Tuesday, January 24, 2012

A Town Where Things Besides People Live

TURTLE TUESDAY

Some of you may know about a little Japanese Role-Playing Game called Yuuyake Koyake. Or maybe you know it by its English moniker, Golden Sky Stories. If you don’t, somewhere, someone referred to it as the Totoro RPG, and it’s not the worst description. The game is not about adventure in the traditional gaming sense. There’s no dragons to be bested, no empires to overturn. Instead, the game is about the little adventures, the day-to-day trials of regular people doing more or less regular things in a small, rural Japanese town. But you are not one of these people. This is a town where things besides people live. You are a henge, an animal spirit, and at your disposal is a little bit of magic. Not much, but enough to help the people of this town.

After reading that, you may already realize Golden Sky Stories is a different kind of game. There's no dice, no statistics in the traditional sense, and not even a chapter on combat. It truly is “heart-warming role-playing,” a kind of experience where you’re more likely to help a boy overcome his fear of the haunted house at the end of town than stomp goblins.

The setting and focus are not Stories’ only charm. The illustrations throughout are captivating, cute to the point of endangering bicuspids everywhere, and go a long way to setting the mood. Of course, deciphering the moonspeak of the original Japanese book is an endeavor most of us aren’t equipped to do.

Luckily for you and me, Ewen Cluney, along with the other half of Starline Publishing, Mike Stevens, translated this special game and will be bringing it to Western readers soon enough. I’ve had the opportunity to read Ewen’s top-secret (well, okay, not-so-secret) English manuscript for Golden Sky Stories, and it’s a real joy. But that shouldn't be any surprise — This isn’t Ewen’s first rodeo after all. But the text is only a part of the job. Someone has to take this text and give it a home in the pages of a book once again. That someone, as it turns out, is me!

It’s a great privilege to take part in bringing this game to life, and I look forward to sharing with you all my progress. Be sure to check by for further updates, and of course follow Ewen's blog and the Starline Publishing website for all the latest news about Golden Sky Stories.

...Oh? Why is this an entry for Turtle Tuesday? Throughout the book, you’ll meet a cast of lovable characters, including Elder Turtle. Here he is patiently listening to Riko, the tanuki henge, as she frets over some dilemma.

Friday, January 20, 2012

Far-Off Promise


A new year lay ahead, and the promise of a new set of days inspires the best intentions. The world echoes with countless commitments to work harder, be healthier, to care for each other, and to change in ways we hadn’t the year before. The sentiments are as often enough as vague as they are well-intentioned, the sort of positive thinking that we can stretch and contract to the size we can make room for.

But I want to do more than that this year. I want a game plan, as much for myself as for the accountability saying it outright provides. That’s not to say 2011 was empty of accomplishments. After all, I helped Minion Games ready no less than six games for sale in a single year -- no mean feat! And I took part in a graphical overhaul for DriveThruRPG and its sister sites that will be rolling out soon. Yet, for 2012, I want to get my things done.

So, here it is, my plan for the year. (Split up for your convenience and mine.)

My Blog 
I’ve been moving to a new computer, an iMac, for the past month or two — the lengthy travails of which I'll have to detail one or these days — but I fully intend to get this blog back on track. Besides my usual excursions of fancy, I'm launching several bi-weekly columns.

You’ve seen a taste of the first one with the Digital Gameboard. I’ll be making a point of covering all the gaming apps I come across, especially those involving euro-style board games and their kin. I stand by that the iPad is a great platform for classic board gaming fun and can use all the coverage it can get.

I’ll also be penning my foolhardy quest to play every console rpg ever. It's something that’s become ever more difficult as my list of unplayed and unfinished games grows longer. But maybe by adding you all to my party, this quest may become less of a foolhardy one.

And for those of you wondering, yes Minion Monday will eventually finish out its run. I’m waiting on my own physical copies of the games so I can better show off the components. It’s just taking a little longer than expected.

My Games
While there’s a certain anime-inspired elephant in the room, I have up my sleeves a plethora of games I've tinkered on in perpetuity, and I’d really like to finally get some of them out the metaphorical door and into the light. While finishing, much less releasing, all of them in this revolution of the sun is a unlikely accomplishment, I do want progress, and I want to share that progress with you. Here's a highlight reel of what to expect.

OVA — Yes, the oft-promised return of Wise Turtle's flagship product is still very much in the works, and I’ve made a commitment to its release in the early half of 2012. Long-time fans may have dim memories of several supplements that I hope to talk more about and bring closer to release. You can see a sample of artwork for a sci-fi-themed supplement on the left of the header, done by feguimel.

Legendary! — While I love all my work for Minion Games, and all its games are special to me, they’re still not mine in any true sense of the word. Legendary! is a fantasy dungeon-crawl of a board game inspired by fond childhood memories of Dungeon, but with enough twists to the formula that I believe in its ability to give something new to a crowded and often trite set of games. It’s infused with lore from a lifetime of love for console rpgs, and the very talented Honoel Ibardolaza certainly brings it to life. That trio of numbskulls in the header is his handiwork.

