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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 23:47] weathertop |
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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' | ..well, haven' | ||
- | 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 ===== | ||
- | Once, or even before you have started creating your board, one of the first things you will want to consider doing is // | + | Once (or even before) you have started creating your board, one of the first things you will want to consider doing is [[proving_grounds: |
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' | It is hoped that active discussion in Dev games alongside other activity on the board' | ||
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*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 | + | *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. | *Your territories should not be too small - this is obvious, but it should be considered very early in the process. | ||
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You will need a good image editor that supports layers and can make images with transparency. Simple editors like MS Paint will not do the trick. | You will need a good image editor that supports layers and can make images with transparency. Simple editors like MS Paint will not do the trick. | ||
- | Many of the designers on this site that have PCs use professional or semi-professional image editors that support " | + | Many of the designers on this site use professional or semi-professional image editors that support " |
Paint.net is a very popular PC based editor with a number of WarGear designers, and it's free! Another option is the open-source Graphic Image Manipulation Program (GIMP) which roughly parallels Photoshop in tools and features. | Paint.net is a very popular PC based editor with a number of WarGear designers, and it's free! Another option is the open-source Graphic Image Manipulation Program (GIMP) which roughly parallels Photoshop in tools and features. | ||
Mac users should easily be able to find inexpensive but powerful editors like Acorn that will do the trick. | Mac users should easily be able to find inexpensive but powerful editors like Acorn that will do the trick. | ||
- | For more on-site | + | For more information on choosing an editor/ |
If you think you're about ready to take the plunge, make sure you visit [[Designer Tutorials: | If you think you're about ready to take the plunge, make sure you visit [[Designer Tutorials: |