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What am i getting into?

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J MaC
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Joined: 06/28/2010

I just had a board game idea come to me, and wanted to know how to develope one.I looked through these forums and saw posts like, "putting in graphics," "should I put more money into this," and it looks like everyone here probably knows what thier doing. I just want to know 3 things.
How to develope a purchasable game correctly?

Do i need a computer program and what kind?

Whats up with the designers showdown? thank you for your time.
If anyone is interested i could show the game i created in a post and get some feedback.

ReneWiersma
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Joined: 08/08/2008
Hi, welcome to the BGDF! >

Hi, welcome to the BGDF!

> How to develope a purchasable game correctly?

That's a very broad question and basically what this board is all about!

I think the first step is to create a prototype of the game, and playtest it with some friends. If it seems to work well, and it is fun to play, then take it to the next step.

> Do i need a computer program and what kind?

You probably need some kind of software to create and modify graphics. I recommend Gimp and Inkscape, both of which can be downloaded for free.

> Whats up with the designers showdown?

It's a fun challenge on this website where peopel have to come with an idea for a game (just a basic description, not a whole full fledged prototype) based on specific restrictions, which change every time.

drunknmunky
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I'm new here too, but not new

I'm new here too, but not new to design.

Having an idea is merely the first step. The beginning will usually cost you nothing beyond your time. Expand your ideas to a point where you can playtest it. Then play test it! If something feels wrong, then go back and find the problem. Money doesn't become an issue until you feel the game is ready for a real working prototype. by then you should know plenty about these phases as if you just had this game idea, it'll be anywhere from 6 months to 2 years from now depending on how you work.

Best computer programs is to just get a copy of adobe creative suite. It can be pricy, but isn't really needed until you need to start organizing the actual board and beyond. If your game is just cards and not a board then you can always just type them out in word and tape them to playing cards to test!

The GDS is just a monthly exercise in variable game design. Constraints are set, a goal is made, and you flex your brain muscle to come up with the best idea to fit the constraints! I joined up here too late to get into this month, but it'll be 2-3 weeks before the next one starts so if you want to see how you fare on it then "practice" on older GDS and post them up! People seem to be plenty helpful around here!

J MaC
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Joined: 06/28/2010
thanks for the help. I just

thanks for the help. I just have one more question. How do you make a board, is there a website where you design it and they produce the board or os there something easier.

ReneWiersma
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Joined: 08/08/2008
J MaC wrote:thanks for the

J MaC wrote:
thanks for the help. I just have one more question. How do you make a board, is there a website where you design it and they produce the board or os there something easier.

I design a board in Inkscape, print it out on normal paper and then paste it onto cardboard!

Louard
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Joined: 02/09/2010
Tips I've gathered over the years

Here are good prototyping tips I've gathered other the years. Many of the building tips are from Print And Play websites like www.printandplay.co.uk.

You can prototype cards by buying thin card sleeves usually meant for collectible card games like Magic, printing your cards on plain printer paper, and slipping them into the sleeve along with a standard poker card for rigidity. Wizards of the Coast make Magic themed, but they are kind of pricey, you should be able to find cheaper sleeves at a gaming or hobby store. The nice thing about this method is that as you find you need to make changes to your cards, it's super easy to simply slip the paper front out of the sleeve, reprint and replace.

For making boards and counters, I recommend, once again, printing on plain paper and pasting to a cut up cereal, or similar box. Another tip, this one from printandplay.co.uk is to buy cheap, self adhesive, floor tile. The nice thing here is that you just need to peel the backing and voila, pre-glued surface ready for pasting. No matter which of these methods you use, remember to stick you sheet of paper onto your backing first, then cut out your board or counters, much easier!

As previously stated, there's really no point in seriously pursuing marketing and distribution goals at this point, just make some placeholder components, don't worry too much about the way it looks (if your game can be ugly yet still fun, then you know you're on to something ^_^) just make what you need to play. Playtesting is not only the next step, but is the most important step IMO. Unless you're Reiner Knizia, much of your game will probably evolve from your playtests, so get crackin' and build the thing!

Once you're ready to spend a little money on some higher quality components for playtesting or to make more prototypes, you can look at sites like www.thegamecrafter.com. This website will allow you to have high quality components without having to order huge quantities.

Oh, and don't forget to let us know how your playtesting is going and don't be shy to post your question or ask for help as you hit hurdles along the way.

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