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Total Blast – Development Diary #4

by Ben February 28, 2022 in Art, Art Talk 0 comments tags: board game, card game, total blast

Total Blast Title

4 Months later

Continuing on from my previous post, I've continued work on my new card game Total Blast. It's a 2-player, duelling, lane-battler strategy game which takes around 30 minutes (providing you know the rules and are familiar with the cards).

It's funny- initially I thought this project might get finished in 6-7 months. Month 7 has just passed! To be fair, since the last update, I got Covid and was out of action for weeks. Then took a few weeks break for Christmas Holidays. Plus I've been dealing with frequent migraines recently. For those that suffer them, you know how completely debilitating they can be. 

Thankfully there were a few months when I got the chance to crack on with the project. Mostly finishing card artworks. And they're looking great! All the Upgrade and Ability card illustrations are now finished for the core part of the game. That is to say, 17 unique illustrations. Many of the cards will be doubled up in-game to allow multiple uses. When I look over at the completed artwork I feel excited for what I've been working on here.

The Rule book is now on version 2.5 and I expect them to continue to refine as more play tests come in. Now that the card art is done, I can get the next prototype printed and tested in order to gather more feedback.

 

Art Development Overview

Here's a couple of 'Upgrades' examples showing sketches to finished card artwork.

 

card development

I feel good to have broken the back on the artwork side of things and completed the majority of it. It was always going to be the most time consuming part of the project, with each card illustration typically taking several hours minimum. Now I remember why I'd been so adverse to working on card game art like this in the past! The graphics for the designs is not necessarily final, as I'm thinking of adjusting the card titles and perhaps the text layout.

 

Overcoming obstacles

Unfortunately it's not all been plain sailing.  For example, one of the card files became corrupt so had to re-create it from scratch. Luckily it wasn't the most complicated of designs, but still took a tedious 4 or 5 hours to recreate. What's going on with Photoshop these days? Frustratingly, I've had this issue 3 times in the last year on various files.

card development

 

What's next?

  1. I'll be designing the Characters in the game next. I've only tested a few of them, so will need more testing to find the right balance. Each will be lending a specific ability to help win the game. They will include: The Thief, Ninja, Mage, Merchant, Spy, King and an Alien!
  2. The Rule Book's graphic design with diagrams.
  3. Decide how the game will be packaged and then create relevant cover art/box art
  4. Then comes my only real concern- how do I get enough eye balls on the project and market it effectively?

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Total Blast – Development Diary #3

by Ben October 13, 2021 in Art, Art Talk 0 comments tags: board game, card game, total blast

Where am I at?

Continuing on from my previous post, I've continued work on my new card game Total Blast.

The rules have been tweaked to the point where they're pretty solid now. I've finished all the Cannon cards and have begun creating Upgrade card illustrations. I feel as though I am trying to put a little bit more into each card illustration I produce. It's taking longer than expected, but I'm very happy with how it's coming along. It's been a while since I was excited to work on a new product.

The project has gone from simply a desire to just create a fun, little game for personal use to wanting it published, distributed and sold in shops. I'm usually very self critical, but I genuinely think I'm developing something of value here. When it comes to most art projects, I'd typically already have a publisher or client lined up with a budget agreed upon and money in the bank before even starting. This time all the work is completely speculative. It means devoting a lot of time to a project which may never see the light of day, despite my efforts. I'll discuss my concerns a little more below, but overall I'm trying to just stay focused on the work at hand.

 

What is Total Blast?

Here's an Intro from the rule book:

"In the kingdom of Blastonia warring armies settle disputes in head-to-head battles of firepower, strategy and cunning.

Unique, magical cannons are loaded with powerful, mana-infused ammunition. A range of upgrades, special abilities and some luck of the draw is thrown in for good measure.

As army commander, you’re in charge of selecting and loading cannon balls into their corresponding cannons. You aim to carry this out at the right time, reacting to each of your opponent’s opposing cannons. By sourcing supplies for the war effort you can increase your cannon damage score with more balls and upgrades in order to over-power your opponent’s cannons and become victorious."

What do you think? Something you'd be interested in trying out and seeing how it plays?

 

Art Development Overview

Here's an example showing the very first thumbnail ideas through to the finished cannon card artwork. It's come a long way and is fitting in well with the previous ball card art:

cannon card development

I've now not only completed all the cannon ball artwork, the full set of 7 cannons, but have started completing upgrade and ability card art also. It's looking great.

As with all the artwork I produce, it's never a quick process. Each card takes 4-10 hours to produce. The fact that the artwork takes so long to create is certainly one of the main reasons why I want to see this game published and not just become a hobby project that doesn't ever find an audience.

Although while time-consuming, the illustration process I use has it's benefits. I separately layer each colour so that amendments are relatively painless as opposed to a quicker single layer/canvas digital painting style. [See my book Digital Manga if you're keen to learn how I do it] No only are potential amendments a little easier, but my process allows for potentially creating line art only 'colouring book' designs of each card which might come in handy. And I could allow for simplified 'Print and Play' test versions of the game to be produced which don't have all the glossy bells and whistles of a finished, rendered card art.

