Showing posts with label Competitions. Show all posts
Showing posts with label Competitions. Show all posts

Tuesday, October 11, 2011

Bones and more bones

Ten  entries in the BGDF challenge this month.  The theme and restriction has made several of them seemingly similar within a couple broad categories - including "sort out body parts" and "undead things beat each other up."  It'll be interesting to see how it's judged - the outcomes in this competition always seem a little bit random to me, although the winner is usually a good game.

Sunday, October 9, 2011

BGDF contest for October

Got my entry in, after sitting one out.  This one's requirements are the dead and a Mancala-style choosing mechanism.  We'll see how I do; I haven't made a game like this entry before.  I'm hoping to get to playtest it some more with some friends this week.  I'll report how it goes, and how it does in the contest.

Still trying to figure out what I'll send off to Hippodice this year.  I might try this game, and I might try Warped, my entry in TGC's vehicle contest.  Or, I might resubmit Yoggity with some rules changes I came up with over the summer.  Hmm...

Tuesday, October 4, 2011

TGC Vehicle design contest submissions

Vehicle Types
They got 28 submissions over at TheGameCrafter.com for their vehicle design contest.  I looked through all of them quickly just to see where I stood.  The most common vehicles used are cars, making up nearly half.  The most common game themes involve racing (not unlikely, given the many cars-based games), trading, and war, with some simulations built in.  It was somewhat difficult to distinguish some of these categories for some games.

Game Types
Most interesting for me was that of the space games, which were 1/4 of the total, most were space trading games of one sort or another, where you are visiting places and gathering goods.  That makes my submission, Warped, seem not nearly so unique, and may make that whole genre tiresome to the judges as they wade through many sets of similar rules.

By my (admittedly idiosyncratic) standards, I'd say roughly half of the entries I categorized as flawed in some significant way and not a threat to win.  This was not usually based on looking at the rules, although I did read through some of them.  The problems included very crude art, very crude or simplistic design, poorly-written or incomplete descriptions, or other reasons.

My easy dismissal of these might be wrong - there could be a gem of gameplay in there, hidden behind bad art, in the same way that visually beautiful games can often suck in terms of gameplay.  About 1/4 of the games had good to great art.  My art isn't the greatest, but it's OK, and the game behind it is fun.  I'm not certain the rules will make it clear how fun it is, and there are some complexities that I'm not sure I got across.  The fact that I'm competing with six other space-trading games is troubling, too.

Well, we'll see how it goes.  As usual, I'm sure I'm over-thinking this.

Saturday, October 1, 2011

New space game nearly ready for release

My entry in TheGameCrafter's vehicle design contest is in, and just under the wire.  I haven't gotten a copy yet (although it's ordered), so I haven't published it in the shop, but here's what the page will look like when I do.  I like the game - I've played it a number of times now with friends (thanks, Derek and Bob!), refining it each time, and it's pretty darn fun.  It centers on trading goods between worlds, but it quickly evolves into a race to complete missions and build technologies.

Plus, there's pirates.  What's not to like?


Thursday, September 22, 2011

Art for space game

Here's a sample play board (one of a 2x2 grid) for my new unnamed space game that I'm submitting for TheGameCrafter.com's vehicle game design contest, due in about a week.  In the game, players control ships and trade resources from planet to planet while completing missions and building ship upgrades.

The game board background image is NASA's Astronomy Picture of the Day from June 30, 2011, seen here:
http://apod.nasa.gov/apod/ap110630.html
It is of Star Factory Messier 17, taken by the European Southern Observatory's VLT survey telescope's OmegaCam.

The planets are textures from http://www.mayang.com/textures/ that I altered, recolored, and mapped to spheres.

The green grid I created in Adobe Illustrator, with shadows added in GIMP.  The wormhole art is a GIMP plasma rendering with a bunch of effects.  The pirate icon is clip art from the Open Clip Art Library (http://openclipart.org).  The starlanes (blue paths) are a path trace in GIMP with some gradient filling and border effects.  The text and disks around the planets I made in PowerPoint 2007.

Saturday, August 27, 2011

Vehicle Design Contest at TheGameCrafter

Described here. The prizes are promotional points on TheGameCrafter.com's site, which is interesting - you can get your game entry (or another game) featured there, which is nice, and obviously winning the contest will give you some small notoriety/marketability.

