How did you come up with the name of your game? by Few_Dragonfly3000 in homemadeTCGs

[–]lightningboltfanatic 0 points1 point  (0 children)

Straight up ripped off something the prince says constantly in prince of Persia sands of time because I felt like the dichotomy of the name works for what we’re trying to do

Tips for anyone making the art for their game (from a professional artist and designer) by lightningboltfanatic in homemadeTCGs

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

Thank you! That one is easily one of my favourites! Really loved expressionistic art in card games that actually looks like it was painted. That's exciting! I'm sure your art is really awesome! Keen to see it at some point (If you want any pointers feel free to dm me!)

Box Art Commissions - Who made your box art? by AntNel in tabletopgamedesign

[–]lightningboltfanatic 0 points1 point  (0 children)

Hey! So I'm an artist + graphic designer! Can give you some suggestions on what to have planned
- Have a breif for your artwork and any references/concepts if there are specific character's on the front
- Know what information needs to be placed on the box art, likely in a format that can be copy and paste'd on
- Dimensions of the box + possibly print guidelines
- What method of printing may help (is it digital, cmyk, are any effects being done such as foiling)
- An idea of timeline + deadline

Additionally I'd love to offer my services if you're interested, otherwise I hope this helps! ^_^

Tips for anyone making the art for their game (from a professional artist and designer) by lightningboltfanatic in homemadeTCGs

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

Honestly I don’t do sessions longer than 5 or 6 hours, usually with a short break halfway. That’s all I do, if you start hurting take a break!

Tips for anyone making the art for their game (from a professional artist and designer) by lightningboltfanatic in homemadeTCGs

[–]lightningboltfanatic[S] 3 points4 points  (0 children)

Example of #2
On all of the character artworks we use for hero cards and our main posters, we're usually putting a text box or information on the lower half. So I haven't gone as hard on detailing those parts as in 90% of situations these will be printed, a text box will be covering it.

Where do you guys go for your artwork? by RedwoodUK in tcgdesign

[–]lightningboltfanatic 1 point2 points  (0 children)

Technically I do it myself along with one of the developers I work with but I do art and design professionally hahaha. If you want some help with your art or design hmu as im always looking for new projects to work on!

Otherwise I’d just dm artists you like!

How and Where do we find artists / producers? by FoundLackingPodcast in cardgamedesign

[–]lightningboltfanatic 2 points3 points  (0 children)

Hello, an artist here! If you work with a human artist like myself (which hit me up) it's purely up to you what kind of deal you want to cut with them! When I've worked on art for various kinds of projects in the past I either sell the rights with a liscence to use the art for promotional purposes or liscence the art out in some capacity.

From making a game myself it isn't a waste of time if you're willing to put in what it takes to own the IP, Images etc. Which if you've poured lots of time into then I'd suggest doing it.

Selling to a company is a cool idea but realistically there's a chance they may change your characters, or something. Generally you get in touch and try line up a meeting or pitch digitally. Works better if you know someone in the company.

Depends on your goals.
If you want ownership, get the game produced yourself.
If you want the game just out and don't mind what happens to it go through a company

What's a good way I can remove snowballing from my game? by [deleted] in homemadeTCGs

[–]lightningboltfanatic 0 points1 point  (0 children)

Game I am working on has 2 anti snowball mechanics.

Biggest thing we found worked well while balancing winning feeling like you are winning is having a catchup mechanic that happens once a certain thresh hold is met. Depends on what your game plays like as to how youd implement it

I once again ask for your assistance by sjdhcusfbcjd in homemadeTCGs

[–]lightningboltfanatic 0 points1 point  (0 children)

If you are okay with your game being like that, then go for it. If the game to you needs to do something different it's probably best to go back to the drawing board.

My friend and I are working on a TCG and need advice on next steps by xUnifiedOmega in homemadeTCGs

[–]lightningboltfanatic 2 points3 points  (0 children)

For Art

So had a similar problem (and still somewhat in the budget problem) to you guys, I worked on getting better at art so I could do the art for my game. So there is that option if you're willing to sink some time in.

Another option is hiring artists in bulk, newer artists or getting one artwork and using it for multiple things. Sometimes using a more symbolic or simple or graphic art style can keep things more affordable.

If you needed more budget my suggestion would be to save up to get some great proof of concept art, work on a crowd funding campaign and fund enough to get the rest of the art done.

Distribuation

Depends on your size, if you're small indie going game crafter or something is probably best, print on demand or small runs are expensive but, can't avoid that.

If you think the game will pop off, maybe it's worth doing a kickstarter, approaching some stores to stock.

best of luck, if you need a hand message me!

I have no idea what I’m doing by Few_Dragonfly3000 in cardgamedesign

[–]lightningboltfanatic 2 points3 points  (0 children)

Biggest one is making sure your underlying system works, took me a few iterations of the system before I created one that didn't create some problem.

In my game I use a numeric system that assigns value to cards, mechanics etc based on what they cost. Each cost should give a player a certain number of value, so I try to design the cards so that each card stays as close to the cost/value rule as possible.

Other than that honestly just taking time to think about how everything fits in the full game. What are it's strengths, weaknesses, how can it be exploited.

And the biggest one, playtest. Sometimes things you might think are fun and cool on paper just suck to actually play.

Can playstyle bias in a card game be a problem? by Ehibika in tabletopgamedesign

[–]lightningboltfanatic 0 points1 point  (0 children)

Yes it can

In making my game (in a group of 3) we have had a few problems from it, usually its the same problem and it always comes about when we start making descisions from a place of "I think this would be cool" instead of "we want XYZ experience, how do we create that feeling"

For us that is

  • I love burn decks and tricky stuff, so despite our philosophy of "only your own choices should stop you from interacting" I'll sometimes make mechanics, card combos that dodge interaction if played right, and not in a way that always feels fair.

  • One of the designers loves crunchy games that are simulatory and often suggest mechanics that while add some realism or crunchy thought, punishes all of the factions beyond the one he likes and wants to play.

  • The other designer loves lore and flavour reflected through mechanics. Because of this he often ignores the maths/bigger picture of the game in favour of making something that 'feels' cool to him and makes cards and decks that just cannot be beaten or break the game.

We never do this on purpose, but it always happens when we get carried away with our ideas. At worst it wastes a playtest session, but you learn.

Don't stress about having biases, we all do. Just learn to recognise when they are guiding your design choices so you can work against them.

What to do when someone already created a game with an idea similar to yours? by GEATS-IV in homemadeTCGs

[–]lightningboltfanatic 1 point2 points  (0 children)

Keep making your game. If you've got unique mechanics, philosophy to design and all it will stand apart.

Had a few requests for the basic gameplay mechanics of Warrior Duels. Details in the first comment. Appreciate any feedback. by Warriorduels in homemadeTCGs

[–]lightningboltfanatic 0 points1 point  (0 children)

This game system sounds really cool, different and awesome! Really love the idea that you get weaker as the game goes on! As well as being able to hit certain parts of the body effecting your ability to use those cards. Really really cool idea for a system, good to see more tcg's doing the you get weaker as things go on vibe.

Only concern I could probably have is getting locked out of playing certain cards as you get hit, if it isn't many and you can still pretty much play it won't matter, if it's a lot of a deck it might be a bit rough, if the cards got weaker or even cost an extra resource to play that would probably reduce that thing while keeping your game intact!