The positive luckily continues to outweigh the negative in life, and things are slowly starting to fit together in a manageable way. Over six posts I intend to highlight some of the progress I've made, show you sneak-peeks, and share useful tips I've picked up along the way.
#3: Book illustrations
#5: Game Design
#6: Random Experiences
#5: Games are fun to work on, but they are work nonetheless. My husband runs his own little company, Fridgecrisis Games, and while he's good at pretty much everything he touches, even he can't do everything by himself. So I'm helping him out with Dungeonball.
Dungeonball is as it sounds--roaming a dungeon, slaying opposing team members, with the ultimate goal of scoring points with a special ball. And before you ask, NO. It is not based on Dungeonbowl, which is a boring, technical fantasy football game with orcs. But I can see why you might be confused. The title Dungeonball may or may not stick.
Dungeonball is an asymmetrical game, with one person playing as heroes and the other as monsters. The heroes have 4 members total, while the monster player may have up to 13 out on the field at once! It's a tricky thing to balance a game like this, but we think we're pretty dang close to being finished. Finally. At least as far as gameplay goes. As far as the artwork, I've been drawing little dudes like crazy. And even though I know most of them won't be included in the game, I thought it would be fun to better my drawing skill by creating each race/class combination for the heroes.
So here we have an undead, human, feline, and dragon, all magic users. (And you can see they're all in different levels of development...) This means I'm throwing way more into it than necessary, but ya know, it's also fun.
But this is not all rainbows and cuteness. Remember what I said about work? Yeah, there's a lot of that going into making a game. There's a lot of tweaking little things, random stuff that pops up while playtesting. Playtesting... is kind of a misnomer. It's fun to sit down and play the thing, once it's functional, but more often than not there's something wrong and you try to fix it and some other problem pops up and you give and get advice and try it again and again and again until finally it seems just right but then someone else plays with you and it's broken. It's frustrating and hard and repetitive. Very repetitive.
I'm not much of a playtester. I don't think I'd like being QA on a video game, because instead of getting to enjoy the game for what it is, you're going out of your way to break it, over and over and over again. So I have to apologize to my husband for dragging my feet when he wants to test his game.
Don't get me wrong--I LOVE Dungeonball. If I didn't, I wouldn't be drawing for it. But I'll leave the game design to those capable people over at the Board Game Designers Guild of Utah. Some people are meant to do this stuff.
I am simply not one of them.