The restrictions are interesting, too - the most restrictive parts are that the game must use their vehicles (although only one type makes it not too bad) and that your game must price out at under $20, which is pretty limiting, since even Diggity (which is only 100 or so cards plus rules, no extra parts) comes in at about $15. If you want a board or other tokens, it could be tricky to hit that limit.  Another "prize" is getting to judge the next contest, which is interesting also and comes with some free games.

There's not much info on what the criteria are, too, which is a bit tricky, although there are some suggestions (artwork, polish).

Deadline is October 1.  Obviously a better fit for people with new vehicle-related ideas who are used to the TGC production system.

Monday, August 1, 2011

Contest at TGC


TheGameCrafter.com is running a game design contest through their site. Prizes are from their new point system, which you can use to get your games featured on their site. I have no idea what the value of featured status is - whether it translates to more views or more sales - but it's an interesting idea, and I've been entering contests with no prizes for a while now at BGDF and at Hippodice.

Unfortunately for me, the contest focuses on their vehicle parts, which isn't really my thing - I guess I go more for abstract stuff rather than using fiddly miniatures. Of course, I could just use some of the vehicles as pawns or markers, I guess. I'll have to see if I can think anything up.

Monday, July 18, 2011

GDS - Europoly

I've got an entry in the newest BGDF design showdown after sitting the last one out.  We'll see how I do - it's a bit of a challenge, to make a Monopoly game that keeps the mechanics and pieces but is more "euro" and fun.  Of course, if people played original Monopoly like the rules say, they'd have more fun to begin with...

Tuesday, March 22, 2011

Dicestorm

Below is my entry in the huge February BGDF Game Design Showdown contest. It nearly made the cut for the finals, but not quite. I think it would be pretty fun; over the summer, I think I'll try to put a set together (wouldn't be too hard - just need lots of six-sided dice) and see how it plays.  


Dicestorm

(c) 2011 by Dave Dobson / Plankton Games
2-4 players

Introduction

In the olden days, the Ur-gan clans of the Stonetop Mountains vied with each other under a strict code of mortal combat. To the losers, a decade of defeat, shame, and self-pity. To the winners, ten years of dominion over all the other clans.
You lead one of these clans in a battle to the death! Your warriors are represented by dice - each die is a warrior. When you are out of dice, your clan has lost, and you are out of the game. Will you fail, and lie unsung in a coward's grave, or will you roll to victory? (Get it? Roll? Get it?)

Components

  • 30 white six-sided dice
  • 1 black six-sided die
  • 2 red eight-sided dice
  • 1 green 10-sided die
  • 4 Restoration mini-cards
  • 14 Tide of Battle mini-cards

Object

Be the last player with surviving armies in the game

Setup

Each player gets a set of normal warriors (white six-sided dice). The number of starting dice depends on the number of players as follows:
  • 2 players - 15 dice each
  • 3 players - 10 dice each
  • 4 players - 7 dice each
Each player also gets one Restoration card. Shuffle the Tide of Battle cards and place them face down nearby. Roll to see who goes first.

Game Play

Game play consists of two phases, the battle phase and the draw phase

Battle Phase

On each of your turns, you will battle with the opponent to your right. To conduct a battle, you and your opponent each roll all your warriors (your dice). Battles are resolved from the die rolls according to these rules:
  • Each roll of five or higher counts as a hit
  • The number showing on each die is the number of hits needed to defeat and remove that die
  • The player dealing hits may decide which of the opponent's dice the hits affect
For example:
  • Gollum has six dice and rolls: 6 5 4 4 2 1
  • Frodo has seven dice and rolls: 6 6 5 3 2 1 1
Gollum has scored two hits, and he may either take out Frodo's two dice showing 1's or Frodo's one die showing a 2. Normally, it would be better to take out two dice rather than one, but if the die showing 2 is a special die, Gollum might want to get rid of that one. Frodo scores three hits and would probably use them to take out Gollum's two dice showing 2 and 1.

Draw Phase

After the battle is resolved, the player draws one card from the Tide of Battle deck. The player may choose to pay the cost shown on the card (the cost is paid in dice), or he may pass it to the right. The next player has the same choice - pay or pass. If the card makes it back around to the original location, the cost is reduced by one and the process repeats. Eventually the card will be bought, or the cost of the card will drop to zero, at which point it may be taken for free.