Last Legend — Before OVA, I was a devoted follower (and sometimes contributor) to the Returner Final Fantasy RPG, an attempt to capture the spirit of the eponymous video games in pen and paper form. Eventually I left that community over a difference of opinion...whereas most were concerned with copying the actual game mechanics and number crunching of the video games, I felt the rules would be better served trying to approximate the feel of rpg battles and leave the math for the CPUs that spawned it. Last Legend is my on again, off again take on the subject. You can see some art from it in the header, this time the inks in the background that are once again provided by Honoel.

iOS — Tied in with all these is a general interest in the iOS platform. Now that I have an iMac (more about that in a future post), exploring the world of iPads and iPhones is a real possibility. While the likelihood of me gaining enough prowess with programming to create a game of any decent measure is not good, having access to the tools does open other interesting opportunities. OVA-dedicated apps to aid with dice-rolling, character creation, and even easy rules reference would be a great resource to provide players, and iOS versions of the various Minion Games would be cool indeed.

My work for others
While I said I wanted to make 2012 a year for my projects, there is at least one outside job I'm really excited about. If you follow Ewen Cluney's blog, you may already know what I mean. If not...well, be sure to check by Tuesday for my own official announcement!

Monday, November 14, 2011

Pedal to the Metal

MINION MONDAY

Nitro Dice provided an interesting series of turns for me at Minion Games. It would mark the first time James, resident head-honcho at our little company, delegated the art production outside of our previous Chuck & Clay tag-team. Minion had a ambitious amount of games to publish in 2011, so it was reasonable enough to hire some outside labor to assist driving a few of the graphical vehicles. As it turned out, that didn’t pan out as well as it could have. I ended up having to draw the streets and dastardly hazards — originally the artist’s job — and design the box, tokens, player cards, and card backs — the intended domain of a hired graphic designer. So a decision intended to reduce my workload ended up making me wear twice as many hats...or racing helmets.

Stunts had such realistic graphics!
But that was okay. That’s because there’s something about racing that excites the 10-year-old in me, the kid who’d spend hours playing computer sims like Stunts and Car & Driver, collect hundreds of matchbox cars, and memorize the top speed of the Ferrari Testarossa. (It’s 183 MPH, in case you’re wondering.) Even though the die-cast cars are long put away, and I haven’t bought an honest racing sim since the original Gran Turismo, every blackened skid mark and crack in a curb was rendered with as much love as I could muster.

Even without the theme, Nitro Dice is a pretty unique game. The “Dice” moniker aside, it’s a card game at heart, with the dice themselves only representing your car and its current speed. To navigate the streets without incurring damage, you have to play an identical card from your hand. You can also replace cards on the track with ones containing hazards, dangerous obstacles that can damage and slow down your opponents. Careful placement and hand management are the key to winning!

Once again we went for the double-cut. Since the racing track itself is made from cards, it was imperative to present a cohesive track to race on. Forcing players to speed bump over a black or white border between each card would be a terrible shame, not to mention would rob the dice of space to breathe. I also had to make sure the turns matched seamlessly when you placed cards together.

If you’d like a more in depth overview of the game, try this review. And as always, if you’re interested in purchasing the game, please do some from our store at Minion Games.

Monday, October 31, 2011

A Matter of Grave Importance

MINION MONDAY
Zombies are everywhere. Zombies and horticulture, zombies and islands, zombies and domesticated French canines...

I hate to out myself as part of the infinitesimally small demographic that just doesn’t like them, but — well — I don’t. But I do adore All Hallow's Eve. If you think about it, Halloween is as close to a holiday for gamers and anime fans as there will likely ever be. It’s accepted, nay, encouraged to dress up as your favorite personages from fantasy literature and films, then frolic the evening away. It’s a night of pretend in its purest, unabashed form.

So for all that, I think I can let my distaste for the shambling undead slide this day of the year in the spirit of all things spooky. Besides, this is the perfect Minion Monday to talk to you about Grave Business.

Grave Business is a game of strategic bidding. Send forth your zombies to loot graves for valuables, and while you’re at it, gather new body parts to make more zombies to dig for more treasure. It’s a clever use of theme, with enough thinking to be fun without ever taking itself too seriously.

Chuck Whelon, an artist we've had the pleasure of working with in the past, including Nile and its re-release Nile DeLuxor, colors the game with personality. His work is so big and bold that it really didn’t warrant a lot of graphic-design hoo-hah, but I’m inordinately proud of the game's logo.

If you’d like a more in depth overview of the game, you can check out The Dice Tower's video or take a trip over to Cartrunk for a phantasmally phantastic pheature.

PHOTO COURTESY OF CARTRUNK.NET. SKULL NOT INCLUDED!

