Interview
Labels: PocketCiv
Labels: PocketCiv
Labels: Cambridge Games Factory, PocketCiv, Zimp
In a lot of cases, I’m always more interested trying to innovate wacky new mechanics than trying to develop the game itself. In the end, the mechanic itself may not look very innovate as it essentially gets whittled down to something workable as a function of a game. Having said that, take a look at the card off to the left here. While it may look like a crudely drawn spider web, it actually has a bunch of information hidden within the web....
The current system as it stands now involves a combination of cards that can reveal hidden information. In this case, the web card as shown above, and then a series of "test" cards. Each test card represents an item, a room, or an attribute that can help describe a room or item, that you are "testing" for. If half of the windows show a web intersection, then the test is true. So placing "the Pocketwatch" data card on the web above, will reveal two windows having intersections; any ghost that has this card is somehow linked to the Pocketwatch, and wants it to be placed somewhere in the house.
This kind of data creation is repeated for the 8 different rooms of our haunted house. Again, there are numerous attributes that we can define in various pairs to help code up a particular room.
At which point, it becomes fairly easy to assign different areas of each card as a location for a TRUE (a crossed web graphic) or FALSE (empty space) to graphic show the digital mark of the card. So, each web card contains the “barcode” of all this information based on the web intersections. Each windowed test card, with windows based on certain attributes that a player wants to test for, simply reveals only certain barcoded elements.
In the Shipwreck case above, instead of trying to graphically hide the barcode into a web, the barcode information is using simple icons.
There’s quite a bit of Excel work going on here. Even though the Level arrows bounce around from card to card, the average results are that the higher the Level that you are obtaining a Battle score for, the higher the average Battle score will be obtained. So even though the battle scores and Level numbers may look like they are randomly placed, the layout of the data on each card was particularly chosen.Labels: Clue, Design, Epic Notebook Adventures, Hidden Information, Mystery of the Abbey, PocketCiv, Shipwrecks, Skallywaggs, Starship Catan, Wadjet, Whispers and Echoes
Labels: Colors, Design, KitchenTable, One against the Dead, PocketCiv
So, how do I know that the internet is a big place?Labels: boardgamegeek, Conjunction Junction, internet, PocketCiv
Labels: Hippodice, PocketCiv, Sir Reginald
Labels: KitchenTable, PocketCiv
It's working out fairly well at this point. Left-clicking on an object lets you drag it around. Right-clicking pops up a menu of special actions that's specific for that component type. Well, I have to convert the right-clicking to double-clicking due to a new"feature" the latest version of Director/Shockwave added where right-clicking an executable Shockwave will randomly shut the program down on a PC, but I don't need to discuss the gory details of that.
Something I've never contemplated up to now is that on the outside, thinking about all the different type of components there are, and how they are used can be somewhat mind boggling to try and define. But ultimately since KT is dumb about the uses of objects, the organization of component types is fairly straight-forward, with just a few differences across types. Ultimately, every object has an image, or a list of images that it could be, it has a location and a rotation. And that's sort of it. For the most part, every object allows you to select an image from it's list. Dice have an additional "pick a random image" action. Cards can be rotated (you can set the rotation increments if you are using hexes as cards, or something that requires strange rotations), and only have 2 images: card face and card backs. Now that I've got a lot of the backbone of how the world works, it's been fairly easy to add new component types.
And it turns out that this naturally and elegantly solves my questions above. There is no "physical" DECK object; a deck after all is just a stack of cards. But what there is turns out to handle deck functions (mostly shuffling) is a DECK TRAY, and dragging selected stacks of cards into deck tray allows the deck tray, as a special action, shuffle all the cards that have been parented in the tray. Much like collecting cards to shuffle.
For the dice, there's a DICE CUP. Put all the dice you want to roll into the dice cup, and those are the only dice that will roll.Labels: Interfaces, KitchenTable, parenting, PocketCiv, Thoth
Labels: Design, Leviathan, Motivators, PocketCiv, Princes of Florence, Puerto Rico, Tikal
I had someone email me recently asking a few questions about PocketCiv. In general, I find such questions pretty interesting, no matter how insignificant. If someone is willing to take the time to pose a few questions about a game to me, that pretty much means that something about the game has hit a nerve, and that they enjoyed the game.
