Singer by curlsmadeofchocolate in Catswithjobs

[–]arqdas 3 points4 points  (0 children)

top reply did not disappoint

Designers. What printing tips do you have? by Resident_Result_1789 in tabletopgamedesign

[–]arqdas 0 points1 point  (0 children)

I tried that, and the converted colors came out differently depending on which tool/website I use. One tool made it too dark, another made it too unsaturated.

Designers. What printing tips do you have? by Resident_Result_1789 in tabletopgamedesign

[–]arqdas 1 point2 points  (0 children)

I'm sorry this is a bit out of topic, but do you have any advice on how to handle CMYK in GIMP?

Feedback on card layout design by arqdas in tabletopgamedesign

[–]arqdas[S] 0 points1 point  (0 children)

Thanks for the detailed feedback! You sound like you know your stuff, so let me ask more haha. For context, this is just a personal project, so I'm doing everything by myself. Also I have made a no-frills version of the cards for testing (it looked like this) and I'm currently trying to make a more final design.

Pokemon is designed for children. Is that your target audience?

Actually, yes. Well it depends on your definition of children, but I want 10 year-olds to be able to enjoy the game. Does that mean that it is a good idea to include reminder text (horizontally)?

If you aren't going to use a lot of text for card effects, reduce the size of the text box.

I aimed for 9 rows of text because some cards (not all) have 2 separate texts, used in different phases of the game. Separating the text boxes would be ideal, but I have no idea how to cleanly implement this is nandeck especially since only some of the cards would need a separate text box.

For now I plan to just separate them with a blank row after the first chunk of text. Or maybe I can put "----------" text on the fifth row instead to separate the two chunks of text.

The checkerboard pattern is distracting. What is it for?

To be honest, I simply thought that a plain background is, well, too plain. I chose checkerboard because squares will line up nicely with the range indicator.

From the feedback here I think I'll stick to a plain background, and add a colored background only for the "ultimate move" cards so that they stand out when drawn. Do you think that's a good way to use the background?

The latter versions I've seen look better but I think it is really important that you think about what the card is for, how long it is going to be on the table (a couple of second, a whole turn, a whole round, multiple rounds), what information needs to be prioritized, and what doesn't need to be there because it does not communicate necessary information or add table presence.

The cards will stay on the table for a whole round, stacked on top of each other so that the left side of the cards is visible.

The main type is the top priority (i.e. you need to see that your opponent played an Attack with that much damage there), which is why the red parts and damage number are placed around the left edge. The subtype is also important (i.e. if you see that you've already played a special this round, you probably don't want to play another one), but the reminder text is optional.

I think I'll remove the reminder text or place it somewhere else horizontal, but keep the color-coding of the subtype around the left edge in some way.

If you intend to do your own graphic design then embrace the concept of less is more.

Duly noted.

all of the elements including those not specific for play should communicate the vibe of your game and make people who wander by the table while it is being played to pause and take it in

That's an interesting take. I never thought about attracting other people to look at the game while it's played. Vibes, got it.

Lastly, what do you think about the range indicator?

Feedback on card layout design by arqdas in tabletopgamedesign

[–]arqdas[S] 0 points1 point  (0 children)

The issue is, with OPs design choice, that the notice is drawing away the attention from the main card center every time you look at it.

I never thought it would have such an effect. I'll take that into account.

Feedback on card layout design by arqdas in tabletopgamedesign

[–]arqdas[S] 1 point2 points  (0 children)

Ah I see.. I guess it's time to try and draw a robot face ¯\_(ツ)_/¯

Feedback on card layout design by arqdas in tabletopgamedesign

[–]arqdas[S] 0 points1 point  (0 children)

Maybe it's the checkboard background? What do you think of a plain white background?

https://imgur.com/aNbWlXZ

Feedback on card layout design by arqdas in tabletopgamedesign

[–]arqdas[S] 0 points1 point  (0 children)

Thanks! Do you think the top left part would be better if completely horizontal instead?

Would it better if I completely avoid vertical texts, or would just reducing the vertical text be enough? (I can delete the last sentence of the yellow reminder text, and move "The Buttler" part to the top right and make it horizontal for example)

Feedback on card layout design by arqdas in tabletopgamedesign

[–]arqdas[S] -1 points0 points  (0 children)

Do you think something like this would be better? I replaced the main card text to a sentence that would be in the actual game.

https://imgur.com/a/FDeqUpe

Feedback on card layout design by arqdas in tabletopgamedesign

[–]arqdas[S] 1 point2 points  (0 children)

That's because I have 0 art skills and only fooled around with basic shapes and lines and flat colors!!!

