One last batch of character classes for this prototype, and we’re ready to start trying some other new ideas. Hopefully whatever we do for Game 5 will involve my favorite new character, Plug Face.
Even more new class ideas. If we go with this game, I’ll definitely stay busy in the art department.
Just when you thought the last prototype couldn’t get any classier, I added some more classes to it. Including fat class, tiny class, and boot class. Lots of cool strategic combinations in this one.
One Game 5 idea had a system for troop classes, so I designed some simple game pieces to help us tell everyone apart. Again, none of this is real production art. Just some goofy little sketches to help us wrap our head around what we were playing.
Happy American tax day, everyone!
Last week’s soldiers have been recycled to test out a few different game ideas. Turns out belly numbers are good for all sorts of stuff. Will Game 5 look something like the screen grab below? It’s certainly a strong candidate.
This prototype is currently only playable on Adam’s favorite platform: Adobe Illustrator. It’s amazing how far the text tool and alt + dragging will get you when you group your objects right.
Usually when I’m putting together a prototype, I’ll do some quick-and-dirty game pieces to help get the point across. Here are some placeholder troops I threw together for one Game 5 idea, in order of strength.
Most of our ideas begin as “pen and paper” prototypes, using dice and cards and basic shapes for game pieces. Here’s a screen grab of what they look like even before that. This poorly labelled half spreadsheet, half note vomit might one day be an awesome game.
There are a few more fixes on their way to Outwitters 2.0 (including the much-needed forfeit counter seen above) but it’s safe to say that Game 5 prototyping and playtesting is now our main focus. Early, ugly, barely-working playtesting. Keep an eye on this blog for weekly glimpses of our next project!