Losing

If you ever lose all of your dice, you are out of the game immediately, even if you could add more dice by playing a card.

Cards

There are two types of cards - Restoration cards and Tide of Battle cards. Restoration cards bring a player's force back up to its starting total. Tide of Battle cards can have many different effects. The following rules apply to these cards:
  • Some cards have permanent effects; others can be played once only and are then discarded.
  • Some cards are played at specific times in a battle or during a player's turn. Other cards can be played at any time as long as the player still has dice.
  • Some cards call for additional dice to be added to a player's army. If those dice are not available when the card is played, they are not added or owed - they are lost. Partial adding is allowed (e.g. if a player is instructed to add five and three are available, he or she gets the three dice).
  • If a player is ever out of warriors, he or she has lost and can play no cards, even if they would restore warriors to the player's army.
  • Tide of Battle cards that are used are discarded. When all of these cards are used, shuffle the discards to restore the Tides of Battle pile.
  • Restoration cards are never re-used once played.

Tide of Battle Cards

Explanations of the Tide of Battle cards are below.
  

Sunday, March 13, 2011

Word from Hippodice

I didn't make the finals - I don't know where I was out of the hundred or so games they took.  A good experience the first time around, though.  Full results are here.  If (A) means Austria, it looks like 11 of the 12 mentioned on the finals page are from at least partially German-speaking countries (the other one is from the U.S.) - it hasn't been so strongly Germanic in the past, if I remember past lists.

Not that that means anything; the German gaming community is huge and diverse, with many great designers.  Just an observation.

Monday, March 7, 2011

Biggest Game Design Showdown ever?

This month's Game Design Showdown over at BGDF is huge - 37 entries! I think the biggest one I've ever seen is twelve or so. I've got one in, so we'll see how it looks compared to the huge field.

Why so many? Probably because there's a publisher interested (Michael Mindes of Tasty Minstrel Games), and the restrictions in the contest are actually his design specifications for a potential publication. Also, because those specifications are mostly just that you use dice with only limited other components, and nearly everybody can think of a design for a dice game.

There's no guarantee that any of the entries would be published, of course, and no guarantee that the winner of the contest would be the one that TM selects, since they'd have different ideas about marketability and design than the contest voters, but maybe that has people interested. I'm not sure the regular voting apparatus (up to six votes, no more than three per game, no voting for your own) are going to be workable here - it's usually a bit mysterious who wins, and usually few people vote. But maybe having so much interest will make for more voting and less quirkiness.

Should be interesting - I'll let you know how I do, and we can see if any of the entries sparks Michael's interest.

Friday, February 4, 2011

Interesting contest

Reader Wordman (a Shadowrun compadre from many years ago in college) directed me to the Thousand Year Game Design Challenge being run by Daniel Solis.  An interesting concept - create a game that will be playable and relevant for a thousand years.

That, of course, means that using cultural memes, metaphors, or current technologies is not a great idea.  To my way of thinking, actual current thousand-year games are mostly dice and boardgames like chess, go, ludo, backgammon, nine men's morris, mancala, etc - simple rules, abstract parts, but enough complexity to keep it interesting.  I guess it wouldn't need to be all boardgames, either - there's evidence of dice from thousands of years ago, and playing cards or the like have been around for a long time, so maybe those would work too.

A fun challenge. Maybe I'll try to put something together.  The deadline is the end of July.  The judges are Solis and his wife, and they seem to be fans of storytelling-style games, although I'm not sure that kind of game would fit this challenge.

They definitely state "unpublished," so given my current fiasco with SaltCON, I'll be careful...

Thursday, February 3, 2011

Publishing hurts, at least for contests

So, word from the Ion Award competition at SaltCON now is that they've thrown Diggity out of the contest because it's published.  Which seems kind of off to me, although I guess it's a gray area.

The contest literature says the contest is for unpublished games.  The eligibility rules, however, say only this in that regard:

2. The game cannot be under consideration by any company at the time of submission or judging. 

That's definitely the case for my game. Nobody's looking at it, and I'd have happily licensed it to any of the publishers at the conference. Their problem is that I've got it up for sale at TheGameCrafter.com and listed on my site here. However, I've only sold six copies through TGC, and it hardly seems like that's the same as a commercial print run or "publication" in any accepted sense of the word. I can't imagine they'd care if somebody had come up with a game design, had some printed up, and sold them out of a suitcase at conventions - that's basically no different than what I've done, and actually more aggressive marketing and investment than I've done.