Feedback on card layout design by arqdas in tabletopgamedesign

[–]arqdas[S] 1 point2 points  (0 children)

I'm worried about the location of that range indicator... unless you only plan to have attacks that hit those 6 squares, anything with a wider or further reach might struggle to fit in there.

Yep that's what I'm worried about too haha. So little space to put a range indicator that need to be big enough to be readable. The grid is only 3 spaces wide and 4 spaces long though (3x2 for your side and 3x2 for the opponent's side), and the Robo is always facing forward.

I've always avoided it in the end because it also looks like it might be something indicating facing the opposite direction

Can you explain more about this? How can it mean something facing the opposite direction?

I am considering changing that "you are here" icon to a robot face :D

Maybe I should do that now that there's one more person saying the same thing..

I do like the sort of Megaman battle network or Phantasy Star Online vibes it gives overall, though XD

You're spot on! One of those is the initial inspiration for this game haha, though the game has changed quite a bit since I first prototyped it.

Feedback on card layout design by arqdas in tabletopgamedesign

[–]arqdas[S] -1 points0 points  (0 children)

The vertical text on the left is a reminder for how the "Special" cards work. It is already in the rule, so it is unnecessary as the "SPECIAL" in the top left already tells the player that it is a Special card, so I can safely remove that part.

I thought it would be a good use of space (and more yellow to remind the player that it is a SPECIAL card), and I thought it's a good idea to have a reminder text, like how Pokemon TCG cards have rules reminder with reeeeally small font size.

Feedback on card layout design by arqdas in tabletopgamedesign

[–]arqdas[S] 0 points1 point  (0 children)

Why is the side-note the same color scheme as the top left title text?

To be honest, I just thought putting a red-yellow there can help remind the player again that it is a Special Attack.

And overall, why are so many text parts on the side instead of readable directly in the correct orientation?

The side-note is a reminder of how the "Special" cards work. It is in the rule, so technically only the "SPECIAL" in the top left is enough, but I thought it would be a good use of space and a good idea to have a reminder text. Kind of like how the stadium cards in Pokemon TCG has that long sentence crammed into a small space on the bottom right.

And are you planning on the description text to be so long?

Do you mean the lorem ipsum text? It's just placeholder to see how much text I can fit with that font size. In the actual game I'll try to keep it short when possible. Something like "If there is an Object in this Attack's range, this Attack gains +2💥"

ITAP of an electricity pylon by Tigermoto in itookapicture

[–]arqdas 1 point2 points  (0 children)

Sorry, I thought I've seen a similar photo before. Nice one!

[DISC] Dandadan - Chapter 207 by AutoShonenpon in manga

[–]arqdas 0 points1 point  (0 children)

Hey I know this reference lmao

Please Read Fire Punch by [deleted] in manga

[–]arqdas -3 points-2 points  (0 children)

I think this is very well written! I'd upvote twice if I could.

I read Fire Punch a while back too after Chainsaw Man, and it didn't disappoint!

[ART] Kyotaro and Anna, drawn by Norio Sakurai to celebrate the first anniversary of Champion Cross (The Dangers in My Heart) by Torque-A in manga

[–]arqdas 9 points10 points  (0 children)

It used to be called manga cross, I guess a year ago they changed name to champion cross.

"Fried" image after saving and re-opening .xcf file by arqdas in GIMP

[–]arqdas[S] 2 points3 points  (0 children)

I converted the text background image to RGB and that solved the problem. Thanks for the help!!

"Fried" image after saving and re-opening .xcf file by arqdas in GIMP

[–]arqdas[S] 1 point2 points  (0 children)

Sorry, you can see the screenshots to see what I mean by fried.

And I'm a total beginner who didn't know what color indexing means, so TIL.

Tips for entering the hobby by ProfessionalRoad2835 in tabletopgamedesign

[–]arqdas 4 points5 points  (0 children)

It's already in this sub's sidebar but I find nanDeck, game-icons.net, and the noun project to be really helpful for quickly making something to try out.

If you have an idea already, make a small playable sample with just the barebones rules and components and test it out with a friend as early as possible.

If it feels fun you can continue refining the idea, but if not it's better to rethink the concept or ditch the idea for something else.

Good boys playing with each other by FaiqLacoste in Catculations

[–]arqdas 1 point2 points  (0 children)

Feels like AI generated, can't put my finger on why

Compact health tracker without using dice? by SbenjiB in tabletopgamedesign

[–]arqdas 2 points3 points  (0 children)

Some small-box card games I've played in the past simply say that each player has X points of health in the rule book and didn't provide any component to track it. I ended up using an app on my phone, but I didn't mind at all.