Hey there – long time no see! So in-between my web design work, I’ve been hacking away at getting the files for the Great Scott! cards finalised. I’m *this* close to ordering a proof copy of the core game from DriveThru Cards, but I figured there was nothing stopping me from making a Print ‘n’ Play version of the game, so that’s exactly what I’ve done! Continue reading Developing Great Scott! – Part 7: Print, and Indeed, Play!
This post marks a milestone: there have been no major changes to Great Scott! since the last time I wrote about it. Wonders will never cease.
I thought I’d make a short post with a playtest report for the current version of Great Scott!. The good people at Lincoln’s premier comics & tabletop games store gave me some table space at one of their weekly boardgaming nights, and I spent four hours watching people play the game. Continue reading Developing Great Scott! – Part 6: Always Talk to Strangers
You know what I was saying in my last post in this series about how the direction of a game can turn on a dime while it’s in development, and that Great Scott! was now a co-operative game? Well yeah, that. But not that. Continue reading Developing Great Scott! – Part 5: What’s Hot, What’s Not?
The Sinister Fish board game development team gets together twice a week, more or less. What actually happens is my friends come to my house & we goof around in my kitchen with bits of cardboard. It’s fun, and you should try it. In the meantime we talk over Facebook messenger about new ideas we’ve had for the game, and these get collated & written up into an ever-evolving rules document. The image above was taken during a playtest of the v0.3 rules, with our first set of printed cards. I’m not saying index cards don’t have their place in game design, but damn it feels good to see everything in Helvetica instead of handwriting 😉 Continue reading Developing Great Scott! – Part 2