I finally did more playtesting on Siegebeast with some friends. I’m finally ready to unveil mechanics and such!
SiegeBeast is a strategy game that uses dice for units. The key mechanic of the game is using the dice sides to keep track of life totals for each unit. There is no dice rolling at all in the game, except for choosing who goes first, or who gets a color of dice/ specific faction if multiple people want them. I’ve checked all over, and I haven’t been able to find any other games that use dice as units like this, I’m pretty proud of it. (I could be wrong. If you know of any other game that does this, let me know!) (more…)
Hey! Hey! Listen! Hey!
My good buddy Joel Pfannenstiel, A.K.A. Lord Julius Panhandle, artist extraordinaire and founder of Astrokitty Comics, has been doing the art for Siegebeast. Here’s some of his (amazing) work so far:
I’ve been doing editing on my comic scripts. Important, but hardly thrilling. Cleaning up dialogue, plot loopholes, trying to reduce panel counts (especially in the earlier issue), ensuring continuity is stable: bleh.
Otherwise, I’ve about finished the second draft of Siegebeast’s rules. I just have some final tinkering to do, then it is time to prepare another prototype for this version. I’ve reduced the complexity a bit by getting rid of a number of unnecessary features, including level restrictions on ability cards, and I’ve evened out the stat bonuses given by ability cards as well. (There are four stats: Armor, Speed, Attack, and Range. Armor and Range both start out at 0, Speed starts at 4, Attack starts at 1. Previously cards would give all sorts of bonuses to them, ranging from +1 or +2 to a single stat to giving bonuses to multiple stats. I’ve replaced this with having each card give +1 to each of two stats, along with whatever ability it grants normally.) I’m still having trouble with abilities for two of the factions, but I’m narrowing down the problems.
My board game has a number of different terrain types, including the basic lava, water, rough terrain, and open ground. Water and lava are super easy to do, as is open ground (grass, dirt, snow, etc.) Rough terrain and impassible hexes are the tricky bits, though. I’m not sure how to show with just textures that a hex is impassible or difficult to traverse. I’d thought about using a rubble texture for rough terrain, and a rock texture for impassible, but I worry the rock texture would be too easily mistakable for open ground. One solution I’d thought of is using parallel lines over the rough terrain texture, and crosshatched lines over the impassible terrain. This would let me have multiple textures of each, but I worry it would be jarring/incongruous. Any thoughts?
I’ve probably told some of you (Oh nonexistent readers!) about the board game I’m working on, but for those I haven’t: I’m making a fantasy strategy board game! I’m planning on crowdfunding it through Kickstarter sometime later this year, hopefully by this summer. I’ve designed, built, and tested the first alpha version (v1.0) already, and I just finished the first draft of the second alpha version (v1.1). I’ve been working on it since late September/early October. The working title is SiegeBeast, but I’m not entirely set on that.
As for actual gameplay: I’m not going to throw the game on the internet for all and sundry to see (in the case of my blog, nobody, actually) until I have something a bit more polished. It is going to be a hex grid based game with a number of different factions, and a wide range of playable scenarios. Before too long I’ll be looking for playtesters for the new version, so let me know if you’re interested!