Finger Painting, 2013 Style

dollface_3

Not long ago I was fishing around to find artists for Playthings. I got a number of responses and to those people I say a hearty thank you and I hope to have my act together soon so we can get this party started.
In the meantime my lovely wife, Beth, asked me why I couldn’t just do the art myself. I scoffed at the idea originally thinking that she gave me way too much credit in the art department, but as my knee-jerk reaction slowly gave way to curiosity I decided to give it a go. To the artists that responded to my prior query, fear not, for in the end I want professionals handling the art, but I was surprised to find that my work came out better than I expected.

Just for funsies (and because I have the image versions to do it) I’ll take you through my process. I opted to try out an image editing app on my tablet, SketchBookX, to do the work. I started out using a stylus, but eventually I ditched that and just used my finger. That’s right, I was finger painting. Deal with it. Anyway, I began by doing a rough body position in blue.

image

This just served to give me a basic frame from which to work. To be honest, up to this point I didn’t know what I was drawing, I just started out with a human figure because I know how to do that, and the position is a weird one because I just wanted to try something out of the ordinary. Having sketched this much I decided to draw a doll. I was originally was thinking of a Barbie type doll, but the design morphed over time. You’ll see what I mean. Using this framework I soon fleshed out the rest of the body, making sure to add where the joints of the doll would be. I even experimented a bit with shading, but soon decided that it was way too soon for that.

image

I made the choice to try to make a lanky, somewhat awkward character. I think the pose works all right for that, but with the human-like proportions it still seemed too graceful. I needed it to feel more off-kilter It was at this point that I decided a more exaggerated proportion would be better.

image

It didn’t take much, just a larger head and feet did the trick, but I was tired of the poor girl being naked, so I started sketching out some clothes. Also, her head was a bit too disturbing without hair. I wanted it to be vaguely creepy, but the bald head was too much, so I started to work on a hair style as well. After toying around with a few different hair styles I had the basic look I wanted.image

I experimented with giving her some striped tights ala Sally in Nightmare Before Christmas, but I didn’t feel it was working, so I ditched it. Overall I was happy with it, I just needed to take care of some small details. I eventually ended up with this:image

This is the finished (as much as these things ever are) picture. (I haven’t given her a name yet. Maybe you can help me out with that.) The last item, I admit, was not done on my tablet. Due to the limitations of the app I couldn’t put a shadow behind her, so I exported the image and finished it in PhotoShop. But everything else, even the shading on the doll, was done on my tablet.

As I said, the artists I spoke with are in no danger of losing my business. However, having done this I may be confident enough to include a few of my own images in the game. And who knows, maybe having this might give my artists a better idea of the feel I’m going for.

Tagged with:
Posted in Game Design, Publishing

All Work And No Play Makes Matt A Dull Boy

I’m of the opinion that when it comes to writing a game book, producing something is better than producing nothing. I have sections of the rules that need to be addressed, but I haven’t been able to get myself to focus on them. So instead of trying to force myself to work on that, I decided to allow myself to do something more fun; to work on something that will rekindle my interest in the project; to create something that may not be as crucial, but is still necessary to the final product. In short, I decided instead of writing rules, I would write some fiction.

For those not familiar with RPGs (role playing games), they typically do not come in a box like other consumer games. When you buy an RPG you buy a book that includes a set of rules – a framework, basically – for creating characters and role playing in different scenarios. In addition, and more important than you may think, the books typically include art and fiction to set the mood for, and fire the imaginations of, the players. So yes, I need to finish the text for the rules, but I do also need some fiction, so it isn’t like this was a waste of time.

It’s been a long time since I tried my hand at writing fiction. Turns out just like any other skill, if you don’t use it you get rusty. Getting started took me a while, but after struggling through the first half I started to find a rhythm and it started to flow a little better. The piece needs to be cleaned up a bit, but overall I’m happy with the outcome. See what you think.

