The folks at Plaid Hat Games have been posting a series of articles from Rob Daviau about SeaFall, his legacy game that's set to release at Gen Con. I had the awesome opportunity to develop the game with Rob, and wrote an article for Plaid Hat talking about the experience.
I also wrote about what I learned in developing SeaFall for the League of Gamemakers, a game design community I contribute to.
If you haven't already, check out SeaFall at the Plaid Hat Games website, and consider pre-ordering it - you'll want those sweet metal coins that come with the pre-order!
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JR Honeycutt is a full-time husband and game-player, and co-host of The Nerd Nighters. He makes games for Artana, and also writes games with the League of Gamemakers. You can find him on Twitter at @JayAhre or at a Friendly Local Game Store in Dallas/Fort Worth, Texas.
Showing posts with label development. Show all posts
Showing posts with label development. Show all posts
Tuesday, July 26, 2016
Developing SeaFall
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Wednesday, May 4, 2016
Tesla vs. Edison: Powering Up! Developer's Diary, Part 1

The expansion is currently on Kickstarter, and I'd love it if you took a moment to click here and check it out!
In November of last year I was at Rob's place in Massachusetts finishing up dev work on SeaFall. Dirk Knemeyer and Marcus Muller, the folks who run Artana, stopped by for a playtest of one of the early iterations of Chronicles: Stone Age, which I tagged along for since I was already in the room.
It was a blast, and I noticed right away that I had good chemistry with Dirk and Marcus. They asked me to be involved in demoing the game at BGG.Con, which turned into a lunch conversation with Dirk about developing the Tesla vs. Edison expansion.
I had never played Tesla vs. Edison when Dirk first offered to let me work on it, and it took me a few weeks to get it the table enough times to start doing real development. One of the criticisms of the base game was that the rulebook was hard to understand, and sure enough the first few times I played I got a fair number of things wrong. That was an early hiccup that Dirk and I worked through by playing together on Tabletop Simulator - an awesome resource for long-distance testing. Huge thanks to Andrew Christopher Enriquez for building the module for us and keeping it updated through the process.
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Monday, October 19, 2015
ACE talks about Tabletop Simulator on Steam
Editor's Note: When asked on Facebook to provide tips, tricks, and a general explanation of the benefits and drawbacks of Tabletop Simulator, Andrew Christopher Enriquez (ACE) provided this response. I think it's great, and worth posting for the world to see. I've made only minor edits. Enjoy! - JR
Tips, tricks and best practices, this is going to be a long response so bear with me. In order for me to talk about tips and tricks I think it's important to first talk about the strengths and weaknesses of the system.
Tips, tricks and best practices, this is going to be a long response so bear with me. In order for me to talk about tips and tricks I think it's important to first talk about the strengths and weaknesses of the system.
I should probably start with the bad. There are only a few downfalls of the system but they're important. First and probably most debilitating is the lack of user base. The system requirements and cost are currently prohibitively expensive for any sort of real mass play-testing. This could and probably should be fixed by allowing for a 'Developer' tier where we, the module creators, pay a higher cost, but anyone can use that specific module for free without having to buy TTS, this would have to have some real limitations but I'd use the crap out of it!
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