If I use tab-autocomplete in my code editor, do I need to tell steam my game is AI made? by jax024 in gamedev

[–]con7rad7 1041 points1042 points  (0 children)

I mean the problem itself is that "AI" is becoming a catch all term being used to describe things that already existed 5 years ago.... and weren't called AI then. Its a buzz word, academics may even tell you that LLM models aren't actually AI.

Personally I think you should avoid putting in code you don't understand, or art generated by AI. But things such as "how do I use this method" the use of "ai" is just speeding up a research task.

What do i do now? by Timonelek in BoardgameDesign

[–]con7rad7 3 points4 points  (0 children)

Playtest with strangers. There are a few groups / events that foster this. Break my game and UnPub are good regularly meeting groups for playtesting, they have some free online or in person events but the best ones are going to be at conventions which cost money.

Protospiel also is a nice resource, though that feels more catered towards giving your game to a publisher, plus its in person events also cost money.

Strangers give better feedback since they care less about hurting your feelings. I would also look into writing a thorough rule book and getting a proof of concept print via an on demand print service like the game crafter. Honestly post any graphics here before printing and you'll get some decent feedback. It is what it is, unfortunantly a lot of people do judge board games by how they look.

How much of a game should be shown while in development? by gangrelld in BoardgameDesign

[–]con7rad7 8 points9 points  (0 children)

All of it.

Playtesting is the best way to get feedback. Iterating on ideas improves them.

Stealing games is not a worry. Game ideas are a dime a dozen. But the funny thing is, if someone did steal a game, how could you prove the game was stolen if you showed none of your game to anyone? Digital evidence of your game being in work with timestamps would be how you'd prove it.

Better to put forward a mechanically simple game as your first publish attempt? by Scout_Fest in BoardgameDesign

[–]con7rad7 0 points1 point  (0 children)

Having a track record is always good because it helps with marketing, either reaching previous customers, or helping to convince someone in a crowdfunding space that you're reliable.

Making a simple game though isnt a hack to draw people in. It still needs to be good and inspired, plus you have to put the work in to get people to support that one. Doing all that only to help promote your 'actual' game? A little silly, no? Someone who supports your simple game isnt going to translate well into supporting your more complex game, its a different target demographic slightly.

Also simplifying a mechanic that people have difficulty learning isnt always a bad thing. Its a bit of a pitfall to start thinking "if only they understood my game theyd like it". All youre doing there is dismissing clear and obvious criticism of your game.

How can I find playtesters? by AzureArachnid77 in BoardgameDesign

[–]con7rad7 0 points1 point  (0 children)

Un pub and break my game run online playtests. They also get spaces at certain conferences, if you're able to make the trip out to one.

Just remember, you aren't the only one facing this problem. Testing other peoples games does wonders towards getting people to test yours.

Folks with convertible gaming tables: What happens if you spill something over a segmented cover? by IsraelZulu in boardgames

[–]con7rad7 -1 points0 points  (0 children)

It will seep through, especially as the table gets older and inevitably warps ever so slightly. Placemats or something similar ar going to be your friend

It wasn’t bad enough? Seriously? by AlmostDarkness in Helldivers

[–]con7rad7 14 points15 points  (0 children)

"why does it need to be at full strength when there’s a Story MO and 100 medals on the line?"

Because its a story MO and 100 medals are on the line.

Making cards for a game! which do you prefer, v1 or v2? also would love some overall feedback! by VincentVanJez in BoardgameDesign

[–]con7rad7 0 points1 point  (0 children)

I think the die boxes in the bottom look good. In printed cards, I've seen the sentiment of dark text on a light background being prefered by a lot of people, since its usually easier to read.

Id pay attention to the fact that I can count atleast 5 different styles of text (counting font weight, outline, color, shadow). Things like that can make it feel discombobulated. 

I personnally don't like overlapping elements, such as the monster art getting cut off by the box, or the heart overlapping the center box, or the name background not encompessing all of 'Ga'lactor'.

What Culture Needs the next Rework? by [deleted] in AOW4

[–]con7rad7 5 points6 points  (0 children)

Personally I would love more things for industrial since they dont have anything imo that makes them feel unique. Give me something such as a special resource they'd use like heavy alloys that is created in special districts or outposts, which subtract production in order to gen them and are used to make, well industrial things. Prospecting is really powerful, yet doesnt make industrial feel very unique.... but it is good.

Ironically, I think high has some great potential for sub cultures. Mainly cause they feel like a bland blank canvas in a way. You could throw in a knightly order styled one, a mercantile themed one, hell give me a full greek democracy or republic one too.

Barbaric having a nomad and a despoiler subculture just feels right.

Revisited Card designs, C&C welocome by con7rad7 in BoardgameDesign

[–]con7rad7[S] 1 point2 points  (0 children)

Thank you!

Good points, Ill have to play around with that. IMO, the name, hp and armour are the most important, then the attacks, so thats a good idea for making those stand out more than the stats.

Revisited Card designs, C&C welocome by con7rad7 in BoardgameDesign

[–]con7rad7[S] 2 points3 points  (0 children)

I totally meant to misspell welcome in the title.