*      *      *

Sam cautiously peeked around the corner. When he was satisfied that there was no movement in the darkened hallway he dashed across and took refuge behind the base of a floor lamp. He glanced this way, then that, and then beckoned to a figure back at the doorway.

A small, pale blue car bolted out of the bedroom and streaked toward Sam. When it reached him it quickly unfolded into a robotic form and took its place alongside him.

“Is this really necessary?” asked the robot, mimicking Sam’s cautious examination of the hallway, “The family is out of the house for the day. Who’s going to see us?”

“I’m not worried about the family, Bug” Sam growled back, “I’m worried about Sweety.

Bug visibly stiffened at the name. “D- Do you think they left him out of his crate?” he stammered in a whisper, “They normally keep him locked up.”

“They were in a hurry to get out of the house this morning and I don’t recall hearing the crate door latch.”

Once again Sam dashed across the hallway, this time taking refuge behind the stairwell bannister. Bug waited, alone in the dark behind the lamp, his joints quietly rattling as he waited for the signal. The shadows around him seemed to deepen and press in as the seconds ticked by. All was still by the bannister.

“Whatcha doin’?” Bug jumped at the voice suddenly behind him and let slip a high pitched squeak. He spun around and found himself face to face with a large, worn, plush bunny with droopy ears. “Sorry, didn’t mean to startle you” the bunny said apologetically.

“Shhhhh!” Bug said waving his arms frantically as if he could swat the sound away. “Quiet Flopsie!” he hissed, “Can’t you see we’re in the middle of a mission?”

“Oh!” said Flopsie, his ears perking up a bit, “What’s the mission?”

Emboldened by Flopsie’s interest, Bug straightened up, smiled, and puffed out his metallic chest importantly. “Well, if you must know,” he said, clearly enjoying having an audience, “Alex couldn’t find his blankie this morning and he was really upset, so we’re going to find it and bring it back so he’ll have it when he gets home tonight.”

“Isn’t that dangerous with Sweety out of her crate?” said Flopsie looking behind Bug.

“Well,” Bug continued taking no notice, “when you’re a trusted member of the Room Guard like I am, you can’t let fear rule you. You have to be ready to lay down your parts for the good of the room.”

Suddenly a clear, viscous fluid landed with a splat on Bug’s shoulder and oozed down his arm. He instinctively inspected it with his other hand and his face twisted in disgust as he pulled it back and found slimy strands of drool draped between his shoulder and fingers.

“Aw, gross!” he exclaimed, but then he froze as the realization slowly washed over him. Flopsie, he noticed, was staring wide-eyed just behind and above him. Slowly Bug turned his head only to be greeted by a massive set of schnauzer jaws. “H- Hi, S- Sweety,” he stammered, “We were just t- talking about you…”

*      *      *

Yes, that’s where I’m leaving it. As I said, these pieces are here to help fuel the players’ imaginations, so I want to leave them wanting more. I want them to think about how the story might continue. But, of course, I’m less than objective. So, do you think it works?

Posted in Game Design

Round and Round

It’s really true that everything old is new again. I happened upon a news article on TabletopGamingNews.com regarding a new game coming from Fantasy Flight called Warhammer: Diskwars:

In August, we announced the upcoming release of Warhammer: Diskwars. This ferocious, fast-paced tabletop wargame allows two to four players to contest tumultuous battles with some of the Old World’s mightiest heroes and most iconic units.

Sounds like it could be fun, right? Here’s an image of said game:

Warhammer: Diskwars

Colorful circles o’ war game fun!

But wait… These seem awfully familiar. Does anybody remember Clout Fantasy? Here’s a little reminder:

Clout Fantasy

Holy crap! It’s been done before!

Yes, I believe the two bear a striking resemblance. Don’t get me wrong, I’m all for breathing new life into an old game. It’s just in this case it’s not exactly an old game; it’s only been eight years since Clout made its debut. This just feels a bit like picking the corpse before it’s cold.

