available for any Final Contract.
I'll add a note to the card text to make sure this is clear.
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Post by sharanac on Mar 28, 2011 23:00:06 GMT -9
Missed that  It is not necessary to use it, just makes things easier. For Heist Distraction is important tactics... Any way, I still recommend 5 position cards for this mission
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Post by Dave on Mar 29, 2011 11:16:49 GMT -9
Then 5 it shall be!
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Post by Dave on Mar 29, 2011 19:43:54 GMT -9
Mercenary cards. Any good? 
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