Development Log

Just a few quick notes about what I’ve been working on lately.

First, the biggest push has been a board and card game. I’m not exactly sure how to categorise it since it uses both extensively in play. It is based on some 3 am answers from the days when there wasn’t anything else to do but to hang out at iHop ordering from the kid’s menu. In this case, the question was, “If you had a billion dollars and a cable network, what sort of shows would you make”. And the answers were kinda crazy.

But that’s not what the game is about. The game is about taking some of those crazy shows and putting them on a schedule, in competition with other players trying to do the same thing. The idea is to award points a few times during the game and whoever ends up with the most points, wins.

The fun factor is going to be in arranging those crazy shows. You could have “The Fish Hour” followed up by the reality show, “I dream of Angelo” in the same way that Steve Jackson’s Illuminati game has the many crazy groups all controlling each other. Well, that and being able to best your friends.

Currently, I have the basic mechanics worked out and have moved to start in on the numbers. The part of the game where you see how many of which card is needed at minimum to make the various other bits of the game work properly. That’s going to take a bit more as the mechanics can get a bit hairy. Right now, in order to make a show you have to have three things. The first is the show’s card. That has to be in your hand. The next is you need the personnel to work on it. This would be the writers, actors, and producers who do the work of putting the show together. And finally you need the money. Where I am right now is trying to get those numbers to be harmonious. Not easy and requires a bit of math followed up by trial and error before reverting back to further math.

The goal of doing all of that math is to have something that feels more engineered, a game that is flexible and resilient to the sort of abuses that players put games through. In this way, I am approaching it like a software project. I want to be able to get as much done with it and to “harden” it to the point where I don’t have to do much work, if any, to support it after I’m done.

More updates about the development of the game as they happen.

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