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Hi there, we're looking for feedback on our first bit of design.
This has also been posted on our boardgame https://gravitasboardgames.com/2016/10/08/the-starship-mat/.
FUSION: Space Combat
For the past few years, my brother Michael and I have been designing FUSION: Space Combat. FUSION is a tactical ship-to-ship combat game in which 2 players issue commands to their starships, with each command taking a specified amount of time. Players respond to each other’s commands, planning and countering each other’s attack and defence plays.
For more information about the game mechanics visit our website https://gravitasboardgames.com/fusion-a-game-of-space-combat
Michael has posted into the WIP forum about the game design and mechanics.[WIP] FUSION: Space Combat
What’s the game world?
Set in the 23rd century, pilots fly massive starships for competing agencies. But these are starships with a difference. Instead of decks and cabins populated by crew, individual pilots with rare talent fuse their consciousness with these space juggernauts, issuing commands to travel, arm weapons and launch attack drones
There’s a bit of a Japanese influence in the game world so the starships are named after Japanese weapons such as 'katana' and 'shuriken'.
The Graphic Design
The design needs to be user friendly, look cool and ‘deadly’, but convey some sense of the pilot’s interface with their starship. So each design looks like a user interface or HUD.
Looking for feedback
We’ve worked for some time on the graphic design and layout of the game and have decided to focus our efforts on the starship mat to help us pick a consistent style for all the graphic design. The starship mat is a real focus of the game because you manage skills, time and resources on the mat. We feel if we can lock down the design of the starship mat this can influence the design of other collateral such as the cards, main combat board, and other pieces.
The artwork consists of pictures I’ve worked on or 3D models purchased with a commercial use license that I’ve lit and rendered in Maya.
Recently we showed the mat to a couple of friends and fellow gamers who have been generously lending their time to play-testing the game. Their feedback was invaluable in making us realise so many logical aspects of mat design that we hadn’t considered.
So now we’d like to see if you can help us too. We’re looking for feedback on various potential versions of the Starship Mat design I’ve sketched.
Is there a design here that makes you want to play the game? Perhaps you don’t like any of them, feel they’re bland, think the colour schemes are awful? Either way, we’d love to hear from you.
Are there some elements that work, and others that don’t? Maybe we need to combine parts of one with parts of another.
1 Pink design
2 Wireframe design
3 Transparent design
4 Network lines design
5 Compact design
- Last edited Sat Oct 8, 2016 3:50 am (Total Number of Edits: 1)
- Posted Sat Oct 8, 2016 2:41 am
How many of the elements will have components on them like cards, tokens, etc. since I like those "slots" to be lined up? I like backgrounds 3 on the most.
Yes, I'll concur upon #3 as well, since being lighter all around is easier for OLD-viewers with seeing anything easily, and readily then.
- Last edited Sat Oct 8, 2016 3:14 am (Total Number of Edits: 1)
- Posted Sat Oct 8, 2016 3:13 am
Thanks for your comment. Good question. All the meters such as 'hull', 'command time' and 'skills' etc will have cubes placed on them. The equipment sections with the drones, actium and missiles will have tokens with the same picture placed on them.
We'll place Damage cards along the Damage positions along the bottom of the mat. We'd hope the design of the cards lock up perfectly with starship's slots.
Many thanks for the vote on 3.
Yes, I'll concur upon #3
as well, since being lighter all around is easier for OLD-viewers with seeing anything easily, and readily then.
Thanks Robert. That's very useful feedback. I've always liked dark backgrounds but, as you say, these mats need to be used easily be everyone.