Costs & Testing
A lot of new people signed up for playtesting in the last two weeks which is very exciting. We rolled into version 0.94, which included uploading all of the final component art to Tabletop Simulator - and it sure looks pretty! Blind playtesting is so powerful, even when I run games and try to stay silent I often don’t realise how many clarifications I am making.
On the manufacturing front we are lining up a final prototype for early next year . I’ve made all our previous prototypes locally and like most beginners my first prototype included household items. Characters were fighting over a lemon juicer and taking cover behind some books or a salt shaker. Obviously, you look past all of these visuals because at that stage smart looking pieces would only distract from the main goal, determining the strength of the rules system. Patience at this point is key I learnt, yes you want to force it along so you can get to the end stage where you have a beautiful product, but that part is far more rewarding when built upon strong foundations. A lot of big rules developments were taken after taking breaks from the project, not from pulling yet another all nighter.
What am I most excited about this week? The poet we have employed is expected to submit her final draft of the lore for the Descendants, I’ll blog about that next time.