Monday, May 16, 2011

playtested boardgame 2.0!

Hey there Ricketeers! I finally got to playtest the new version of the boardgame! Overall I think this was an improvement over the last version, but there are still some things that need to be tweaked. General consensus was that playtime was too long and the rules to confusing. I think what did it were all the various helper and action cards. I really liked making them and how they affected your rolls on different things(I blame Digimon Digital Card Battle for that), but it was tough keeping up on all of them and found myself being lenient on some of the skeletons/crooked helpers because I didn't want to discourage the new players. Not a good sign.

How you win is by getting fame tokens, and how you get fame tokens is by performing, and how you perform is by doing a perform roll with a die. One of the critiques was that the player should do something other than roll a die so as not t get it confused with the movement roll, or at least have a different die, which I agree with. She suggested some type of spinny thing or a boggle thing, which could be fun, but I also realized that performing and getting fame tokens is based solely on luck. Sure, you could use helpers, but acquiring those helpers is also based mostly on luck(being at the right space and having the right amount of cash to purchase).

I'd really like some way of acquiring fame tokens that requires skill and makes players feel they really won them. In D&D, doing anything is based on a dice roll, but it's also using the base rolls of that character that he or she knows to be special. I was thinking I could give the characters special attributes like that, but that would make the game even more complicated.

I also had the idea that you would have to choose a speciality at the beginning of the game, (singing, dancing, acting, joke telling, arts, etc.) and each player would actually have to perform in front of the other players in order to get a fame token, but if I were playing that game I don't know how keen I would be of acting out. Thoughts?

Also, there was a critique that there wasn't enough to do with money and fame tokens. Sure you need fame tokens to win, and get you into higher levels, but other than that, what purpose do they do? And the money can buy you stuff, but only if you're at the right spot at the right time. Some players were flat out broke, but others(myself included) were bleeding bills with nothing to do with it. Which, honestly, now that I think of it, is kind of awesome because it mimics real life society. Go me.

Also also, someone missed the customizable board I had last time. So if I can figure out a way to make it the same basic way with a class system and the end space in the middle but still have customizable pieces, I will. Someone suggested I make a 3 dimensional board with the higher class rungs being actually higher, which would be cool, but I have no idea how I'd pull it off.

Also the third, it was about twenty pages of paper to print out the entire game, not including the rules. Luckily I went to kinkos, but I still think it's an ungodly amount. Maybe if I cut down on all the cards it will help.

So in conclusion, fix the rolling, make the rules less confusing, do more with the tokens and have a shorter playtime. I'll work on it. Perhaps I'll do some animating in between even.

Stay tuned Ricketeers!

Friday, May 6, 2011

A Rickety Road to the Top Version 2.0

Hey there Ricketeers! Got some new stuff from the board game for ya!

It's basically the same premise as before, become the big star before anyone else can, but instead of getting from one end of the board to the other, you have to get to the middle. Or, the top theatre, which is in the middle. Bear with me.

You climb the different classes by gaining fame tokens. The first one to get the necessary number of fame tokens and get to the top, wins.

I completed a rough version of the 3-class tier board. Each player starts at the Rock Bottom Bar, and can keep going around the board until they get enough fame tokens to move up to the next tier.

The way you get fame tokens is by going to "perform spots" and perform. A player will roll a die; if you get a high score, you get money and a fame token, if you get a medium score you might get money, and if you get a low score, you get a skeleton(I had to keep them in, but instead of just blatantly sending you back if you get caught, they just impede your process).

Money can buy you out of jams, buy cards that help, and in some instances even buy fame tokens, so money makes the game go round.

I also included Helpers and Crooked helpers. Helpers are cards that help you along, such as giving you points on your perform roll or more spaces to move:

Crooked Helpers can also help you, but they come with a greater risk and may have a bigger chance of getting you in trouble:

You can still go to jail, but you only lose a fame token and a turn or two, then you can go right back up to where you were if you have enough fame tokens. It's much easier to come back from, but it's still enough risk to be careful for.

Along with Perform Spots, there are also spots where you can pick up helpers and crooked helpers, dumper spots where you can pay to get rid of unwanted skeletons, copper spots where you have to do a safety roll to see if you get caught, and hotspots, where you roll to se if you get an action card, helper, crooked helper, money, more spaces to move, or a skeleton:

All I really have to do is finish the cards, write up the rules and make the game pieces before I can beta test it. I think I can use the same game pieces, just on a smaller scale. We'll see.

What do you guys think so far? Does it sound fun and interesting? Would you be intrigued enough to play? Does anyone want to help with the beta testing?

Tuesday, May 3, 2011

Backgrounds and Board version 2.0

Hey Ricketeers! Another post i have to show off some things I've been doing! First, some nice backgrounds for the Stumbles animation!


I think they look pretty nice, so of course you won't see them for less than a second. So is the lot of animation. Second, a horribly dark picture of a terribly chickenscratch sketch of the new Rickety Road to the Top board:


Even if you were able to see it in detail, there's no way you could read my hand writing. But I am going to playtest it either this week or next so I'll have a better 'shopped version of it by then! The important part is her you can see the structure of the board(which has significantly less pieces this time) in which it has a low class(outer ring), middle class, (middle ring), and high class(inner ring). You start at the lowest and progress by getting fame tokens, which you get by performing at certain spots. I like this mechanic better than the previous linear "get to the end" one.

More stuff to come Ricketeers!

Monday, May 2, 2011

Rickety Rat lives

Ahhh you guys! So much stuff has been going on. Mostly I've been preoccupied with some other comics. But this week I shall have progress! I SHALL!

First off, I've been reworking the Rickety Rat board game: A rickety road to the top. Don't want to flesh it out too much, but in a nutshell, I've made it a non-linear board, added helper and crooked helper cards along with skeleton cards, added a class system, and added money and fame tokens. This is definitely an improvement over the former version, and hopefully it will be a lot more fun. I'll work on the art and rules this week and hopefully playtest it with some friends in the next couple of weeks. Expect an extremely rough sketch of the board soon!

On the animation front, I have been working on the stumbles short, mostly just to see how long something like this would take me(answer: not a short amount of time). I'm halfway done with the rough frames and have a number of the assets already finished. I'm hoping to get something into After Effects to show this week.

In script news, I still need to rework some of the kinks. I had an idea for making a funny version and a tragic version with subtle differences, but not all the scenes work in a funny or tragic way. So we'll see how that pans out.

Also seriously thinking retooling the blog design.

Stay frosty Ricketeers!