|
Post by Harkovast on Jan 11, 2016 18:58:03 GMT
When Red Ned first got working on a Harkovast card game, he wrote out stats for Darsai and Tsung-Dao on sheets of paper to plan out what would be involved in each deck. While having a tidy up he found these original sheets so I thought it would be fun to show how the game has grown out of such humble origins. Interestingly one of the stats started as politics. The F next to some of them refers to formations, the original name for regiments. They were also called companies at one point (but that started with the same letter as champions so we changed it!) There aren't names to go with each character and this stage and there CERTAINLY wasn't any art. But this was the original plan use to make the cards for the first game of it. Pretty nifty. It's amazing what you can find if you do a little digging. What a scoop!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 11, 2016 23:57:18 GMT
Humble beginnings.
It's neat to see that you just jotted it down on paper to begin working it out. I guess that makes sense because a card game like this is based around numbers/stats to a degree. I would have no idea where to begin, personally.
|
|
|
Post by Harkovast on Jan 11, 2016 23:59:41 GMT
Red Ned explained it to me the other day that you have to just throw things down on paper, make something (however rough or unfinished) just so you have something made that you can use and build on. Anyone can theories and talk about ideas all day, but you have to just hammer it down in order to make it something.
|
|
|
Post by RED_NED on Jan 12, 2016 0:22:16 GMT
Looks like the scribblings of a mad man!
The very first playtest session used cards from other games (with wonderful things such as "ignore all the text on these cards", "we'll just use Magic: The Gathering timing rules" and "play these cards as if you had infinite money")
The game was so barebones it was crazy, but we had tons of fun. It was 8 hours in (yes, for one game) before we realised that no one had won yet, because it was a bit too hard to win before the other players dragged you down.
After that prototype game I wrote down those pages and printed off playtest cards for the whole game, throwing out loads of stuff that didn't work. (the original prototype session had a deck of items that you could buy for people!)
After the first 'real' playtest game we threw half of the cards straight in the bin because they broke the game. Also at this stage, the game was literally just going to be Darsai vs Tsung-Dao, because they were the only factions I thought would actually have enough art from the comic to use!
90% of the stuff you make for the first few versions of your game won't work or will need changing, but you learn as much by what doesn't work in a game as you do by what does. Having challenges that let you steal your opponent's units was a bad idea for example, that lasted one game before being taken out.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 12, 2016 1:08:51 GMT
The process sounds really interesting. I guess having a lot of chances to test out changes really helps refine the game it seems.
|
|