Just a quick update today. It's been a busy couple weeks with regards to Clockwork Wars. We're in the home-stretch, trying to be 100% ready for the KS campaign - as well as generate some pre-campaign buzz via Facebook, BGG, etc.
I'd say at this point we've got about 50% of the art finished, but our artists are completing 2-3 pieces per week. With over 50 cards in the game, each one featuring unique art, we knew it was going to be a time-consuming task from the beginning. But I love the artists we're working with right now, and their enthusiasm is invigorating.
Graphic design work on the game-board, card layouts, and tokens is coming along nicely. I'd say we're about 60% done there.
The best news is that I've submitted the rules to Eagle for translation into French and German. In other words, I'm 99% confident that the bulk of rules writing and editing is complete. I, and several other people, have gone over these rules dozens of times, and I think they're well-organized, clear, and complete. If anything, I've erred on the side of making them too long and detailed. I'd rather the rules be precise, without any holes or contradictions, and with plenty of gameplay examples. In terms of rules complexity, I consider Clockwork Wars a light-medium weight game. For most strategy gamers who regularly play modern board games, the rules will be easily manageable. On par with Memoir '44 (or really any of the Command and Colors series) or Conquest of Nerath, if you're familiar with those titles. However, if Risk is the only strategy game you've ever played, CW might be a little overwhelming at first glance. But I guarantee you that after a turn or two, you'll get the rhythm and be seeing the possibilities unfold.
We've got some new prototypes in the works and will continue play-testing, ensuring that the card balance and race balance, in particular, are just right. That stuff is always hard (asymmetry is fun, but a pain-in-the-ass from a design standpoint), but I can promise you it's at the top of my mind.
Cheers, all.
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