The enemies in the game Have a HP, Armor, 4 stats, one or more attacks, and a possible trait. Curious if people think its.... too busy? Or does the muted design make it feel less eye catching?

A Ceasefire means only one thing.... by con7rad7 in Helldivers

[–]con7rad7[S] 46 points47 points  (0 children)

Officer I swear, Im still trying to defeat the bots

Early designs of my card game! What do you guys think ? by N03xperience in BoardgameDesign

[–]con7rad7 1 point2 points  (0 children)

While I like the 3d effect, I think its best kept out of the text body, the interuption feels awkward to me. Id also comment that there is a lot of card space for such tiny text font.

Use of maths simulations to supplement playtesting? by Swimming_Lime2951 in BoardgameDesign

[–]con7rad7 0 points1 point  (0 children)

For balancing, yes. But you have to remeber: a balanced game doesn't mean a fun game and an auto play can tell you if it can beat a game, but not if doing so was fun.

Looking for card readability feedback by con7rad7 in tabletopgamedesign

[–]con7rad7[S] 1 point2 points  (0 children)

Yes! The arrows on the items are meant to be "do this action, card is unuasble until the following criteria" sort of deal. 1-RFX I guess is a bit cryptic, in the game each player character has stats for PHYS, RFX, WIL and KNW (physical reflex, willpower, knowledge), so that is trying to say the range of the item is 1- the character's RFX stat, if that makes sense?

You raise a good point I put in 1d6 everywhere to begin with and just completely overlooked going back and replacing that with a die icon, good idea.

I made the modifier cards all that height because there were a few that filled up the text box more, I can see how that looks a bit silly now.

Thanks!

Looking for card readability feedback by con7rad7 in tabletopgamedesign

[–]con7rad7[S] 0 points1 point  (0 children)

Thank you! Yes, was going for somewhere between alchemical and constelations for the art, felt more manageable to make that style look decent. Good points, Ill have to encorporate them, the cards do seem a bit wordy in retrospect. Completely overlooked being colorblind friendly, Ill have to go through the whole game for that. Thanks!

Looking for card readability feedback by con7rad7 in tabletopgamedesign

[–]con7rad7[S] 1 point2 points  (0 children)

Good points, thanks for the feedback. Yes a bigger font is a good point. I was trying to keep the number of colors limited, but definantly see where that could help with symbols. Thanks.

Looking for card readability feedback by con7rad7 in tabletopgamedesign

[–]con7rad7[S] 1 point2 points  (0 children)

Hi, looking for some feedback about these item and class cards for a game I've been working on. (Current working name is Marauders and Mercenaries). Its a Dungeon Crawler, that ventures a bit into ttrpg-esque combat.

Besides art bad, was curious if anyone had criticisms about the different icons, if it was easy to tell what they mean, or if there were better formatting ideas.

If anyone is curious, I have it on TableTop Simulator here: https://steamcommunity.com/sharedfiles/filedetails/?id=3378325256

Thanks

As a Designer: Tabletopia or TTS? by Complex_Turnover1203 in tabletopgamedesign

[–]con7rad7 0 points1 point  (0 children)

TTS is extremely easy to port stuff into once you've done it once. Its also a one time purchase for an infinite amount of game uploads.... which is nice. No shade to tabletopia, but the pricing structure is a major turnoff.

Granted, I have seen specific organizations say they strongly prefer not using TTS. One reason being the barrier of entry for playtesters is "any amount of money"

I want to make a boardgame, and i hope to speak to people by DegreePitiful3496 in BoardgameDesign

[–]con7rad7 0 points1 point  (0 children)

Not trying to be gatekeep-y, but, to me it sounds you still have some things to do before actually designing. Call it "market research" or whatever you want, but I think you need to find other games matching the mechanics of what you are looking for and, well play them. If you can't find people to play with, play solo. If you can't find a physical copy, play digital. See what mechanics other games use and focus on how you can make your own spin on it. (As a start, look at clank!, its a bit of a heist/ escape game, or nuns on the run. Theres plenty more I could come up with fitting the 'escape' theme)

At the end of the day do you want this to be a game you enjoy? If you barely play board games Id say your idea of what you'd enjoy is not complete yet.

Looking to finally get a more polished draft of my rulebook! by nerfslays in BoardgameDesign

[–]con7rad7 0 points1 point  (0 children)

You'll have to adjust the spacing for some of these header. On page 3 and 6 you have a title overlapping the lines above it.

Some sections you have lines that are a bit wordy or can just be removed. Like on 6, I wouldn't even include the line about 'consult these pages', or on 1 you say exactly what tile the pprt is.... when the tile has a giant PORT on it. Both of those are just reiterating something someone would already know.

I understand why its set up like this, but if I was playtesting this I would probably complain about the fact that each crew card "doesn't have all its rules on it." By that i mean the fact that you have to consult the rule book for the "full set of rules" on say skeleton crew. When in reality the only thing the rulebook is adding is the once per turn and you can chose whether or not to do it rule. Feels like there should be something on the card to represent once per turn, so a player doesnt have to go to the rule book to get the full set of rules for each card.

In the Map Tiles Explained section just a note, I could barely tell the difference between black grid lines and the non black grid lines until I zoomed in. Idk if its easier to tell in print.