Monday, October 24, 2011

Thy Kingdom of Solomon Come

MINION MONDAY
I was going to approach this Minion Monday thing with some semblance of the chronological order the games were made, but after addressing card production with Nile, I think it’s worth staying on topic. Last week I said there were two ways to go about card sheets. With Kingdom of Solomon, though, I developed a third method, one that combines the aesthetics of the double cut with the economy of the solid border.

As you can see, the Kingdom of Solomon Building Cards have art right up to the edge. That normally requires using bleed and the expensive double cut — that is, unless every edge matches seamlessly with its neighbor. As long as that is so, for all intents and purposes it performs the same as a solid border. Shift it up, left, or right, there will never be anything glaringly obvious on the final card. The principle is similar to creating “tiled” backgrounds for webpages and desktop backgrounds. If you ever tried such a feat, you understand it can be a troublesome undertaking. The simplest approach is to make edges mirror images of one another, though quite a bit of tinkering is warranted if you don't want your final cards looking some kind of textural kaleidoscope.

This approach also has another pitfall, and that is you need bleed for it to work.

“Bleed‽” you cry in dismay, having long searched your emotions for a proper use of an interrobang, “But you said you could do this with a single cut!”

This is true. But sadly the sheet of cards you’re creating is not an infinite plane. There will be cards that have no neighbor when you reach the outskirts of the sheet. With the solid border method, this is a simple exercise in using the paintbucket, but here you will have to once again revisit a proper seamless edge. It’s a bit of extra effort, but it can really make a card design shine without breaking the bank.

Kingdom of Solomon itself is not a card game, but a worker-placement game where you manage resources and show up your fellow players in the eyes of King Solomon. The Kickstarter video surmises the gameplay in as good a way as I can imagine. If this sounds up your alley, you can preorder now at Minion Games and get a special bonus Building Card not in store-bought versions. With the game arriving in a matter of weeks, there's no time like the present!

Monday, October 17, 2011

It's Not Just a River In Egypt

MINION MONDAY

For the better part of the last year, I’ve been pouring much of my creative energy into work for Minion Games. Six games later, I’m finally done for the year. While I can't say I’ll exactly miss the overnight deadlines, constant revisions, and counting pixels, I find myself a little lost without the nagging Minion at my side. I’ve been on board with this board game company since its inception in late 2009, and there was always a game to work on, a convention to make. Now that there isn’t, the ability to breathe is welcome but alien, too.

Of course, the upshot of this new free time is I can actually spare a moment to share my toils with you. Welcome to Minion Monday!

Nile was one of our first games — and our earliest success. But our original printer, an outfit from China, provided a product with chitzy cards, fragile boxes, and, in the worst cases, thoroughly damp product. With our 2011 wave of games, we switched to Ludo Fact, a German printer. The price involved was considerably more, but the end result was worth the investment. Nile DeLuxor takes advantage of this better production and includes the all new Monuments expansion and additional crop types to support more players.

Since it’s a re-release of an old game, most of the work was repurposing old art to fit the new bigger box (and boy it’s great to hold!) and expanding the manual with new rules and much-needed graphical examples. But working on it reminded me of an important lesson we learned the first time around.

When cards are produced, they are initially printed out on a huge sheet. This over-sized poster is then cut into the familiar round-cornered rectangles we know and love. By nature of this process, the printed artwork may not perfectly line up with the dies, the metal blades that cut the shapes. The result is the top image on the right. See how the Papyrus’ red is visible on the Wheat card?

There are two ways to get around this. What you’ll see most of the time is a solid-colored border all the way around the card, like in Magic: The Gathering and many other collectable card games. When the graphic gets shifted, it’s not nearly as noticeable.

The option we opted for was the double-cut method. Extra art, or “bleed,” extends from all sides. Instead of a single cut separating cards, an additional cut is made. The excess is discarded, and you have a card that will appear correct no matter which way the art shifts with no visible border. Looks nice, right?

Now here’s where the “lesson” comes in. It costs much, much more to cut cards this way! We did decide to keep the double-cut look for Nile DeLuxor, but it’s an expense any of you aspiring game-makers out there should keep in mind.

As for game itself, I could go into detail about its rules, strategy, and agricultural antics, but the fellow at Drake's Forge does a much more entertaining job of it. He’s right. If Nile is remotely historically accurate, it positively sucks to be a farmer in ancient Egypt.

If you’re interested in purchasing the game, please do so from our website, Minion Games. More of your hard-earned money goes to the hard-working people who make these games!

Wednesday, August 31, 2011

BAKKHUS


Bakkhus was a long time coming. Despite having the basics of the game thought out way back in April, it took this long for me to put all the pieces together. This game is my entry in Daniel Solis' Thousand Year Game contest, and it looks to have some tough competition!

Bakkhus itself is an abstract tile-matching game for two players...with a twist: Every tile has two sides, and the opposite side can lead to even more matches! It's the sort of idea that springs from your head — like the goddess Athena! — when you play one too many "Puzzle" video games.

The game is available in two files:

The Pieces
The Rules

Feel free to try it out with your friends (and leave a comment or two!)