Posted in Game Design, Game Industry

Kickstarter: Quality Over Quantity

I’ve been watching Kickstarter.com for a long time. I like to think of myself as having taken part in Kickstarters “before Kickstarters were cool.” It’s a great way for small start-ups who wouldn’t normally get a chance to break into the market to bring their ideas to fruition, which I believe is good for the industry as a whole. More games means more healthy competition, and an influx in creative ideas breeds even more and better ideas going forward.

In the past couple years I have backed a number of projects on Kickstarter and it’s normally the same shtick. There are a couple lower levels that get you very little, usually not even the game. Then there are mid levels where you get the game plus an increasing number of bonus items. Then often times you will see packages intended for store owners to get multiple copies of the game at a discount. Finally you have the stupid expensive levels that frequently pimp out the designers and artists in some capacity. And all along the way as different milestones are reached new Add-ons are unlocked. This normally means that they’ll “let” you buy additional “exclusive” items if you’re willing to give them more cash.

This is all fine. I like feeling like I’m helping a project. I even like getting access to “exclusive” stuff. I’m a sucker like that. But what I would love to see some Kickstarter campaigns try is to start out with a humble goal and as different financial milestones are met increase the quality of the project itself. For example, start out with a black and white paperback game book on pulp stock. Then you move up to a brighter, glossy stock. Then you move up to targeted spot color throughout the book. Then you move up to a hardcover book. Finally you move up to full color. I think this would give backers even more of a sense of helping to build the project because backer dollars are directly affecting the quality of the end product.

Now maybe I’m wrong. Maybe people are more interested in the freebies they can get, but it seems to me that people back projects because they want that project to be made. (At least I do.) And I feel like, given the opportunity, backers would prefer more focus on the core project than on add-on trinkets.

Posted in Game Design, Game Industry

More Free Time Please

I’m not sure why it is, but it seems everything takes precedence over my hobbies. This isn’t new, I’ve bitched about it for years, but it has returned to the spotlight recently as I’ve wanted to get things restarted here.

I mean, I get it. My game designing is a hobby, so it gets nudged off of the stage by any work or family issues. It’s a matter of too little time to get done what needs to be done vs. what I want to do. Still, I feel like there should be more of a balance. Even just a little bit more ‘me’ time might make the difference. Instead I have to squirrel away time when I should be working or doing something around the house, which makes me feel guilty.

I know other people manage to do this successfully, and I would love to know how. Do they simply have fewer demands on them? Do they manage to get things done faster, thereby freeing up more time for themselves? Is it that they are just more selfish and forceful and claim a larger chunk of time for themselves? I really don’t know. Whatever it is, I’m rubbish at it.

Needless to say I have no new updates on what I’ve accomplished. Real life keeps throwing a wrench into the works. Maybe another week will see some sort of momentum. Here’s hoping… Again…

Posted in Game Design

New Digs

I’ve been meaning to do this for a long time, but I finally managed to switch over to the WordPress framework.

What’s that you ask? Wasn’t I on WordPress before? Mmmm, yes and no. I was using the XOOPS content management system with a [out of date] WordPress module. It was clunky and difficult to upgrade, and it made trying to post just that much more difficult.

So great, I have new digs. Does that mean all of the old content is gone? Perish the thought! Since the old blog was at least partly based on WordPress the data tables lined up well enough that I could port them over. It was a bit messy, but I got it all.

So does this mean that I plan to post more frequently? And by frequently, I mean at all? Yes, this move is in part to make it easier to post. I’m trying to eliminate any excuses I have. I want to try to post no less than once a week. More if I can manage it, but we’ll see how it goes.

But do you have enough content to post that frequently? Are you really that prolific in your game designs? Yes, I do and no, I’m not. I’ve decided to widen the focus a little bit. The main focus is still a window into my game designs, but I figure that can also include anything that might influence designs. That could be game news, events that inspire ideas, or media that influences my designs. It’ll be more like looking at the world through a game design filter.

