Posted on 2 Comments

Mutant Sheep Balanced on a Razor’s Edge

Well as promised, here’s a recap of the weekend’s playtesting. It’s gona be a long one.

The good:

It was amazingly fun.  A bit unlike other games, the going strategy seems to be hording your cards in your hand until you can twist the game in your favor, which seems a bit of a hard concept for Parker to grasp.   Really, even the two player game was a lot of fun and not totally skewed which was one of my big concerns.  It was fun for all of us and the base mechanics and strategy work exactly as I imagined they would.

There was a slight issue with the print of my cards, but the super responsive guys (JT) at TheGameCrafter.com explained the issue and how they were going to have the issue rectified well before I finish up for launch.   So no worries on that front.

The colors looked great and the quality of the cardstock is very nice and they shuffle well.

beta1-gameplay

The ok:

Lots of typos and little phrases that need to be tweaked and made into english.  I got some great feedback on the rules on the little bits and pieces that I assumed the player would know.  During the games we played over the weekend I got a dozen or so cards whos’ verbiage either needs to change or simply be clarified as the ability didn’t make as much sense as I hoped.

The instructions need to mention a couple things about adding Event location points to the size of the current area, but that’s minor.

The eh:

This is probably the biggest list of issues that came up, and the good thing is that they are all fairly easily correctible.

The timing of when you can use side effects and sheep special abilities is not clear and some cards contradict each other.  The usage of Blue (sheep is stunned/busy/incapacitated) tokens was not consistent.  These are essentially just going through and making all the cards agree and putting it in the rules.

Keeping track of mutation abilites  and side effects can become a bit of a slog.  Cleaning up the timing and usage of abilites will make it easier.  Additionally I’ve decided to add a card case which will leave me with a board with some spare space where I can print out some tokens for things like keeping track of the Hairless sheep (yes, its a serious issue when the blizzard shows up)

The massive number of tokens for large events (we easily had some places in the mid forties ) makes it hard to see exactly how much landmass is remaining in the location to be eaten (which is how you get victory points).  This makes planning things 2 or 3 turns ahead extremely difficult.   This will be remedied by cardboard tokens with numbers on em.

There need to be more side effects with a variable range so you can tweak the total amount eaten by your (and other player’s) sheep a bit more easily.

The Uggh:

Late game balance is a bit out of whack.  Not in the sense that it’s once sided or anything, just that once each player gets 5 or 6 sheep out and a couple mutations on them there’s not much you can do to stop them from devouring a whole location per turn.  So the amount of luck to winning goes up as the game goes up.   The good part is that this is easily fixable by a combination of minor tweaks to the game.  We’ve got three major tweaks that we’re going to be testing indiviually and in combination.  1. Make Side-Effects permanent.  This would let you permanently alter yours and other player’s sheeps appetites.  2. Increase the size of the smaller locations so they last longer.  This would potentially slow the point acquisition of the early game but make the endgame less luck driven.  3. Increase the bonus/penalty that Side effects give.

The Yay!

That’s it.  The game was fun, and with a bit more testing I’m sure we can get the balance of endgame to luck worked out and then it’ll be awesome!

Ok that’s it for now.  Further updates to follow but for now I’m just painting sheep like mad!

Posted on 4 Comments

Mutatant Sheep and other exciting things.

Whoa, I’ve been a bad blogger.  It’s been over two months since I updated this thing.  Time to get back in the swing of things then.

So after finishing the monster of all paintings, creativly, I was a bit drained.  So I spent about a month not really doing anything.. just recharging the old batteries.  Then via Raph Koster’sblog I heard of something super exciting!

A couple guys had gotten together and done a Print On Demand website.. where you can print Games!

Consequently my brain went into hyperdrive and threatened to explode.  I glanced at  one of my little doodles at work ( a gigantic 3 eyed sheep stomping around a landscape) and my next pet project was born.

So here I am, a little over a month later, over 50% of the way there with the final art (drawing and painting in photoshop 125 sheep is a lot of work, it turns out.)  And the cards are 90% of the way defined.  The immediate goal is to have all the cards put in their final state by next Monday, and then order a playtest set, for tweaking the numbers and mechanics while I wrap up the art.

Heres some of the cards
Here's some of the cards

Current statistics:

  • Total Cards: 125
  • Cards Drawn: 64
  • Cards Painted: 44
  • Cards Text Written:  75
Posted on 4 Comments

Clockworld, It’s Done!

So it only took a little under 7 months, this weekend I finally wrapped up the behemoth that’s been hanging in the kitchen since January. The biggest change was wiping out the sun, which I spent so much time into getting perfect the first time around. However it just wasn’t working. Once the sun got off the canvas the remainder just fell into place.

While it was fun for the most part, I’m seriously gonna think twice before starting another canvas of that size. It just takes so long and so much effort you wind up just tired of it before you’re halfway, and then once part comes out brilliant, just as imagined, everything else seems sub-par. Thank god it wasn’t in oils though, or I’d just be starting the glazes.

Next up, a commissioned (I barter for exotic liquor) series of cute jungle animals for a cute little niece. Lions, gazelles, giraffes and a penguin(?) oh My!

Posted on

Painting update – day 8ish

So after a nice little hiatus with the game programmy project its back to work on the behemoth that’s been hogging up the kirchen for going on a month now. 

painting-day-8-002I really didn’t want to do this, which is why it probably took so long.  You see, I didn’t finish the background first… and you always start in the background and make your way closer to the viewer.   That way.. you don’t wind up having to paint over large swatches of the stuff you’ve already painted.  

Which I did.  Which sucks and isn’t a lot of fun knowing you’ve got to do something you were happy with all over again. 

