Development work has slowed a bit recently, but that’s because it’s getting harder to make improvements. All the easy fixes have been done, and what’s left is more a matter of refining. Here’s the state of things this month.
Continue reading “Work in Progress – October 2021”Tag: Close Encounters
Work in Progress – August 2021
The figure conversions are still in progress, and managed to splash some more paint on them in the weekend. In the meantime, here’s where the development focus is for this month.
Continue reading “Work in Progress – August 2021”Work in Progress – June 2021
I just looked at the list of blog posts and realised that it’s been months since I gave a general status update. While I wait for paint to dry on the figure conversions , here’s what I’m working on these days.
Continue reading “Work in Progress – June 2021”Deconstructing a Bloodbath
In my last post, I talked about how the first mech playtest was a complete bloodbath. It’s worth digging into that a bit more, in an effort to understand how it turned out that way, so here’s how it went down.
Continue reading “Deconstructing a Bloodbath”First Playtest: Mechs
One of the expansions I’ve been working on for Close Encounters is based around big robots that accompany the troopers to add some extra firepower (and perhaps other abilities too). I just got to the point where I could playtest this content for the first time… and it was a bloodbath.
Continue reading “First Playtest: Mechs”Gradients in Practice
During playtesting in the weekend, I realised that cognitive load is a big problem for some players. This isn’t exactly news, of course – right from the start I’ve been trying to minimise it, especially for expansion content. But it’s one thing to be aware of this idea, and another to see it demonstrated in front of you. Fortunately, there’s a way to cope with this.
Continue reading “Gradients in Practice”Playtesting Models
As part of the game development process, I prefer to use figures rather than cardboard counters or plastic tokens or meeples or something. I do have same vague justifications for this – I need to be able to test with other people who are non-gamers and figures are easier for them to see what’s being represented; and it also lets me try out figures from different sources to see which might be worth using as sources. Honestly, though, it’s mostly because I prefer to push around figures which look cool! In this post, I’ll be talking about the figures I like to use.
Continue reading “Playtesting Models”Content Modularity
We’re back in the world of Close Encounters for this post, and specifically the expansion pack content I’ve been working on for it. As you’ll know from previous posts on the subject, I have plenty of content for expansions, and testing and tweaking isn’t a huge obstacle – the issue is figuring out how to group all the content together. I still haven’t made a final decision about that, but I do have an interim plan.
Continue reading “Content Modularity”First All-Up Playtest Complete
I took advantage of the long Easter weekend to do some all-up playtesting of the expansion content I’m working on for Close Encounters. Of course I’ve tested all the bits of it before, in various combinations, but I hadn’t done an all-up test of everything at once. This testing cycle was also special because I was getting the perspective of some testers who haven’t seen any of the new content before, so it was a good opportunity to throw everything together and see how it went.
Continue reading “First All-Up Playtest Complete”Play Styles in Close Encounters
A little while ago I mentioned that the way different people choose to play Close Encounters can be interesting. In this post, we’ll look at some of the play styles I’ve commonly seen.
Continue reading “Play Styles in Close Encounters”