For the past few months we’ve been working feverishly to enhance the look of our new game, Specimen. Armed with gigabytes of new images from our photo shoot, we’re updating the graphics and design of every aspect of the game. Recently I’ve taken on the challenge of redoing the Attribute cards. Out of all the materials of our prototype, the Attribute cards were in the most dire need of a re-boot. Plain and un-imaginative, these cards were whipped out to be purely functional.

The original prototype version of an Attribute card

Since our specimen is part of Doctor Viktor’s research, it made sense to me that the attributes would be his findings. So I designed a display screen that has all the pertinent game info but also included some other cool window dressing as well.

First draft  of the new look attribute card

I think that this new look is a step in the right direction.

What do you think?

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The Space Monster

August 10, 2011

Hey, this is Steve from Toxic Bag Productions. Starting with “Dungeons & Dragons”, Axis & Allies and Risk in High School to “Call of Cthulhu” and GMT games today, I’ve been a gamer my whole life. (And you shouldn’t be surprised to hear that my dating life in that time has been….sparse)

About two years ago I decided to make my own board game. I had built up in my head what I was looking and hoping to find in a board game, and nothing on the market was meeting my ideas. So, I got to work, taking the general ideas and concepts in my head and somehow translating them into an actual game.

The end result of this endeavor is now here: Space Monster. Like the best sci-fi and horror stories of the last 50 years, this game pits the human crew of the space ship TCS Brown against an unknown hostile life form that has gotten aboard via a meteor collision. As the game progresses, the monster evolves, becoming stronger and more dangerous. The human crew can construct weapons to defend themselves, search the vessel for the monster and attempt to repair the ship to keep it from being destroyed.

The player controlling the Monster gets to choose (secretly) several attributes that will give the creature offensive, defensive and special abilities. With over 20 attributes to choose from, each game should have a different and unique monster.

Space Monster is a two-player board game that uses a strategic card engine to drive the game. Both players have their respective decks of cards that can be played either as the events listed on them or as points to move the crew and monster around the game board. But a card may only be used one way at a time. So as a player, you have to decide how best to use your cards. For example, as the crew, do you play the event to get the special tracking devices to help you in hunting down the monster, or do you use that card for the points to move your crew members? The randomness of the cards coupled with the monster attributes should provide lots of replay ability.

Designing the game has been quite a challenge. Every solution seemed to bring with it several new problems. But finally, we have (I think) a stable game that not only works, but is fun and exciting to play! For the past six months we have been play testing the game. I have been recording notes from each play test and thought I would post after action reports of each one as a record of the games development.

Hopefully you will find them interesting. All comments, questions and criticisms are welcome.

 

Click here for more information on SPACE MONSTER.