These design diaries videos are invaluable for people who are starting out to make their own game like me, the idea to have things get tougher if you take too long is an excellent way to establish player urgency.
Instead of worrying about card space, use both sides of the card; one for art and the other for text and rules. Design one cover card for each deck, and draw from the bottom. This way you get more design space and keep the cards a mystery.
This is a wonderful video and the game looks really cool fun! Love the tables and the small table presence! Love the weapons! Grenades! Ha! I love ranged weapons!! Ha! Ultimate fire sword of brawn!!!! The cool armour as well!! So cool! May I suggest soap as an item, be cool if a good Bath helps your stats, feeling fresh and ready for battle! Really enjoyed hearing about your challenges of designing a game! ❤
Sounds good. I gave up on a game I was working on because I tried to fit random encounters on cards. If I went back to it I would use the cards to reference a book. E.G dark venture or Arabian nights.
Sounding good! Regarding dice: it could be a risk, but how about not including dice?! The ultimate enviro move; will keep the price right down; the subset of the subset of the group that you suspect will make up the bulk of players more likely than not already have more dice than they know what to do with. Wooden ones would be very nice though too.
Corrupting the land with each milestone works well i think. You might consider escalating the rate of corruption by having the players seed a new corruption point each milestone (eg. remove a dungeon, tower, etc) as suggested and then also add an additional corruption token for each already destroyed area in the region. The additional token would be placed adjacent to any existing corruption token so that corruption spreads outwards from the initial area. In a competitive game, the placement of the token would be up to another player (additional player interaction), and in solo you might force the token placement such that the corruption tokens attempt to join up (makes sense thematically). Then you could prohibit travel through corrupted areas or levy a toll/penalty on those that do.
That would add to many tokens for the kind of game I'm making, but interesting idea! I only want there to be about 75 tokens in the game, and those are already being used by other things. :) I tons of chits. Especially if I go the Game Crafter route, because then people will to punch them all out and wide off the ash.
@@TheDungeonDive Token ash.. bad. Maybe use "dark crystals" or a similar prefab component from the Gamecrafter inventory. Always feels good to a few non-chit bits and bobs in a game.
I'm into this. Love the small scope and mix-and-match approach, although I would prefer more of a Talisman/Arkham Horror type characters (bunch to choose, each having some ability, when you lose, you get to pick another one) and maybe more thematic loot (preferably on cards), but what you have now is like 80% the game I'd make. I know I'm not on your patreon, but I think I will join it later this month to ask some questions. Because I would love the rules to be released under ORC or similar license so people could release their own expansions for it :)
Thanks! Won't be doing loot on cards. One of the core ideas for this game is for it to be be played solo on a small TV tray, or up to 4 players on a small card table. I also want all of the cards needed for a single game to fit in a single Hold It Card Organizer. Also, the weapons are made to be customized with different elemental effects / key words. So writing info on a character sheet is the best way to accomplish these goals.
I haven't been this excited about a game in a very long time. This will definitely end up being an insta-buy for me when it gets released! Keep up the great work!
@@TheDungeonDive I used to be really concerned with that kind of thing, but I remember watching one of your videos where you talked about not looking for the perfect game that can be played forever, but enjoying what a game has to offer for the time it offers and appreciating it as its own unique experience. Regardless if your game will be an experience I can enjoy for an evening or a month, I know I'd very much like to see what you will end up creating and simply experiencing that for what it is. Watching these design videos is also super inspiring for me as I have been developing my own games for the past 2 years but have yet to finish any of them.
Some ALiP considerations, per your request... #1) With how combat is taking place on a single hex, how will you distinguish ranged combat from melee? I wasn't sensing it, mechanically or thematically. If waving a short sword is identical to drawing a short bow, there might not be reason to include ranged at all. If you haven't already, put some brain power on how to give that "ranged vs melee" feeling to the player and their weapon of choice. Maybe ranged combat somehow has a drawback to counteract the advantage of hitting from afar. #2) You mentioned "escape" from combat. So does that mean the antagonists will not give chase? Will they be there in waiting when a player hits the hex again? If so how will this be remembered/indicated? If not, how does that look, the hex changing events, possibly important or embedded events, every time a player leaves and comes back?
