Since the post that functioned as the blog recap I'd decided I don't want to discontinue work here entirey but instead I don't want to keep working on the blog at nearly the pace I had previously. This has predictably led me to have more time to work on games, which is good, but without the weekly deadlines I've assigned myself, I don't know if I'm actually bring more productive. It's kind of hard to tell. That said, I've made a lot of work on Proving Grounds. This includes having all the mercenary models painted, magnetized and based, which was obviously a pretty big step! I also have all the units cards finished and the player reference. So then I actually played it. I've discussed previously about the importance of just slamming out a playable prototype of a game as early as possible to avoid wasting time on something that isn't very much fun, or leading you into a dead end of design with mechanics that are kind of crappy. Well, I ignored my own experience and advice on this with Proving Grounds for sure and went in on many hours of painting and building, plus making statblocks and cards.
I'm happy to report it was extremely informative and productive, and the game is quite fun, but obviously still rough around the edges. Few things are as revealing as a first playthrough of a game in development. I can't believe it's almost May. Last week's goals:
Uncommon Valor
I did what I said I'd do, though I have to admit there were a lot of complications. I also have been spending a bit of time playing the Panzer Dragoon games, so there's that. Last week's goals:
Uncommon Valor
Well, I had a pretty successful week with the launch of Afterglow and Plamo vs Plamo enjoying a one-day sale on Wargame Vault where I sold a good number of copies. Afterglow has been well-received by the people who have bothered to tell me their thoughts on it, and it's well on the way to selling better than anything else I've ever released.
So for this week's goals... Uncommon Valor
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