Today in the meeting we had a couple of interesting points, such as that for FOV we may need to re-imagine the theme of the game in order to appease a wider audience, or we may need to change the age, and therefore some of the rules to simplify it. For now tho, FOV is on the backburner, and the ESCAPE is again our main focus.
Today Igor is testing my prototype, and meanwhile, I've already started the reiteration and changed some factors in it.
This morning I had a meeting with Igor about my booklet, it was really positive, with him saying that it would be a fun booklet to play through, but of course, there are some issues, I was prepared to make a lot of changes and I'm honestly surprised there aren't more, we managed to talk about and note most of the changes that will be made.
Today it's more work on the Escape booklet, making and implementing more changes. other than that I have some rather good news, the project I helped Igor with a few weeks ago was presented and played, here is a small report about it, I just designed the cutout for the centrepiece in the middle, a nice little project, which I see now is having a big impact. It is a game meant to educate farmers in Mayotte. although I didn't do much it's still cool to see that something I helped out on is out there and people are enjoying it. and more importantly, It may educate the people on the island and make a lasting difference.
This morning we had a meeting about a potential new project, although I won't be here for the development of the project, i pitched some ideas which were well received. Raphael and I went to the board game shop down the road in order to buy some games that were of a similar type to what I pitched. It's basically a roguelike game where the players have to explore a cave system in order to find an exit. The exit will have a lock that the players will need keys for, so for most of the game, the players will be looking for these keys. some tiles will have effects or items on them, affecting the board as well as the players. the target audience is families, so we need something that is quick and easy to play.
other than this food for thought, I continued work on the escape, completing the second draft and printing it by the end of the day. tomorrow Igor will playtest again, and we will discuss the new changes and my implementations of the feedback from last week.
today was more reviewing the Escape booklet, but also some idea generation for the new project I mentioned yesterday. there is a lot of potential for the project. Raphael and I tested a game we bought piege obscur (the night cage). it gave us many ideas and we started brainstorming some early potential prototypes. The main thing I noticed was the different way in which we think of idea generation, Raph immediately thinks of the cost and production issue, which is good, but still, I found that it got in the way of developing fun potential mechanics, you see personally I believe you should work with no restrictions, get a fun idea going, and then figure out how to shape it into something more realistic if you start with the restricting factors you won't get to test and see what potential other ideas. you can always bring down costs with clever solutions, but it's much harder to make something fun If you can't experiment. We decided that a hybrid of the two ways of thinking would be better, I would concentrate on what is possible and the potential mechanics, while Raff would concentrate on something more realistic, and then we would see if I could borrow his elements if my idea was unrealistic. for example, if I created something that requires pawns and dice, his may require just cards, we may be able to use the randomness of the deck to replace the dice. small things like this. either way it's food for thought right now.