Range and melee are just keywords - some challenges might be strong/week to one or the other. Escape you just discard the quest. This is a very simple and basic game. About the same as Talisman or Runebound 2nd edition. Out of ten this probably has a 2 on the complexity level. It even has roll to move. :)
@@TheDungeonDive I get it, no worries. Just a couple of quick common walls I hit when fleshing out those particular areas. Walls that won't let me sleep until I resolve, but I digress. Hopefully it was inspiring seeing the "ALiP" abbreviation for the first time.
This niche within a niche is the place that I call home.
Thanks so much for making table space a top consideration.
These design diaries videos are invaluable for people who are starting out to make their own game like me, the idea to have things get tougher if you take too long is an excellent way to establish player urgency.
Thanks! Glad you find them useful. :)
Good morning Daniel, I hope all is well. So exciting! Outstanding second episode/diary! I’m in 100%.
Instead of worrying about card space, use both sides of the card; one for art and the other for text and rules. Design one cover card for each deck, and draw from the bottom. This way you get more design space and keep the cards a mystery.
Nice art! Looks like your building out a sturdy framework for your game system too. I look forward to seeing how this project plays out.
It’s super cool, really enjoyed this video. 🔥🔥🔥
Daniel, You've given your audience so much. I'm heading over to become a patron, to do my small part in helping you put A Land in Peril "on the map".
Thank you! Really appreciate it, especially since UA-cam has not been kind to the channel over the last year or so.
I love watching your design process and the evolution of your game! Thank you for sharing your brainchild with us. ; )
Really shaping up, looking great 🙂
I like the tension elements you have added to the game. It keeps the player engaged.
This is a wonderful video and the game looks really cool fun! Love the tables and the small table presence! Love the weapons! Grenades! Ha! I love ranged weapons!! Ha! Ultimate fire sword of brawn!!!! The cool armour as well!! So cool! May I suggest soap as an item, be cool if a good Bath helps your stats, feeling fresh and ready for battle! Really enjoyed hearing about your challenges of designing a game! ❤
I'm loving the design videos -- it's incredibly useful and interesting to hear you talk about the design of your game.
Love hearing about the design process. Also really like the names of the bosses. Sound interesting.
Keep getting more excited Daniel! Looks great! Really appreciate your deep dive into your design process and its prgress.
Thanks!
Getting Mage Knight crossed with Iron Helm vibes, love that it’s solo.
Sounds good. I gave up on a game I was working on because I tried to fit random encounters on cards. If I went back to it I would use the cards to reference a book. E.G dark venture or Arabian nights.
The game is looking amazing! Very excited for this 😃 Also, Craig's artwork is SO good!
Ive been playing the first Legendary Kingdom book it has similar dice gameplay and I love it. A hexcrawl with similar dice play count me in!
Great art!
At work now but can’t wait to watch through tonight!! So excited
Sounding good! Regarding dice: it could be a risk, but how about not including dice?! The ultimate enviro move; will keep the price right down; the subset of the subset of the group that you suspect will make up the bulk of players more likely than not already have more dice than they know what to do with. Wooden ones would be very nice though too.
this is looking great, i love map hexcrawl games
Loving this.
I'm all in for a Blackoath map, haha. This is looking super fun!
hoping to be able to work out something with my creator friends. I think that would be a lot of fun.
Corrupting the land with each milestone works well i think. You might consider escalating the rate of corruption by having the players seed a new corruption point each milestone (eg. remove a dungeon, tower, etc) as suggested and then also add an additional corruption token for each already destroyed area in the region. The additional token would be placed adjacent to any existing corruption token so that corruption spreads outwards from the initial area. In a competitive game, the placement of the token would be up to another player (additional player interaction), and in solo you might force the token placement such that the corruption tokens attempt to join up (makes sense thematically). Then you could prohibit travel through corrupted areas or levy a toll/penalty on those that do.
