Archive for category General

template design rationale

This is a long and hopefully interesting post for anyone that want’s to get an in-depth look in what’s going on in my mind and in my layout experiments. I’ve divided it into two separate sections for your reading pleasure – one about the logo dev, and another about how one should place containers and display card costs on a template.

The logo stuff

First I’d like to present the Rebel & Merfolk logos – the only two faction symbols that are actually completed at this stage.

Most of you are already acquainted with the Elf-leaf I whooped up for the Rebels, but have probably not seen it in all it’s zoomed in glory. While seeing logos zoomed in will be extremely rare in a CCG on the cards themselves, it is still a bonus if the logo still looks good when it is enlarged. I think these ones both do, and they don’t seem to need much extra work put on them when showing them off on posters etc.

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result of test prints

The test prints I ordered ages ago finally arrived today. :) They were over a month late due to the photo labs machine breaking down. As this reveals, they are not really “prints” in the sense that they have been printed as a newspaper would have been. Instead I have intentionally used a digital photo development service, as a proof of concept that this can be easily done by anyone and to keep down costs to almost nothing.

The purpose of this first test print was to ge info about how a real sized card would work and feel in the hands of a player. I wanted to know how the fonts would turn out, what sizes, placements and colours we could use. What worked and what didn’t. The results were better than expected and will now be shared in the following.

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HP tracking debunked

Yesternight what has always been apparent struck me: There are really not so many ways to keep track of how many HP:s a creature has in a CCG. After having an uneasy feeling for several months now about the subject, but never really wanting to accept it, I have somehow managed to distance myself from confronting the topic. Not any more.

I’ve come to a conclusion for the rule set I’m currently working on, and I’m fairly confident it’s a global design issue that is in direct relation to how the attack system works/is resolved in a CCG. But before we look at the resolution, let’s have a quick recap of what we’re looking at here:

  • In most combat orientated CCG:s creature have a number that equals thier HP/Life.
  • If they do, that number is usually greater than 0.
  • In most good CCG:s, that number is easy to keep track of and is between 0 to 10, in contrast to 3459.
  • This is where we now continue: How should one keep track of a creature’s HP in a CCG where that variable changes often on each individual creature?

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meanwhile in the batcave…

  • Yes, figure that: I haven’t been slumbering. On the contrary, a lot of work has been put down on getting our brand new wiki going, and a lot of work is still needed before we make it official-official and add it as a link on this sites main menu. I’m filling it as I get time & wisdom. Feel free to use it as long as you’re registered.
  • First day of my vacation today. Hopefully the free time I’ll get this summer can be well deposited into WTactics. :)
  • toeholds has shown interest in contributing to WTactics, begun work on an art piece, is also involved in BfW Campaign-work & has mapped out some suggestions for new WT faction logos.
  • This site has had it’s heart updated to 3.oo. Theme will follow later on, but these changes are likely not noticeable to most users.
  • It was 4 weeks ago the photo developers told me that their machine will be fixed in max 3 weeks. I still haven’t seen a trace of the test print cards and yesterday I wrote them an e-mail. I’m an extremely patient person, but wouldn’t want to be forgotten as a reward for my virtue ;)
  • Have given a test assignment to an additional new artist – we’ll see how it all plays out.

Time, oh time…
Creating a CCG takes a ton of work. Doing it han-solo style as I am doesn’t help and it seems the ton even multiplies since I’m doing everything except for raster card art myself. I’ve also begun to measure how much time I’ve spent on the project and how it’s distributed by using Project Hamster, a superb & nifty gnome-utility for us pingo lovers as seen on my noble laptop to the righ, where almost all the WT dev is done.

Just this far in in June I’ve put down at least 38 h of work on the project, which is 1,8h/day. Given the fact I have also carried out my normal life & job at the same time I’m satisfied. That said, I think I’ll spike the charts now in June & July since it’s vacation now.

Problem is that this still is very slow progress and a lot of work lies ahead of me.. if you are interested in helping out & joining the dev team please contact me already. :)

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love & the kinds of it

Time again for a work copy of a card that will be playtested in the Original Rules Concept: Bound by Love. Personally I’m weak for civilian elements and drama even if it’s in a war centric game. I think this card has a nice touch to it, uniting mechanics and story in a natural and understandable way with beautiful artwork. It’s one of my favorites this far.

I got some reactions asking of there are homosexual elfs. In short & minus the discussion:

  1. Why wouldn’t there be?
  2. WTactics shouldn’t be heteronormative. On the contrary, it should be pluralistic and inclusive.
  3. A kiss is a kiss – it says little about the subjects sexuality.
  4. Would anyone react if it was a male an female elf making out? No? Then surely the question should be why people react on this, and not why I choose to include such art.