 

Current Concerns

I've managed to find time to continue with art production by cutting down the amount of freelance work I'd usually be doing right now. I have enough content to see it come together and it's beginning to look like a real game. 8 play tests so far have proved I'm on the right track. The closer I get to the finish line, the more I want it to succeed.

Thankfully I've already got the ideal skill set for this type of product. I'm capable of tackling pretty much every aspect of board game development (concept, design, art, graphics, web design, logistics and admin. I could even produce an animated video trailer with, animation. sound and, effects without any assistance if I need to). And the satisfaction of tackling everything myself is fantastic.

However I'm discovering that I might be biting off more than I can chew. I don't feel like any aspect of the work is beyond my capabilities, but logistically speaking tackling a multi-facetted project like this takes a lot of time. It seems more often than not, a team of 4-8 contributors are typically involved with small to medium sized table top game projects. Yet there's only one of me.  And so my first concern is:

Do I have the time and resources to convert a game idea into a product and then turn a product into a success?

As I spend my days sitting in front of the computer screen, pushing pixels around and finalizing artwork, I'm often distracted by the realities of what it takes to bring products, especially a board game to market. It's not easy.

The market is seriously competitive, with tens of thousands of table top games already in existence and new games being published on a daily basis.  I'm coming to this venture completely blind and without experience of the niche. While I don't feel my product isn't and won't be good enough to compete, some doubts are beginning to creep in. My second concern is:

Will I be able to get enough relevant eyeballs taking an interest in what I'm producing? 

Like with most product niches, it's true that some games aren't particularly fantastic, yet become fairly successful, while other insanely underrated and unknown gems never get their chance to shine. And so it's evident that marketing and actually raising awareness of the fact that I have a thing, it exists and is good will be the biggest challenge ahead.

 

What's next?

I've still got months ahead of me to produce artwork for the core game's 'Upgrade' and 'Ability' cards, as well as seven character cards, which I've decided to add into the core game rather than have them as a separate mini-expansion.

The Rule Book is mostly there so far as text goes. I'll then start work on the book's graphic design, adding in diagrams to clearly illustrate how to play.

I'll need to finalize the game's logo and also work on the cover art/box art. For this I'll need to decide on the box dimensions first.

The creation of another planned 40 or so expansion card illustrations will have to come much later.

And along side of that, I'm gradually opening up myself to the business side of things. For example, considering publishers vs self-published via crown funding. In regards to self-publishing, researching manufacturing costs, marketing, distribution and order fulfilment.

 

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Total Blast – Development Diary #2

by Ben September 13, 2021 in Art, Art Talk 0 comments tags: board game, card game, total blast

Game Title

Where am I at?

Continuing on from my previous post, I've further refined the rules for my new card game Total Blast. I've created some card art mock ups, and even gone on to finalize a full set of cannon ball cards. I'm making good progress. Although it's going to take some time. I've decided to move more towards illustrative card art as opposed to using basic icons and symbols, as per the first prototype. It's a good call from a visual standpoint and I'm hoping I can even develop a little bit more theme and back-story from the artwork to help give it some more substance.

 

New Additions

Speaking of adding depth, I've added in extra layers of complexity by introducing sets of optional expansions which can be added to the game to add more variety. These include:

  • 'Power Upgrades' which can drastically power up your cannon's damage score.
  • 'Power Abilities' which provide a one time use bonus
  • Additional set of ball cards to help vary play
  • Character Cards, which introduce an A-symmetric starting point giving each player an ability that the other won't have.
  • Quest Cards (Or maybe I'll rename them to objective cards?), offering additional victory points for fulfilling certain conditions within the game
  • Event Cards which introduce a small shift to the rules for each round.

It's getting exciting! The core game now consists of 101 cards. Adding in additional expansion cards means I'll now need to produce art for an extra 40-60 cards, (depending how many potential extra cards will work). Lots to be getting on with.

 

Card Development Overview

Card ball red development

Here's an example showing sketch to colour mock-up to final card art. I may still tweak the layout, but it's as good as finished. The top portion of the card will remain visible when stacked underneath other cards. This helps calculate the damage score from each cannon at a glance. The bottom portion shows it's description.

Drawing this card helped decide on the theme and direction the game would follow. It'll be a medieval fantasy setting, with waring factions cannon-battling for supremacy. In this kingdom, rival mages and alchemists are summoned to infuse each ball with magical properties, increasing their potency. The balls now take on magical characteristics! I thought giving the balls some spice and character would look a lot cooler than a plain old cannon ball coated in red paint for example.

 

What Next?

I'm currently producing artwork for all the ball cards, then I'll move on to the Upgrade and Ability cards. Cards such as the "Coins" card and the "Gun Powder" card should be fairly straight forward. Others, not so much. There will be an upgrade card which allows you to add the damage score of your weakest cannon to the cannon it's applied to. I have no idea how to illustrate this!  Maybe I'll have to go a bit abstract with it.

In my last post I mentioned about getting a character art card and cannon card sample done- I'm more or less done with these also, so can post them in due course. Stay tuned.

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