That would add to many tokens for the kind of game I'm making, but interesting idea! I only want there to be about 75 tokens in the game, and those are already being used by other things. :) I tons of chits. Especially if I go the Game Crafter route, because then people will to punch them all out and wide off the ash.
@@TheDungeonDive Token ash.. bad. Maybe use "dark crystals" or a similar prefab component from the Gamecrafter inventory. Always feels good to a few non-chit bits and bobs in a game.
Looking pretty cool.
I'm into this. Love the small scope and mix-and-match approach, although I would prefer more of a Talisman/Arkham Horror type characters (bunch to choose, each having some ability, when you lose, you get to pick another one) and maybe more thematic loot (preferably on cards), but what you have now is like 80% the game I'd make.
I know I'm not on your patreon, but I think I will join it later this month to ask some questions. Because I would love the rules to be released under ORC or similar license so people could release their own expansions for it :)
Thanks! Won't be doing loot on cards. One of the core ideas for this game is for it to be be played solo on a small TV tray, or up to 4 players on a small card table. I also want all of the cards needed for a single game to fit in a single Hold It Card Organizer. Also, the weapons are made to be customized with different elemental effects / key words. So writing info on a character sheet is the best way to accomplish these goals.
Looking forward for this!
would be nice if you could also find distributor shipping from within the EU.
I haven't been this excited about a game in a very long time. This will definitely end up being an insta-buy for me when it gets released! Keep up the great work!
Oh man! Hope it ends up living up to the hype! :D
@@TheDungeonDive I used to be really concerned with that kind of thing, but I remember watching one of your videos where you talked about not looking for the perfect game that can be played forever, but enjoying what a game has to offer for the time it offers and appreciating it as its own unique experience. Regardless if your game will be an experience I can enjoy for an evening or a month, I know I'd very much like to see what you will end up creating and simply experiencing that for what it is. Watching these design videos is also super inspiring for me as I have been developing my own games for the past 2 years but have yet to finish any of them.
Dice pools > modifiers. Another great decision!
Very cool
Will you do the game as pdf on DriveThru rpg, once completed?
Not sure. I will investigate different POD options.
How do I obtain a copy of this Daniel Davis masterpiece? I must have it. 🙂 Cheers Daniel
Probably won’t be available for 1 year.
@TheDungeonDive I will be watching your channel on details and eagerly awaiting. Cheers and congratulations, Daniel. 🤟
Some ALiP considerations, per your request...
#1) With how combat is taking place on a single hex, how will you distinguish ranged combat from melee? I wasn't sensing it, mechanically or thematically. If waving a short sword is identical to drawing a short bow, there might not be reason to include ranged at all. If you haven't already, put some brain power on how to give that "ranged vs melee" feeling to the player and their weapon of choice. Maybe ranged combat somehow has a drawback to counteract the advantage of hitting from afar.
#2) You mentioned "escape" from combat. So does that mean the antagonists will not give chase? Will they be there in waiting when a player hits the hex again? If so how will this be remembered/indicated? If not, how does that look, the hex changing events, possibly important or embedded events, every time a player leaves and comes back?
Range and melee are just keywords - some challenges might be strong/week to one or the other. Escape you just discard the quest. This is a very simple and basic game. About the same as Talisman or Runebound 2nd edition. Out of ten this probably has a 2 on the complexity level. It even has roll to move. :)
@@TheDungeonDive I get it, no worries. Just a couple of quick common walls I hit when fleshing out those particular areas. Walls that won't let me sleep until I resolve, but I digress. Hopefully it was inspiring seeing the "ALiP" abbreviation for the first time.
@@Cadillacula Ha! ALiP. Nice. I like when abbreviations can be pronounced as words. L)
So if I’m trying to win in a competitive game, can I destroy locations to make things harder for my opponents?
No. At least not on purpose. You might check off a milestone and then roll randomly to have a location destroyed that another player needs.