Apparently a sticking point for them was that my rules say that the game is "published by Plankton Games." I guess that was a dumb move on my part, but it seems kind of arbitrary that those four words of text on a document are definitive. The reality remains the same - I have no print run and no company looking over the game yet, and the judges at the competition are representatives of big companies looking for good new games to print and distribute, which mine potentially is, or it wouldn't have made it through the first few rounds.

Hippodice has a much more workable rule for these situations in their competition - they say the game can't have more than 100 copies created. That allows some space for people to create and distribute small print runs while still ensuring that the competitions will be populated by game designers rather than established games from bigger companies.

Very disappointing. To the organizers of competitions, I'd say consider the new reality of print-on-demand and web distribution by individual designers, allow for the fact that these micro-publishing efforts don't somehow make a game "published" in any traditional sense, and whatever your call, make your guidelines very clear on this point. To other designers, I'd say that if you're interested in entering your game in competitions, you should probably not put your game up on a POD site unless you're sure the competitions you want to enter allow for it.

Wednesday, February 2, 2011

Upcoming stuff

It got quiet around here towards the end of the year as my semester ended and we traveled to see family.  Then the new semester began with a fury.  So, I haven't been posting much, but I do have some good news to report:

  • The new artwork for Diggity is complete as of late last year, and it's neat-o.  I'll put up some samples soon.  I ordered some copies from TheGameCrafter.com after tweaking my art uploads. Their printing is always pretty dark (they prefer the term "rich") relative to how the images look on the screen, so I had to lighten it after getting one made up to test it.
  • Diggity was selected as a finalist for the Ion Award at SaltCON, a boardgaming convention in Utah. I tried hard to find a way to get out there for the convention, but it ended up being too hard to get away from teaching and my committee work for those days (plus it would have ended up costing me about $700 - not impossible, but pretty expensive).  The competition organizers are willing to demo Diggity for me, so I've got a copy in the mail, and I'm working on a how-to-play movie for it which I hope will help.
Diggity's also in the running in the large field for the Hippodice competition in Germany.  I'm guessing I'll hear something about that in the coming weeks.

Saturday, December 11, 2010

A look at the competition

Here's another game that's made it to Hippodice for 2011.  Looks pretty polished (and very Carcassone-like).  I really like the artwork; fanciful and clear, with neat colors.  No idea how it plays.

Looks like a very professional prototype, with a box, even.  Neat.  I may be outclassed there if the game is as polished as its presentation.

Wednesday, December 8, 2010

New BGDF Showdown

A weird topic this month from the game design showdown at BGDF.  They want something that relates to the holidays, plus something that relates to internet spam, plus a dexterity component.

I can't think this will produce any games with any lasting appeal, but I'll try.  Hmm.  Maybe throwing green and red darts at meat substitute and then blogging about it?

Sunday, November 21, 2010

Hippodice

One of the two games I entered in the Hippodice competition has made it through the first cut.  Yoggity didn't make the cut from 190 to 50, but they asked to see Diggity for the second round.  Pretty neat.  I'll see how it goes - the final results are in March.

Tuesday, November 16, 2010

Hercules: The Later Years - Rules

The following is my entry for the BGDF design showdown for October.  Enjoy...

Hercules: The Later Years


Story:

After his labors, Hercules rested on his laurels. Literally – he had a whole pile of laurels upon which to rest. But over time, his fame faded, and he’s now badly in need of drachmas to support his lavish demigod lifestyle. You are Hercules’ new agent, trying to find him some paying gigs that fit his skillset.

Parts:

  • 108 cards
  • Starter pawn
  • Game Board
  • 30 coins per player

Setup:

Give each player 10 coins. Place the other coins in reserve. Place the game board in the center of the table. Shuffle the cards and place them in a pile face down. The player most likely to have been sired by Zeus takes the starter pawn.

Turns:

Each turn has two phases described below.