My once-or-more-per-week mandate begins as of today; in fact, as of right now. Wish me luck, I may need it.

Posted in Game Design, Website

…Aaaaaand We’re Back

It’s been a long, long time since I’ve written, and I don’t have long for this post as the battery in my laptop is about to die, but I just had my first play test of Playthings and I wanted to jot down a few items for posterity.

First and foremost, it went well. Actually, it went shockingly well, considering that this was just an alpha test. The players grokked the system quickly and they seemed to enjoy themselves for the most part. (A couple players were quiet, so I couldn’t tell.) Especially promising, one of my play-testers was 7, and he kept up with everyone else with no trouble.

A few points to work out:

  • Right now the system doesn’t really have a ‘hit point’ system. The characters may be toys, but they can still get into scuffles and they can still get hurt. I need some reliable way to measure that.
  • As is so often the case, players want rules defined. I tend to leave things open so that players have a wide range of creative choice, but that much choice can be overwhelming to many players. In particular, define the toys’ Features. Also, define how many characters can have.
  • I never got around to writing up the characters’ Recalls. Still need to test that aspect.
  • I need to fully define (for myself) the ‘so what?’ factor. I need to define why players would want to play a game where they are toys. I also need to find a way to make it clear that the game is not just for kids / families. The game can stand on its own with adults. I know that, but I need to make sure others get that as well.
  • I need to spell out how the world works. Some players thought that when the toys came to life that all of their accessories would become real as well. The way the world works is in my head, but I need it written out.

I don’t want these points to diminish how well the test went. This game has legs. I could really make something out of it, I just need to keep going and make it happen.

Posted in Website

Pick Two

I can’t remember when or where it was that I saw it, but I remember seeing a t-shirt that had an “Ex-girlfriend Diagram.” It said something like “Smart, Sexy, Sane: Pick 2.” Being an RPG geek I took one look at this and thought, “Hey, that could be a character stat generation system!”… Yeah, I know, I have issues.

At any rate, I did eventually come up with a system based on this. I call it the Pick-Two System. It’s pretty simple. Creating a character starts with three basic stats: Body, Brains, and Balance.

  • Body represents both a character’s physical appearance as well as their physical prowess. A character strong in body is a chiseled paragon with muscle to spare.
  • Brains represents a character’s raw aptitude and creativity. A character strong in brains excels at computation, strategy and quick thinking.
  • Balance represents a character’s control, both physically and mentally. A character strong in balance is centered and focused.

Each of these three attributes starts with a value of one point each, as shown in the following diagram.

Pick Two Diagram, Step 1

To begin, simply move one of the 1s from one area to one of the other two areas. So, for example, if I want a character who is smart and don’t care about the character’s control I can move the 1 in Balance and add it to Brains, giving me a character who is strong in Brains (2 points), adequate in Body (1 point) and weak in Balance (0 points) as shown below.

Pick Two Diagram, Step 2

Actions always use two attributes, even if it’s two of the same attribute. so if A, B and C are worth zero, one and two respectively, then:

  • A+A (0+0) = 0
  • A+B (0+1) = 1
  • A+C (0+2) = 2
  • B+B (1+1) = 2
  • B+C (1+2) = 3
  • C+C (2+2) = 4

For the sake of ease, we’ll add these scores to our diagram for easy reference, giving us the following:

Pick Two Diagram, Step 3

Difficulty is measured on a scale from one to eight with one being the easiest and eight being the hardest. For any challenge, the game master sets the difficulty. The player then pitches a number of coins equal to the associated attribute scores. Count the number of successes (those with the obverse, or ‘face’, side up) and add in any modifiers. If the total is equal to or greater than the difficulty, the player succeeds.

