Skip to main content

Monsterkin - Initial Game Testing

I've had this idea for a game for a while, but I have to admit. I had originally started designing this as a video game before moving to a board game system as I am right now. This is obviously not the best way to go about designing a game, and I've had to make extensive cuts and changes to the original concept to better suit the dynamics of a board game system, but it's beginning to resemble something workable. (Each time I test it however I am noticing new large scale changes I need to implement, so expect what I show from this point to change a lot.)

Based on tactical combat games like X-Com and Fire Emblem, the game play takes place on hex based grid system with an asymmetrical player controling the antagonist. You control a small team of monsters, on a battlefield you control using environment tiles that either buff or debuff your team. Right now the idea is primarily to just defeat the other team, however after testing this it's become noticeable that the gameplay quickly drags at around the halfway point. So more big updates.

Originally the game board was a single design on one piece of card, something I hoped would reduce the amount of variables I'd have to account for. However it soon became clear in previous tests that a dominant strategy quickly arrives and agian, fun is hard to come by. So now the board is randomly generated using these tiles:

The red lines indicate the board edges so pieces can be easily placed next to one another. So far this has made the game a much more interesting affair, so even if I thought an earlier idea would work I make sure to remove things if I think they're becoming a hindrance.

Monsters in this game take the form of cards:

These cards have a select few stats like attack, defense etc (these were from an older build though and so this will likely change a lot too). Damage is counted with the tokens, and monsters can cast spells, or use abilities to control the board, heal, or attack other monsters.

The enemy player will use 'Apex' monsters, much more powerful variants with bettter abilties. I currently have some ideas to better vary these 'Apex' monsters, but right now it's just some rough ideas.

So that's what I've been working on in my spare time for now. I think for the moment I'll be putting this on hold as I try to better build my portfolio, but you should have a pretty good idea as to what I'm building for myself right now.

I'd love to know your thoughts.


Popular posts from this blog

Monster Hunter Design - Oryctomus (Creature)

So recently I had spent some time asking for portfolio reviews. One criticism I had was that not much of my designs seemed clean enough for modellers to use. I was guided towards the Monster Hunter artbooks (ones I already owned a loved), and was told they had very good examples of clean work, and excellent design.

With this I decided to kill several birds with one stone. Getting clean work, turnarounds, and also one character and creature design out of it. For this post however I'll be focusing mostly on the creature, as before you can build the armour for Monster Hunter, you must have a monster to carve its hide from. (If you want to skip this and go to the armour however, just click the following link: Oryctomus Armour)

I began by sketching down some general shapes for the monster. My original idea was to have a more mammalian design, as much of the creature in Monster Hunter are typically Reptilian. Perhaps something along the lines of an Aardvark or Anteater.

Once I had a …

Terryl Whitlatch Creature Course #1

I recently signed up to a creature design course hosted by Terryl Whitlatch on Schoolism. I'm a huge fan of Terryl's work, so it'll be interesting to see how I develop my creature work whilst on her course.

These should be weekly updates, and this week's topic was to try and get a grasp of the fundamentals of creature design. So our challenge was to draw a human, a tetrapod, and a human/animal hybrid. Then break those down by rig, skeleton and musculature and label each.

Here's what I came up with:

Armour Studies & Material Spheres

I decided to spend some of my spare time the last few weeks doing some armour studies. This had initially started as just a bit of practice on the side, but after some really positive feedback and some requests for a tutorial I ended up making an entire collection of texture spheres and cleaned up a lot of the studies so people could better understand how to paint these types of things too.

Firstly we have the finished studies themselves. I had tried gathering a few different types of armour specifically to understand both their design, and their material properties, so we have things from clean plate mail to tanned leather and rusted metal.

These took some time on their own, but I then decided to create material spheres for as select few textures.

For those of you who haven't come across material spheres before, they are used as a way of studying and showing how light works on various types of textures, it gives you all the variables of having a strong focal light, secondary ligh…