Phase I: Card Auction

Draw one card from the deck per player in the game. All but one of these should be placed face up; the last should be face down and hidden from all players. So, if there are four players, turn three cards face up and place the fourth face down. These are the cards up for bid.
The player with the starter pawn bids first by placing as many coins as she wishes on top of one of the cards. Only one bid may be placed at a time, and a player may not refuse to bid. Bidding progresses around the table to the left. Each subsequent player may either bid on an unbid card or add coins to an already-bid card. For example, if Andromeda bids two coins on a Conquer card, and Antigone adds a coin to that card, Antigone’s total bid is three coins, and Andromeda’s bid is no longer valid.
Bidding continues until each card is allocated to a player. Players cannot change their bid amounts or switch cards unless outbid. When outbid, a player may request that her coins be refunded and replaced by the higher bidder.
When bids are resolved, each player must pay the total amount they bid to collect their card. Unused coins are returned to their owners.
Deadbeat Rule: If a player bids more coins than she has, the auction is cancelled and then repeated without the deadbeat player participating. The extra unbid card is discarded.

Phase II: Playing Cards

Beginning with the starting player and moving left, players may play their cards as follows:
Draw Cards: The player discards the draw card and takes the indicated number of new cards.
Object and Action cards: If a player has both an action (Conquer, Capture, Clean Out, Endorse) and an object (Used Chariot Dealership, Temple, Hydra, Politician), she may play them to make Hercules complete a task. The player discards the cards, takes a new coin of her color from the reserve, and places it on the game board at the appropriate spot for the action and the object.
Fees: Each action and object has a value associated with it. To determine the fee paid for the task, multiply the cards. For example, Capture has value 3 and Temple has value 2, so capturing the temple is worth 3x2=6 coins. A player who captures the temple collects a fee of 6 coins. Fees are printed on the board task spaces.
Repeating a task: The first time a task is completed, it requires only one action and one object card. Each subsequent time, the task costs one more of each. For example, the second time someone endorses a politician, it takes two Endorse cards and two Politician cards. The fee remains the same regardless of how often the task is completed. The player’s coin is placed on the board on top of any previous coins. Players may repeat tasks they’ve completed.
Bonus cards: Some action and object cards are marked double or triple. This means that they may count as more than one card when completing a task. The fee paid for the task remains the same. Players may “overpay” for a task.
Players may make as many plays as they wish. When all players have had one chance to play cards, the starter pawn goes to the next player, and a new Card Auction phase begins.

Victory:

The game ends when there are not enough cards in the deck for a full card auction. At that point, the game is scored as follows:
  • Each task completed – 1 point.
  • Most unspent coins – 2 points.
  • Each chain of coins across the board – 3 points. A chain is any unbroken string of coins which connects opposite sides of the board. The coins in a chain must be adjacent. Each individual coin may only be used in one chain.
The highest scoring player wins. For tiebreakers, use the most unspent coins and then the most unplayed cards.

    Monday, November 15, 2010

    Hippodice preliminary results on Nov. 17

    The Hippodice site says they'll have the preliminary first-round results up on November 17.  Pretty exciting.  The games that make it through this first round (based only on rules, a short description, and some pictures) will go on to the next round, where you send an actual copy of the game in for them to play.  I'm hopeful that my two entries make the cut, but we'll see. I'll have to figure out how to get my two games to them and through customs before Dec. 1, but there's probably a way.

    BGDF October Showdown results

    Looks like I came in a close third of four.  A bit frustrating; this time around I actually designed the game pretty quickly after the contest parameters were announced, and I got a set of my game made by TheGameCrafter.com in time to test it out before the contest deadline.  My game is fun - my kids have asked to play it several times since we got it, and I've enjoyed it every time.

    Of course, tastes may vary, but both of the games ahead of me in the competition invoke a bunch of cards that are never shown, so you have no idea if the game will be balanced or how it will play.  The first place game is actually pretty similar to mine; there's a card auction, and you're trying to create tasks by bidding on cards.  The artwork for the few cards shown is top notch, and the game is described pretty well, but it's hard to know how it would actually play out without knowing the card distribution and card types.

    The 2nd place game shows only one card out of the 124 invoked in the rules.  The graphic design here is also good, although the board is mostly covered with little numbers.  I imagine it would be fun, but it's a little hard to know again because you don't see any of the parts.

    I guess I shouldn't get hung up on this - voting for anything is of course a bit hard to predict, and I'm just doing this for fun.  My game is good and works well; I have a few other ideas to make it even better, but it's a good time even in the early version, and it has pretty good replay value.

    I'll put the rules up here.  My artistic ability is a bit too crude for now, but maybe I can work on that part too and even release it.