That’s it! Or at least that’s the idea. I still need to test this engine out. And I have the perfect vehicle for it: Playthings. I wanted Playthings to be a game that was simple enough for young kids to play, but broad enough for adults to appreciate. I think the Pick-Two System shows promise along that line.

Posted in Game Design

Game Concept: Spin

Having just returned from Gen Con, my interest in game design has been rekindled. I realized that I’ve spent far too much time on just Chronoplex and not enough time on my other board and card game ideas. I think I can produce a board or card game faster than an RPG, so I’m dusting off some ideas I’ve been neglecting.

In the spotlight this week, I’m taking a fresh look at a game I came up with two years ago. The working title is ‘Spin.’ In the game, the players are rival image consultants for Hollywood megastars. The problem is that the stars just can’t stay out of trouble. It’s your job to maintain their image while messing over your opponents’ stars’ images.

I’m still working out the mechanics of this game, but here’s the basic idea. Each player has a Star Card. This includes a basic overview of the star and their image stats. Each round each player draws one card and plays one card. The cards include complications (things a star has done), actions (things you can do to protect the star’s image) and attacks (things you can do to mess with your opponents’ stars). At the end of the game (still working on the end condition(s)) the player whose star has the best image is the winner.

I think this idea has a lot of promise. I think it could be a fun, fast-playing stab-your-buddy sort of game with great opportunities for dark humor. The challenge is that dark humor requires riding a fine line between funny and despicable. Make it too funny and it loses its edge. Make it too twisted and you risk turning players off altogether.

So what do you think? Is this an idea worth pursuing? Leave a comment and let me know.

Posted in Game Design

Playthings: Looking For A Few Good Sources

As the old saying goes, a building is only as strong as its foundation. A large part of my initial research for Playthings has focused on establishing a broad, solid base of literary and film sources from which to draw. Some of the sources have been obvious, others a bit more obscure, but all have offered elements that I would like to incorporate into the final game. I thought I would share a few of them with you.

  • The Toy Story Films – Toy Story 3 in particular prompted me to pursue the development of Playthings. There is a surprising amount of depth to these films. They explore an array of benefits and pitfalls of being a toy and never shy away from tough subjects. They really are amazing works of fiction; I can’t say enough good things about them.
  • Corduroy - It’s a simple story, yes, but I think it speaks to the special relationship between a child and a toy. If you haven’t read it should give it a look, preferably with a wide-eyed young child in your lap.
  • The Many Adventures of Winnie the Pooh – The stories are about the toys in Christopher Robin’s room, but they are never treated as such. They are, by all appearances, living, breathing characters. They are given the proper respect and, as a result, you never think of them as ‘just a toy.’ I think that’s a key concept that I need to impart to the game.
  • Memoirs of a London Doll – I consider this a rare, valuable find. The story follows the life of a doll from the doll’s point of view. It starts on the day of her creation and follows her through several different owners. A real treasure.
  • The Steadfast Tin Soldier – In typical Anderson fashion the story is a downer, but it is a great example of the emotional power of toys. Yes, the main character is nothing but a broken toy, but I was still horrified by the poor guy’s fate. There’s more to toys than just play time.
  • The Stuff of Legend – This was a comic book series that came out within the last couple years. I have only read the first issue, but I liked the direction it was headed and was especially interested in the toys’ faithfulness to their child. A toy’s world revolves around their child, so their decision to plunge into unknown dangers to save him seems perfectly natural. I’m certain I can use that in the game.
  • The Velveteen Rabbit – A good take on how a toy’s life can be brutal and brief. At least that’s what I took away from it. How else can you interpret the idea that to become real you have to be played with until you are worn and shabby.

I’m still researching and have uncovered a lot more sources. I’m sure I’ll mention the ones that interest me the most. And if anyone out there has a suggestion for a book to read or a movie/series to watch, pass it my way. It all goes toward making a good, solid foundation.

Posted in Game Design
%d bloggers like this: