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Frozen Peach
Aug 25, 2004

garbage man from a garbage can
Miami Nights looks amazing. I love the art! Really makes me wish I could stand playing on TTS more than I do.



I broke down and finally rewrote the rules for White Hat from scratch. So, uh, if anyone wants to read them, or even blind play test on TTS, and provide feedback that'd be pretty sweet.

https://whitehat.games/downloads/WhiteHatCTF.pdf

I think they turned out really good. I tried to make them as "official rulebooky" as possible, rather than just a bullet pointed list of things that happen. This is the first time I've tried to do rules properly too, so it was kind of a fun adventure.

I also got an email back from the publisher I've been talking to since last fall, and was introduced to another publisher that might be interested. Progress!

Frozen Peach fucked around with this message at 05:47 on May 22, 2020

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Frozen Peach
Aug 25, 2004

garbage man from a garbage can
I broke down and finally reupped my subscription to Creative Suite. Inkscape and Gimp just don't do it for me, unfortunately.

With my newfound power of graphic designing capabilities I made a thing:

Frozen Peach
Aug 25, 2004

garbage man from a garbage can

MJP posted:

I'm super curious about the Publisher Experience. I wouldn't be opposed to trying to sell my game to a publisher, but I don't have the foggiest where to start. Is there some kind of guide to doing so that you followed and/or found helpful?

I might not be the best person to talk on the Publisher Experience as I'm not published and barely know what I'm doing, but from my limited experience pitching to publishers is hard. Real hard. Every publisher is different, so you really have to do research into a publisher to find out how they like to do things. Usually it's one of the following though:

1) Email
2) Form linked on their website

These just mean going to each publisher you think is a fit for your game and browsing their website until you find something about submissions or pitching.

3) Find them in person at a convention

This means going to GenCon, BGGCon, Geekway DiceTower, PAX Unplugged, or Origins. Each con is different, and provides different experiences.

GenCon is busy as hell. Most pitches are setup weeks/months in advance, but it's a good way to meet people and get started.
BGGCon/Geekway/DiceTower/PAX are more "playing" conventions. They have vendor halls, but pitching isn't a huge thing there, but It can get you started.
Origins are like THE place to pitch at.

4) Get introduced to them through someone else

Hope you're already in the industry or know people who are! I'm kinda lucky in this regard because I got on the Geekway board and they've helped me by introducing me to some people.

5) Publisher Speed Dating

Some conventions have a speed dating event. You submit your game, and if chosen you set it up and have 5 minute pitch sessions with various publishers that also show up.

6) Protospeils/Unpubs

Conventions specifically for playing unpublished games. Show up, get playtesters, play other people's games, and sometimes you'll get noticed by an actual publisher.

7) Contests

There are lots of prototype contests out there. The Game Crafter hosts them sometimes, sometimes publiishers themselves host them. I tend to find these by them being posted on various subreddits or Facebook groups.

8) Indie Game Alliance (https://indiegamealliance.com/)

This is a group that tries to connect indie publishers and indie designers. Some features are free, but others you have to get a subscription for.

9) Sheer luck of posting your work somewhere and it getting found

Regardless of how you find a publisher to pitch to, and how you pitch to them, you'll need at least one or two of the following things:

1) Sell sheet - a quick one page handout that tells a publisher everything you need to know about a game
2) Pitch video - A < 5 minute the shorter the better pitch where you talk about the game and show off components and mechanics really quickly.
3) How to play/Demonstration video - If they like your quick pitch video, they might watch a full how to play
4) The rules - Good enough rules that someone can play blindly from them
5) In today's COVID climate: A Tabletop Simulator or Tabletopia demo

The more you can provide a publisher about your game the better, but you want it to be setup so they can take baby steps into it.

Once you've gotten their attention, they'll respond setting up a pitch meeting. I've been pitching to publishers for about three years now, on my two projects. I've had 3 official pitch meetings. Two of them with the same company and involved getting on Skype with my web cam and showing them the game. The other I was able to schedule a meeting at PixelPop Festival where they actually played the whole game through with me.

If you do well enough in the pitch meeting, they'll ask for a playable prototype. It doesn't have to be fancy. My first prototype for White Hat that a publisher currently has is blank cards from The Game Crafter that I drew on with Sharpies.

In my case, a publisher liked the prototype, but had a few issues with the version of the game as it was. They offered some feedback and asked if I could improve the mechanics for a few parts of the game. This is a HUGE win for me. I spent the next month or so refactoring the game and adding/removing mechanics to fit their feedback. In this stage you want to be flexible because you're starting to tailor your game for a publisher. Be prepared to "undo" the changes they ask for and "redo" them for a different publisher's taste later on.

That's where I am at right now with one publisher. We've been emailing back and forth about progress on the prototype since last Fall, and I'm just waiting for all the insanity to be over so they can playtest it again with the new mechanics.

Eventually I'll get a firm yes or no. If it's a no, I have to figure out what aspects of the game were tailor made for that publisher, and which aspects I can salvage or redo for another publisher. If it's a yes, you move onto negotiations. I've never gotten a yes yet. :(

The publisher I'm further along with I cold emailed their submissions email address shortly before GenCon. I got a response back a month or so later, and setup a pitch meeting at PixelPop, another convention I was attending that year. The other publisher I'm talking to was introduced to me by a friend in the industry.

The other publisher I'm talking to was introduced to me through the Indie Game Alliance. I worked for IGA at GenCon last year, running their booth for them. They invited me to pitch at a publisher's speed dating event. While the speed dating event didn't get me anywhere, the owner of IGA loved my idea and has been periodically introducing me to publishers that might be interested in it.

So that's where I'm at right now. Hopefully it helps.

Frozen Peach
Aug 25, 2004

garbage man from a garbage can

Gutter Owl posted:

I walked into GenCon 2017 with four publisher meetings scheduled. I had done ~15 by convention's end.

That's amazing :o I didn't have near that luck last year.


I did another pass on board design, this time also adding the application offer. It's looking pretty good, but I'm not sure how I feel about the font or the empty space between draw/discard piles.

Frozen Peach
Aug 25, 2004

garbage man from a garbage can

Pseudoscorpion posted:

The gray-on-gray is pretty hard to read at a glance, imo

I think it's more the lowercase letters than the gray-on-gray but I could be wrong.



Here's a slightly improved version. I still want to change the font completely but I haven't found one I like yet.

Whybird posted:

It struck me that for the playtest, it'd be better to make the game more deterministic, so a string of bad rolls didn't make it look like a unit was worse than it actually was. So instead of using a d6 for each roll, each player had a hand of four cards numbered 1-4. When a player would have rolled, they and their opponent both selected a card from their hand and revealed it; the total value was their card minus their opponent's plus 3. Then both players discarded the card they'd played; when a player had completely discarded their hand, they picked their discard pile back up.

Maybe I'm missing something, and math certainly isn't my strong suit, but what's the point in adding 3 to each player's card?

Frozen Peach
Aug 25, 2004

garbage man from a garbage can

Sanglorian posted:

Just to avoid negative numbers and get close to a 1d6 distribution, I would guess. This way the lowest result is 0 (highest is 6).

That makes enough sense for me. Thanks!

Frozen Peach
Aug 25, 2004

garbage man from a garbage can
All cards can go in all decks in tabletop simulator. A deck in TTS is just a stack of cards, regardless of how those cards got made or what deck they started in.

So if you're making a dominion-like deck builder, you'd have a grid of X by Y cards on an image, and import that as a custom deck in TTS. Then do that for each unique card, and for each starting deck.

Frozen Peach
Aug 25, 2004

garbage man from a garbage can
A publisher took the name "White Hat" so I'm renaming my current prototype project. Currently this is what I'm considering:



I'd love to hear some thoughts on it.

Frozen Peach
Aug 25, 2004

garbage man from a garbage can
Main problem with "blue team" is my game is more about completing bug bounties than pen testing and blue team work, but the idea is pretty much there. I'm nitpicking pretty hard, but otherwise I'm liking it.

I'm also spending most my design time trying to polish the "black hat" (now a named hacker called "sine_nomine") - it's an AI that acts as the end game timer and the primary foe for the players to be working against. I think I finally got it balanced so it doesn't just focus on easy to find vulnerabilities, and is thematic as well. Definitely needs testing though.

Hopefully going to do some playtesting soon. I was supposed to have Geekway Mini this weekend, but that got postponed til February, but maybe I can find a play test group anyways.

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Frozen Peach
Aug 25, 2004

garbage man from a garbage can

pseudanonymous posted:

I designed a pure card game, what’s the best program to set up templates I can print on a home printer with icons and such to test and put in card game sleeves?

Nandeck is pretty awesome, though the learning curve is a bit rough.

Component.studio is pretty good too, though costs $5/mo to use. You can set it up, export a PDF, and cancel your sub though so you only pay for when you're actively using it.

There's also a steam app called Tabletop Creator, but that's like $100 and I haven't justified the cost to try it out yet.

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