So there hasn't been an update for 3 weeks and that is not at all because there has been nothing to talk about. Rather the opposite. The last several playtests of Space Frontier have revealed that our theme isn't as strong as it could be, and the game needs more player interaction. The game is just not as fun as it could be right now and John and I have been very hard at work to spice things up a bit. This has unfortunately delayed our launch schedule, but hopefully not by more than a week or 2.
Showing posts with label Sci-fi. Show all posts
Showing posts with label Sci-fi. Show all posts
Monday, October 21, 2013
Sunday, September 29, 2013
12: A Day Late And A Dollar Short
So if you read the last post you'll notice that our goal was to have a post over at BoardGameGeek by Friday September 27. And then we didn't. While we were a day behind on that, John and I did get a chance to meet with Chris Prichard today and talk about several things, including but not limited to card templates for command missions as well as box cover specifics. Afterwards John and I worked for about 5 hours tightening up the rulebook and preparing our BoardGameGeek post. We may have been a day past schedule, but we got it done and up.
Here it is! Space Frontier over at BGG!
Here it is! Space Frontier over at BGG!
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Tuesday, September 24, 2013
11: Kickstarter Timetable: Fighting Against Doubt
So I've talked a lot in previous posts about Space Frontier's Kickstarter Campaign and how it's going to happen "soon." I don't think I've stressed though, just how soon. I touched on it briefly in post post #7, but I wanted to emphasize just how tight the upcoming schedule is for John and I. A few days ago, we sat down and hammered out a timetable of what we had to get done and by when, and I think it shocked both of us just how fast time has been moving and how little of it we have left. Here's the resulting calendar.
9/23/2013 | Meet with Chris Pritchard and finalize art requests |
9/27/2013 | Start post on BoardGameGeek.com Keep it contiuously updated and involved |
Playtest Playtest Playtest and tweak game/rules | |
10/1/2013 | Contact 3D Artist about asteroids and 3D ships |
10/6/2013 | Update Blog and Facebook Page to look betterer |
10/13/2013 | Get asteroids from 3D artist. Inquire about 3D ships |
10/14/2013 | Have prototype game finished. Begin uploading templates to Gamecrafter |
10/19/2013 | Order Prototypes from GameCrafter |
10/27/2013 | Kickstarter page approved for Launch |
10/27/2013 | Kickstarter Video finished and ready to go |
10/28/2013 | Contact Richard Bliss Game Whisperer about Campaign |
11/3/2013 | Launch Kickstarter Campaign |
11/4/2013 | Launch Banner adds on various game sites |
11/10/2013 | Have 3D Ship models from 3D artist. At least 2. Hopefully 4+. |
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Sunday, September 22, 2013
10: Opportunities On The Horizen
So in the last few days several very interesting things have happened and I thought "why not blog about it?" Alright; here we go!
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Thursday, September 19, 2013
09: Taking The New Combat System For A Spin
So on last Tuesday night, John, myself, and a mutual friend of ours got a chance to sit down and play Space Frontier together. This would be the first time that the new combat system was tested with all the custom dice that I'd painstakingly created. Overall the game was fun and our friend, who had never played it before, enjoyed it. The play-through tested a lot of rules besides the combat system that hadn't been employed together in a single game, and the amount of useful input was staggering. Here's some thoughts on the game and how it plays so far.
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Wednesday, September 18, 2013
08: Inventing a Space Theme
So... Space. It's been done before. Lots of times. Probably the biggest names in terms of Sci-Fi space are Star Wars and Star Trek, but there are Thousands of different fictional realities that have a space setting in modern media. Just like most any other setting, all the most basic story plots have just been done before, so making yourself stand out among the multitudes as far as board games goes can be difficult. Just about every mechanic has been done before. Just about every theme has been done before too. So how is Space Frontier unique? Well like many before us, John and I have taken elements from things we liked and tried to discard what we didn't. Plus, some little spins of our own.
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