I actually fudged over the planet area fairly well so there’s just a couple small things that are going to need reworking.. so in all reality it could have been much worse. 

So After that I started re-refining all the shade transitions on the gearwork and after I slopped a little shading on the planet guide beam thing I made up my mind to actually render out the gear works instead of the flat blue shapes.  

The base color for 2 of them done and some simple shading on the smaller one and a little detail and it’s a good stopping point.

Posted on 2 Comments

A good weekend’s worth of progress.

ss0Made a pretty hefty chunk of progress over the weekend and last two nights.

Some behind the scenes work with putting everything in the level controlled by a manager object that keeps track of what’s going on and what to spawn next.

 

 

 

 

 

ss1

Off the top of my head:

  • WSAD controls work.
  • Money powerup (yellow dots)
  • Magic powerup (blue Sigils)
  • monsters drop money and score interfaces.
  • New guis
  • Basic fundamentals of waves are in place. 
  • Object thresholds are in place so (in theory) it shouldnt crash due to too many simultanious spawns.

 

As always this is an alpha build, play with it at yer own risk.

 Graphics are primarily placeholders.. No there isn’t any sound yet. 

You can download it here www.swiftthought.com/BSDDoD/BSDD0D-alpha002.zip (3.94mb)

Feedback always appreciated.

Posted on

Short sharp turn in freetime utilization

Talking a couple days away from the biggo painting..  Kinda mentally stuck on what to do with the blues..

So I’m diving head first into another side project.  Which I spent the all of yesterday working on and plan on spending the evening on (after working out) to hopefully have a workable single level.

It’s all so much fun, it’s hard to pick just one project to focus on… Which, I guess, is why nothing ever gets ‘done’.

Posted on

Painting day 7 – Castle on the bottom

Well technically its day 8 but we’re not talking about the first attempt to paint the castle.   Next picture I do.. definatly no weird lighting.. standard 3 light..   Not 100% happy with it but Technically the blends on the castle are as good as they’re going to get until I get a bunch more practice.   I did a lot of blending and its still mostly luck wether I get the effect I want when I make a stroke..  sometimes the paint on the brush stays on the brush.. some times it decides to make a thick sharp stroke and sometimes it come out with this beautiful soft edged blend between what was already on the canvas and what’s on the brush..  

I guess that’s the whole ‘practice’ thing… 

Oh well here’s where things stand. 

painting day-7 castle-take-2

 

So Next up is the big blends on the sky.. that promises to be exciting.. but I need to buy some more pthalo blue and another tube of white and a thing of blending medium before I can tackle that.. 

So that means its Sunday at the earliest.. more likely i’m done til next week.

 

[Edit: almost forgot] 

Oh and here’s a picture of the palette at the end .. its actually kind of a fun texture and visual

painting-day-7-castle-take-2-plaette

Posted on

Painting – Day 5 Darkness falls.

It did waaay not flow easily today.  Not happy with it but its still an improvement so I guess that’s a plus.  

I’m going to need to buy some more blue paint before I start to play with the sunlit sky..   Gah  and I’ve used almost half a tube of white so far..  oh well.

Kinda weird tho.. I didn’t work on the parts I wanted to work on.. 

painting-day-4-darkness
Day 5 - The Darkening

{edit:  oops this was day 5}

Posted on

Painting- day 4

got a good 2 1/2 hours of slapping pigment around.. was nice but eventually aching feet and the palette told me it was time to call it a day.

 

when theres no more room on the palette its time to stop.
when theres no more room on the palette its time to stop.

I got 2 sides of the planet rendered… Not really happy about the empty hillside one… but not really sure what to add to it.  maybe something will come to me overnight.

painting-day-3-002

Kinda went totally ocd on the plantlife  (thanks wen) 

here’s a detail 

painting-day-3-005

Anyway.. it’s a good day’s progress i think.. tomorrow I’m seriously going to have to tackle the gears in the planet and figure out how to get things to work together.. oh well.

Posted on

Painting – day 3

Got a good couple hours in last night.  I was originally just going to put in the base colors for the earth and grass and block out the buildings… buuut.. I simply had to paint something instead of just filling in boring flat blocks of color.

I wound up having a great time, put on the headphones and tuned out the universe for 2 hours… bliss!

Anyway  here’s a crappy cellphone picture (color corrected in photoshop) (and the trees were still wet so that’s why theyre shiny.)

painting-day3
Day three- earth and grass
Posted on

Art weekend… succcess

Spent the weekend playing around with acrylics with Wendy.

Took the plunge and started on a big canvas..  It’s definitely a big project, maybe a little too big.. but it’s actually been a lot of fun so far..

first steps
first steps

here’s the (1) initial sketch done as a doodle during a meeting at work. (2) A brief color rough / enlargement done in about 20 minutes on the pc.  and (3) finally the first couple of scribbles to get it onto the freshly gessoed canvas.

art-weekend-002
Drawing on canvas.

Here’s a picture of the canvas with more of the sketch transferred.

Further blues

Laying down the base blue

Laying down the base blue
Further blues
Further Blues
And wrapping it up for the weekend
The Sun and Moon and the Stars
The Sun and Moon and the Stars

Not a bad start  Got most of the base colors for everything laid in..

Posted on

Playing Around With Painter

OOPs deelted this accidentally earlier.

Finally got around to watching some of my painter tutorials and just getting comfortable with the basic tools of painter.  Its way different from Adobe’s suite of tools but its finally starting to feel comfortable.  

Eventually I took this into photoshop to do some final tweaky bits and immediately it was noticeable how much extra work it is to introduce the texture in painting with photoshop.