My ambition is to avoid making WTactics a clone of every default fantasy setting that’s already out there. That mission is impossible to a certain dagree. Some basics should remain there. An example is the basic appearance of Elves. Without following any fantasy convention the world would be very hard to understand and grasp for the players, and, it would maybe even not be a fantasy world at all in the meaning the term “fantasy” is used.

That is why many things will indeed stay stereotypical to the genre. They are defining it and they make it easy to understand the world. At the same time my belief is that WTactics should dare to push the genre in new directions, some of which touch up on real world contemporary issues, stereotypes and other problems. This would all have to be done in a balanced way of course. There is a real big difference between daring and challenging, and out right provocation & propaganda.

WTactics can create a revised and modernized fantasy setting which isn’t afraid of the controversial or unusual topics being shown and, via the game, debated among the players. Maybe it will even giving birth to thoughts, perspectives & discussions even though it’s a game made primarily for entertainment.

Let’s try to find our own way and convention of what we want to deliver instead of following the same old path blindly.

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a new tool & test prints

Time came for me to check out some test prints of both the creature and event card templates. In reality it’s not really a conventional printer that will do the work. Instead, I have sent them in to a photo lab, where the “test prints” will be developed as digital photographies on high quality matte photo paper.

While playing around with the templates in Inkscape to prepare a couple of test cases for the digital photo lab I discovered that Inkscape couldn’t do a bitmap export of them in a format that the photo lab supported.

At that point I could just have used GIMP or any other editor to open and re-save the PNG-images from the Inkscape export into whatever format I wanted, but I chose a different path since that would have to be done to over 20 images, one by one (if one doesn’t know the delicate secrets of the terminal in combo with GIMP ;) )

Thus, I started my quest for a user friendly – yet powerful – open source solution for easy batch processing of image files. Thanks to durand I found out about a powerful and flexible easy to use piece of software that met all of my criteria: Phatch.

For anyone that craves after a nice GUI and powerful batch operations, this program would be it. And trust me, when developing a CCG it will likely come to good use plenty of times as having to deal with 200 – 300 cards is really something that should be handled by batch processing and nothing else.

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new card & event template

A month has passed and I’ve been very busy with my real work, but fear not beloved cardplayers – much has happened. I donated gold and the gods of creation answered my prayers: A couple of new artwork pieces have been born and are now a part WT’s great art pool. If you feel the divine calling please consider doing the same ;)

To show a sign of life (yeah, there is a rule on the internet which says every great project which hasn’t posted anything in a month is stone cold dead, I know…) and calm your nerves I decided to show some double folded progress.

card
As seen to the right the new art looks delicious, doesn’t it? It’s a sample of how it could be used on an Event card. In this particular case, it also happens to be a card that will be playtested once I get enough cards done for the next major experiment with the orginal rules concept, one which kill the ORC and breathe life in a brand new offspring from my masterful wannabe-wose mind. :P

template
As the observant reader may have noticed there have been some development on the Event card template. We have gone from this template to the one you see to the right. In particular, the following has been changed:

Info box added at bottom: This will contain the artists name if the artist has contributed for free by donating his/her work under the GPL. In any case, it will also contain info about the cards ID number.

Each card will have a unique number which is a fast way of identifying the card without using it’s name. Next to that, followed by a dot, there is also a version number. This allows you to easily check if you have the latest and most up to date version of a card, since sometimes a card will undergo balance adjustments, spelling corrections et.c. as needed. Example: 1.3 would mean that the card ID is “1″ and it’s version is “3″, meaning that is the third time that specific card has been changed since it was officially published.

Leaf Icon: The new leaf icon in the top right corner of the card represents the Elvish Faction in the game, which would probably be called “Rebels” and be a part of an alliance (alliance is shown by the green colour of the card’s borders/containers).

Thought is that each faction will get it’s own icon which easily identifies the cards faction belonging. Sadly the factions lack official icons in BfW, but it won’t hinder us from drawing completely new ones when it’s time for the others.

