Status Report – November 2022

The end of the year is approaching, so it’s time to assess progress towards the goals I set at the start. I’ll also include a general progress report on the things I’ve been working on. How’s it looking? Well… the short answer is ‘patchy’. For the longer answer, read on.

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Work in Progress – February 2022

Welp, we’re into the new year, and that means it’s time for a sitrep on what’s afoot. In my last post I talked about some of my goals for the coming year. The scaling up is actually pretty boring to talk about – it’s mainly a set of emails, online conversations, and so on – so unless and until I have something substantive to report about that, I won’t bore you with it. Instead, let’s talk about the two main strands of development work that are going on.

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View From the Tabletop: Equipment

I’ve taken a break from the higher-priority expansion work and switched focus to equipment. Partly this is so that I can leave the other stuff for my subconscious to go over, partly it’s so that I can see if adding equipment will break anything I’ve already done. Mostly, though, it’s so that I don’t burn out by focusing on one topic for too long. Burnout is a real thing, and I find changing the task I’m doing can help with preventing it. I also thought it might be interesting to get a sort of snapshot view of part of the playtesting process.

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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.

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