I’m typing this at about 10 the night that Terra Neo is due. Alex and I are doing final touches and going over the shop page in preparation for the submission. But, while I have a few minutes, I figured I’d starting writing up the second development post for this game. Last time we left our heroes as they exited Prototype Forest and headed towards the Fortress of Final Graphics.
Yeah, the cloud guy got even more awesome, if that’s even possible. This is why I always outsource the creation of soft things. Some people really have the touch, and I am not one of those people. Either way, there are 3 more, equally cool gods in the game, but I can’t show everything now, can I? Next up was the color scheme. As always, we turned to our friend Morgan, whose graphic skills have transformed our games in the past. Let’s see what he did with this one.
And it’s not just that these colors are better. There’s a unity that comes from his approach. For instance, I just chose colors that I needed and I thought looked ok. Morgan reference sanskrit cave paintings to find earthtones and natural pigments that were geographically similar. Let that sink in. While you do, take a look at the thing that I actually did without anyone’s (direct) help.
Unfortunately, there was just too much between the prototype art that the final art to actually go into it. Needless to say, shit got real. The resonance went from awkward outer coloring to an overlaid pattern of circles in 3 different scales. The land types below that became highly graphic representations of geography instead of bad drawings. All in all, really fun stuff. The last thing we did was update the upgrades. I don’t really have a good picture of this process, since it was mostly just a color shift, so instead here’s a few of the cards in a little gallery.
Anyway, I really shouldn’t be writing this when we’re right up against the deadline. But I wanted to officially put this whole process up, and here it is. I will hold off on an official “Publish” announcement until Alex and I have it in our hands, so any more news will have to wait until then. In the meantime, I’m going to take the weekend off from this kind of stuff, and early next week I will start detailing the upcoming rebirth of Reluctant Pirate Games. Hooray!
If you look to the right, you will see that the Game Crafter just announced the finalists for the Mashup Contest. Though Satellite Salvo did not make it into the top three, which will be printed and judged, it only just barely missed the cut-off, meaning I effectively tied for fourth. Again. But all in all, for one of the quickest development periods I have had, really respectable. Also, my friend Alex is in the finals! I am excited to see if he wins.
In other news, I have been neglecting to post, despite the fact that a lot has happened in the last two weeks. Shima has reached a playable level, and a damn good one at that. Unfortunately, I did not take the pictures of the play-test with my own camera, and I completely forgot to get the pictures from the play-tester before he flew back to DC. In lieu of the nice set of pictures, here’s a the most current board. I’ll try and explain some of what you see below.
BAM (again)! The board has changed very little, but at the same time, quite a bit. The old board had gameplay implications that it didn’t need too. This board, with the each player’s area broken into large bands instead of small plots, is truer to how the game works. The new central “clock” shows the seasons and the months within them. Each “turn” represents one piece of a season, and by pure coincidence it works out to be twelve.
I will post much, much more soon, but I would really like to have the pictures before I launch into a full-bore explanation.
Oh man, check it out. Some rough cover art for Satellite Salvo. The good news is that the game itself is completed. The rules are almost done, so the print and play version will actually be available next week. But there is some bad(ish) news: Gathering has been abandoned. The art was looking ok, but the cards made very little sense, and the gameplay was clearly not going to work. And because it was created for the Mashup Contest, I have very little reason to continue with the idea. The next game is a bit up in the air at this point, but I’ll post something about the next production soon.