Hello Everyone,
great to be here. The entry was indeed a but bumpy :-). But I am thankful to become a member of the community.
My name is Marvin, I am aspiring game designer on its quest to create a co-op fantasy card game. The vision for my game is:
My game is a co-operative fantasy adventure card game with multi-facetted encounters that wants to create an rpg-like atmosphere and deep character progression by using legacy mechanics.
In addition I just started a podcast called the Nerdlab to document my design process and to dig deeper into game design topics. This is also my way to give something back to this awesome game development community.
The Nerdlab podcast has three main purposes:
1. Examine one Game Design Topics a week
One aspect of this podcast is to examine one game design topic more closely in each episode. Exemplary topics could be mechanics like combat or encounter systems, turn order or resource systems. But also topics like card design, finding artists, marketing or preparing a kickstarter campaign. To analyse these topics, we will be looking at existing card games and board games and take a deeper look at their core mechanics, which we can then can use as inspiration for our games.
2. Test Game Design Ideas (Weekly Design Review)
In addition, I want to be your game design crash test dummy. I am willing to make the mistakes so you don’t have to. For this I want to document and share all my successes and failures during the development process of my own game (A co-op fantasy adventure card game). My hope is that you can learn from my reports and don’t have to make the same mistakes.
3. Holding myself accountable
I know that I am certainly not alone with the problem of overcoming obstacles and road blocks on the way of bringing a game from the first idea to final production. This is another (to be honest a more selfish) reason why I started this podcast. Every single one of you will be my credibility partner. By promising to give you a weekly update on the status of my project, I can no longer afford any excuses to distract me. And if you want to reach out, I am more than happy to be your credibility partner as well.
In episode 1 I talk about vision statements and how to define your core design pillars for your game. In Episode 2 I started a three-part series about combat and encounter design.
Here you can find the podcast: I would love to get some feedback.
Nerd L.A.B. Podcast
http://nerdlikeaboss.com
Thanks a lot for your input.
I am currently trying to find out how many components I will need. Therefore, I produce prototypes (MVPs) of my game in Tabletop Simulator. Of course I will have to do my profitability calculations. However, I think I first need the input values such as number of cards needed, number of tokens needed, number of artworks needed etc. before I can come up with a reliable calculation. How do you make your calculations without that information?
I currently don't have the feeling that the game I have in mind requires to many components to be "unpublishable".