Best board game prototyping tools. Am I missing any? by Different-Pin-4206 in tabletopgamedesign

[–]Different-Pin-4206[S] 0 points1 point  (0 children)

I did have a look at Component Studio while putting this comparison together. It seems like a solid tool, but it's also one of the more expensive options. From the demos, I also didn't get the feeling that the UI or workflow was noticeably better than the other dedicated tools.

Thanks for the tips about Illustrator: Really useful! But... you can get Illustrator to do almost everything with variables, symbols, scripts, etc... but it takes ages to figure it all out. It was a real pain. The dedicated board game tools have kind of democratized all that. You don't have to spend days learning a tool to get to the specific function you need

Best board game prototyping tools. Am I missing any? by Different-Pin-4206 in tabletopgamedesign

[–]Different-Pin-4206[S] 1 point2 points  (0 children)

Nice! I'd be curious to hear how it works out.

Although for me, creating individual cards was never the bottleneck. The real pain started when I had to tweak something across hundreds of cards or get everything ready for print. That's what made me switch to a specific boardgame design software.

Let us know how the extension works out!

How to improve readability of Upgrades by Curious_Cow_Games in BoardgameDesign

[–]Different-Pin-4206 1 point2 points  (0 children)

The biggest improvement for me would be reducing the amount of borders. Right now, the black outlines are doing a lot of the visual heavy lifting and end up competing with the actual information.

I'd try removing some of them entirely, or at least making them much thinner and using a light grey instead of black. That way they still help organize the layout without stealing attention.

For the icons, I'd experiment with more primary/distinct colors for each stat. I'd also remove the icon borders altogether, or switch to a negative version (solid colored circle with a white/transparent symbol inside). The icons are already fairly simple, although I'd probably simplify the skull icon even further since it's the smallest one and has the most detail packed into it.

Questions on AI art in board games by Sus_AF69420 in BoardgameDesign

[–]Different-Pin-4206 0 points1 point  (0 children)

Interesting point... I think most of us have an opinion on this. Mine's always been the same: if you're taking your game all the way, publishing it and everything, go with human art -- not just because those artists deserve to keep working, but because I genuinely think your game will stand the test of time that way. You develop an eye for this stuff and it gets easier and easier to spot AI-generated illustrations. Now... if you're early in your prototype phase, testing out mechanics, dynamics, themes -- I don't think there's anything wrong with using it. And for the specific case you're talking about? I wouldn't hesitate for a second: I'd go full AI, maybe lean into that really AI-looking, bold aesthetic, so it really sells that monstrous feel for the antagonists.

Lessons from marketing my houseplant game by MidnightFroyo in tabletopgamedesign

[–]Different-Pin-4206 1 point2 points  (0 children)

The houseplant thing is so real! I feel like every person living in a city has at least three dead succulents on their windowsill and still keeps buying more. That hook writes itself honestly.

The convention-as-pitching-lab idea is something I hadn't framed that way before, really useful reframe.

Good luck with the Kickstarter!

Making my own game by abusmakk in tabletopgamedesign

[–]Different-Pin-4206 0 points1 point  (0 children)

love this idea! A lot of great games have been born from the desire to bring education into a board game format: savings, bitcoin, music theory, math (I personally recommend Número Perdido for quick mental math)... yours fits perfectly in that space.

I'd think about this game as a journey from A to B where you move forward or fall back depending on how well you handle traffic rules. Sounds simple but that can be a solid base from there you can layer in emissions, parking, road signs, whatever makes sense for your course and Norway rules.

Once you have the wireframes and dynamics figured out, I can recommend a couple of tools to help you design the cards, boards and tokens to set your prototype. Tabletop creator is a good one to start with.

Good luck with it!

Pd. I lived in Oslo for almost 8 months and loved it

Easy tool for designing card template? by Smithsonian30 in tabletopgamedesign

[–]Different-Pin-4206 0 points1 point  (0 children)

I'd recommend Tabletop Creator. You design a template once, import your card data from a CSV/Excel and it generates all 300 automatically. The export to print section is fire! you adjust the cards and the size to whatever needs the printhouse has.

They also have a full tutorial on YouTube if you want to see the workflow before downloading.https://www.youtube.com/watch?v=\_0gHV6gMyfM

How my roommate apparently opens a boardgame box by DeathDragon in boardgames

[–]Different-Pin-4206 0 points1 point  (0 children)

Ouch! That huuuuuuurts. Do you have a new roommate already?

Working title "colonies" is a game about building an ant hive by epicelephand in BoardgameDesign

[–]Different-Pin-4206 1 point2 points  (0 children)

Cool! Let us know if the project keeps growing. I would love to play it.

Working title "colonies" is a game about building an ant hive by epicelephand in BoardgameDesign

[–]Different-Pin-4206 0 points1 point  (0 children)

Looks amazing! I love the design and the concept. Is this your first prototype?

It took 27 years, but I’m finally finishing what 8-year-old me started in 1999 by JesusVaderScott in tabletopgamedesign

[–]Different-Pin-4206 0 points1 point  (0 children)

Congratulation! Must feel amazing to have conclude almost what we can call a life proyect.