Surprising hopefully nobody, we spent the past two weeks continuing to refine our tutorial version and are almost ready to release it to the world. Keep an eye out for an announcement sometime soon, just in time for Halloween! Who doesn’t love a good horror board game on Halloween?
We have been hard at work creating artwork, updating card templates, and refining the tutorial rulebook. I should clarify that when I say we, I mean Ethan and Matt since I’ve been slacking off a bit lately (with good reason, trust me). The good news is that they haven’t run into many major issues while doing so, and they haven’t had any surprises come up either (aside from running into the occasional card that was five versions behind what we have in the design document).
As mentioned in an earlier post, some of the images in the tutorial version will be placeholders since we’re still working with our artists to get finalized versions of some artwork. The most notable placeholder pieces are for the Adversary and the board. Not to fear though, both of those projects are in flight and we’ve been in touch with both artists to ensure things are moving along smoothly.
Once the tutorial version is out there, we’ll be putting more of an emphasis on assembling a physical version of the game for playtesting purposes. As crazy as this sounds, we have yet to perform a complete physical playtest of the game thanks to coronavirus. Before you freak out, don’t worry – we have 3D printed components and paper/cardboard cards and boards that we have created, measured, and tested. We just haven’t actually used them in a physical game yet!
Reverting back to the digital world, we’ve implemented a number of “quality-of-life” improvements in TTS that our Gen Con playtesters mentioned a few months back. These improvements include things like naming cards and putting them in a deck so the Adversary can’t see them and adding some nifty TTS shortcuts to our TTS Player Aid, among other things.
We’re still working on replicating the custom rotation values that we mentioned in our last post, but we will roll that out as soon as we are able to figure it out. Even though we’ve spent hundreds of hours in TTS we’re still finding new things to improve the experience, so we’re all ears if you have a suggestion!
Lastly, we’re still keeping in close contact with our potential manufacturers to make sure we’re aligned on our vision for the game and are taking steps to cover off on all the big topics now rather than waiting until after the Kickstarter. The more we do now the less we have to do later!
That about wraps it up for the past two weeks, and I’m hoping we’ll have some exciting news to share before I’m back with the next bi-weekly update. Until then, we’ll be hard at work putting the finishing touches on the tutorial version and making sure everything is ready to roll. See what I did there?
Talk to you later,