User Tools

Site Tools


designer_workshop:making_your_first_board

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Next revision Both sides next revision
designer_workshop:making_your_first_board [2014/04/03 23:31]
weathertop removed link to help pages and reworded accordingliy
designer_workshop:making_your_first_board [2014/04/03 23:44]
weathertop
Line 5: Line 5:
 As such, the Designer is necessarily complex, having features that can enable your map to do things that  As such, the Designer is necessarily complex, having features that can enable your map to do things that 
 ..well, haven't even been thought of yet.   ..well, haven't even been thought of yet.  
-WarGear has an extensive set of tutorials on this wiki. +WarGear has an extensive set of tutorials on this wiki to help you in this endeavor
 ===== The Evolving Review Process ===== ===== The Evolving Review Process =====
  
-Onceor even before you have started creating your board, one of the first things you will want to consider doing is //registering// your board here on the wiki site. If you are uncomfortable doing this, ask any [[Review Board Roster|Review Board Member]] to do it for you.+Once (or even beforeyou have started creating your board, one of the first things you will want to consider doing is [[proving_grounds:proving_grounds|//registering// your board here]] on the wiki site. If you are uncomfortable doing this, ask any [[Review Board Roster|Review Board Member]] to do it for you.
  
 There is an evolving consensus in the Board Review community that the way a board goes from inception to live should be integrated with the review process such that the very last step of the process (the Review Game) feels more like a ribbon cutting ceremony than an inquisition.   There is an evolving consensus in the Board Review community that the way a board goes from inception to live should be integrated with the review process such that the very last step of the process (the Review Game) feels more like a ribbon cutting ceremony than an inquisition.  
-In order for this to work, the road to bringing a board live should involve the active participation of Review Board members+In order for this to work, the road to bringing a board live should involve the active participation of the members of the [[Review Board Roster|Review Board]] and [[Development Board Roster|Development Board]]
 and the playing of a number of development (Dev) games.  and the playing of a number of development (Dev) games. 
 It is hoped that active discussion in Dev games alongside other activity on the board's Wiki page will facilitate this. It is hoped that active discussion in Dev games alongside other activity on the board's Wiki page will facilitate this.
Line 41: Line 41:
  
   *Avoid making boards that could be seen as being too close, or too redundant, to those already in the inventory of live boards available. The standards for bringing in a board which could be seen as too close to another one will be very high in order to justify its inclusion .   *Avoid making boards that could be seen as being too close, or too redundant, to those already in the inventory of live boards available. The standards for bringing in a board which could be seen as too close to another one will be very high in order to justify its inclusion .
-  *Your map should have textured game-play. For a standard Risk-style map, this means a reasonable assortment of choke-points or dice mods, or some other features that give the game interest.+  *Your map should have varied facets of game-play. For a standard Risk-style map, this means a reasonable assortment of choke-points or dice mods, or some other features that give the game interest.
   *Your map size should not be too large - players don't like to have to scroll from the map to the play buttons and back all the time. Again this is a guideline, not a rule. However, if your board is larger than the average screen, be prepared to justify your reasoning behind it.    *Your map size should not be too large - players don't like to have to scroll from the map to the play buttons and back all the time. Again this is a guideline, not a rule. However, if your board is larger than the average screen, be prepared to justify your reasoning behind it. 
   *Your territories should not be too small - this is obvious, but it should be considered very early in the process.  Think about what your map will look like even before you start working with the image.   *Your territories should not be too small - this is obvious, but it should be considered very early in the process.  Think about what your map will look like even before you start working with the image.
designer_workshop/making_your_first_board.txt ยท Last modified: 2014/04/26 06:03 by M57