Reluctant Pirate Games 2.0

Before I begin this post in earnest, I’m going to quickly point out that the Game Crafter has published the list of Map Builder Design Challenge entries, and it is extensive and intimidating. You can check them out here.

So, Reluctant Pirate Games 2.0. An ambitious title befitting an ambitious time. Let me start with a sad, sad picture.

TGC_Fail

When the Game Crafter updated their website, all old games had to be updated or else they would be un-published. Because at the time I was not updating my website or really doing much of anything, I just let it happen. When I finally went back to the site to check it out, this sad state of affairs greeted me. That “Need help?” button suddenly seemed like it was mocking me. Not only had my successful games become unpublished, but I realized how many games I recently made that never actually got finished. What’s more, it reminded me that all of the my old games could use revisiting. With that in mind, I am launching this campaign. By the end (whenever that is) I will have updated or completed every game on this list. To keep it interesting, I’m going to tackle them in pairs. The first pairing is, fittingly, Manic Mechanics and Satellite Salvo. My first two games, possibly my best, and two incredibly lame alliterations. Can’t wait.

Although I’ve done some text-based work on Satellite Salvo in the past few days, most of my time since Terra Neo ended has been spent going over Manic Mechanics. Tonight I actually sent out a survey to all of my collaborators to ask them what they thought of the potential changes. Let me lay these changes out for you.

layoutCompare

First, I want to tweak the card layout and appearance. Like an idiot I put the old card on the right, because I hate intuitive graphics. But either way, you can see the differences are small. Still, any change could be trouble, so I thought I would ask. This card also has a slight change in effect, but that’s not really part of the survey.

symbolScribble

I’m also thinking about punching up the artwork with a scribble effect. I’ve made some cards that integrate this fill into the vehicles, but I’m even less optimistic about that idea. Either way, it’s a really simple Illustrator command that produces this, so I’m not worried about big changes meaning big piles of work.

newVehicles

Also, I’m totally changing one of the vehicles (Scorpedo used to be called Warpedo, and it did something totally different) and possibly adding a bizarre wild-card vehicle. It’s called Multiball. Get it? Like “multiple,” but referring to the roundness? I’ll see myself out…

The last two things I have to do are without a doubt the most difficult. One is to fix the boards, which is something I have tried to do repeatedly over the past few years. Every time I try to edit them, I realize that I am as stumped as I was the day I first drew them. The other big problem is the rules. Between these two things I may have actually won the first Game Crafter contest. But I didn’t because the board was ugly and the rules were incomprehensible. So that’s going to be an adventure, especially since I have decided to use this project to teach myself InDesign. Hooray…

What this means for my website is that I will finally have stuff to post again. I will be working on these two games continuously over the next  few weeks, with my tentative deadline being Easter. That way I can celebrate by eating donuts again after the horror of a gluten-free Lent. If my posts get increasingly angry until then, that’s why. Let’s hope not.

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One Comment on “Reluctant Pirate Games 2.0”

  1. Scar-Joe says:

    My biggest critique of the board is that it just looks so barren. Manic Mechanics feels like a game that would have a hilariously large and fervent audience watching the race, so I think the board wants a high level of activity. This isn’t quite right, but here’s some inspiration:


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