Well, you know what, he was right. From a pure game design and rules standpoint, there is no good reason to build a GGSoY compared to the Monolith.
But I forgot that a lot of other people play games for different reasons. And score is a main fuel for the fire for many people who play.Labels: Advanced Civilization, Balance, Design, Heroscape, PocketCiv, theme versus mechanics
And so, instead of getting back into Leviathan which I sorely need to do, I’m still busy cleaning up some other items off my design list.
Item number one of my “Things to Do List” is finished and shipped. Minsterpool is off to GCOM contest. Recently, I got an email detailing some information about the contest, indicating when each of the games will be played, and a short description of each game (there are 10).
Of interest is that one of the names of the designers sounded familiar. A quick google search for “Andrew Parks” did, indeed, pop up a BoardGameGeek entry for him, with a few published games. I’m assuming he’s also demonstrating his game as it does not have an official “demonstrator” tag attached to it.
Item two was tweaking PocketCiv a little bit. There’s a two-fold reason for this.
One, from a game design standpoint, There’s been enough comments on the game about it’s ability to beat up players in the early Eras. So I’ve tweaked and scaled a few of the Events down a bit early on.
The second issue is more of a marketing kind of thing. By updating the game, it gives me a really good excuse to keep the game “fresh” on BoardGameGeek, by bringing it up to the top of a forum list for a day or two. Like most things that go unheard, games on the Geek that don’t get much attention pretty much die a silent death. Conversely, every time PocketCiv gets a mention on a forum, it gets two or three more ratings. So, instead of just a blantant ad for the game, updating it periodically gives me a reason to re-introduce it.
Occasional updates also indicate a certain level of “customer support” I’m willing to give, as opposed to just letting complaints and comments rot away into the ether. I hoping that this should make the geeks who are on the fence about the game have a little more interest in trying it out.
And as item 2.5, I’m also experimenting with additional scenarios with PocketCiv based on a few comments. Also, I can’t say that I’m not influenced at least a little bit by my recent Nintendo DS games I’ve been playing.
I’ll probably go in depth a little more on this project at some point. But in general, it works like this: unlike the first 10 scenarios, which were just a random collection of various setups and goals, this next set will follow a story line, building a mythology as the scenarios are played out. This is pretty much following the videogame model, where every little mode plays similarly, but advances an overall story. This makes the game somewhat more compelling, as the “story mode” pushes you along in the world. Unraveling hints about a greater world, and gives it a little “just one more page” addiction. Notably, this is a moderately small experiment for a board game format (even though I believe it has to have been done before; probably at the very least HeroQuest did something similar). And so, as the story progresses, new rules are added and abilities are learned.
And, oh yeah, I’m adding magic to the mix using some new mechanics. So while I could just easily make the Advance Tree larger, or add a few new resource types (the easiest way to expand the rules), I am actively expanding the world instead, and trying out a different way to drive a solitaire game.
Fun stuff to play with. Until I get annoyed.
Labels: GCOM, Minsterpool, PocketCiv
Labels: boardgamegeek, PocketCiv

The Discovery Phase is derived from a small deck of Discovery cards. Each card of the Discovery deck shows all 7 areas of the Atlantic Ocean that the player can occupy. Each card has a different psuedo-random order to the ocean areas. In order for me to better "control the randomness" of the game, ocean areas that are more northernly tend to hang out at the top of the list on the card; southernly areas tend to be on the bottom.
Additionally, there is a Discovery Board (labelled by Years) that Discovery cards will be placed on, one per turn. The placement of the card moves one notch over for every turn. When a card is placed, a player can look up data from the board that is directly to the left and right of the ocean area the player currently occupies. As the player progresses through the board, the type of data changes, simulating the changes that the "world" would be experiencing during those seasonal changes.Labels: Beowulf, Civilization, Design, Leviathan, Lord of the Rings, PocketCiv, Princes of Florence, Solitaire
Labels: MyBuddingArtist, PocketCiv, Restless, SmokingBarrels
Labels: Darkness Falls, Exquisite Corpse, Leviathan, Lumina Dark, PocketCiv

Labels: Design, Interfaces, PocketCiv