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iconic & symbolic card recognition

CCG players learn to easily identify the cards in a game by using each cards unique artwork. It’s not the artwork in itself that’s interesting, as it many times is totally irrelevant for what the card text says. What’s central is the fact that each card has it’s own artwork, and by just seeing the art the player usually knows what’s going to happen, at least the big picture of it, without ever having to re-read the card. Indeed, artwork makes it possible for players to tell what a card does without having to read at all (granted they have read the card and seen it enough times beforehand).

iconic
This process with players memorizing a cards effect by just seeing it’s artwork was dubbed “iconic” by Trevor from LackeyCCG in a topic where we discussed WTactics approach to it’s Event-cards.

resource limitations
WTactics has approx. 120 art pieces. All of these are of creatures, meaning we have the art for many units but no art at all for Event cards. A solution to this is to make the event cards display symbolic graphics. It’s symbolic in the sense that there could be some link between what the card does and what kind of creature it depicts. In the picture to the right you can see a good example of this:

symbolic
The Druid is depicted on 3 different cards, all with their own name, cost and effects. The symbolic meaning of having the druid there is of course the fact that the Druid, as a unit in the game, is not an aggressive warrior. On the contrary, it’s healing, loving and kind. Thus, all three event cards that have the druid on them are of that nature – none of the spells are aggressive, all are caring somehow, etc etc.

problem
If we use the same unit artwork over and over again on different Event cards, then the art can not be used iconic even if it can be used symbolic. Result would be slower gameplay and the need to read cards a lot. For example, imagine we have 10 different Event cards that somehow are connected to the Druid. Whenever a player sees such a card the only thing that differs it from the other 9 is the text – not the artwork. The player can’t identify the card rapidly, which he can properly do in all other CCG:s.

solution
Currently there are only two solutions to this problem (both being temporary until we can replace them with unique art) :

1. Only use each art work only once on the Event cards.
This would work, but has the drawback that we can only have a total of 120 Event cards.

2. Use each work several times, but differentiate it on each card it’s used at.
This is what’s done in the included picture, and at the same time it also makes it easier to see when an Event can be played or not (C = In combat, T = own turn, A = anyones turn). We have red, orange and purple Druids on the only three event cards that will have the Druid on it, as seen in solution 4 on the picture. Yeah, the colours need fine tunining, but the concept seems to be good enough. Or is it?

The result is that by looking on the card art only, the player can use it both iconic and symbolic. If we see a player using a “red druid” then we know what will happen, because there is no other “red druid” in the game.

The limitation of this is that each unit can only be on a total of three differently coloured event cards, but that’s hardly a limitation at all since the units themself are symbolic and can mean anything that can be associated with them. WTactics has so many versatile units that it’s really only up to creativity to set the boundaries for what kind of Event cards can be created or not.

If this solution is used we’ll get a theoretical span of 120 x 3 = 360 Event cards. That, + the 120 unit cards = a game with a total of 480 cards. That’s not bad. At all. Especially for only having unique creature graphics.

1, 2, 3 or 4?
In solution one I only use the differently coloured containers to graphically mark out it’s a different card from the others. While I personally think the cards look great and all, it has a major drawback: The player must view both the coloured container and the artwork, and then combine that info, to derive what card it is. This is iconic, but the icons are two, and they’re even placed on different sides of the card, forcing the eye to move/scan the card. That’s just lousy design which I’d like to avoid.

Solution two is one I like: There we still have the coloured containers (we can see from their colour/letter when the card can be played) and we also have some colour crap behind the artwork. By just looking at the artwork section of the card we can actually start using the artwork as an icon. Mission accomplished. :) But, and yes, there is always a but – is this really aesthetically appealing? I’m not to sure. I know it has grown on me. First notion is it looks cheap and ill designed. Now I’ve been staring for so long at it I have kind of grown fond of it.

Solution three if probably the one I like the most. It’s the same as solution two but a different graphical approach: Here I’ve coloured the druid itself. Can it be clearer than this? I’m not sure if I like this or the above solution the most. This has it’s own weird appeal. Reminds me of some old-school game I’ve never played and the rpg:s Fallout 1 & 2 for some reason.

Solution four is probably a bad idea for the same reason as solution one is. On top of that, it looks cluttered and makes the text harder to read when you have crap behind it.

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complete dev kit released

Up until now a little magic and sweat has been required to make our template file display as it should. This hasn’t been a bug, rather it was the result of how files are imported into Inkscape. Because of the way the program handles the paths it’s best to use relative ones within Inkscape. By having all files that the template requires in one main directory we enable the template and finished cards to display properly within Inkscape on any system, independent of platform or paths.

This has now been done and all you need to start producing cards for your own rule set of WTactics is included in this development package. Just un-tar it, and start getting busy! :) Since the template has been done in the SVG-format it’s very easy for you to add new containers, move the old, resize them, change colours etc etc. Only your imagination & your rule set is the limit to what you can do with it.

The dev kit includes: The SVG-file where the template and card-assembly is done, the card art, the fonts dlgzand a short readme-file explainig how to use it all once you have downloaded it. Please read that file.

Much pleasure, and don’t forget to get back to us with your creations so we can publish them for you (granted you have also developed a rule system that go with them ofc). Also drop us a line if you need support – we’d love to help you out and reply as soon as elvishly possible.

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