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Subject: What are you working on at the moment? rss

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Sam Mercer
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Go for it!

This is your chance to tell the game design community what you are up to at the moment. Have you got anything in playtest stage? What awesome idea are you hoping to work on soon? How many games are you working on? Are you publishing a blog? Are you working with partners?

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Greg
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If anyone's not already come across me, I'm working on 404: Law Not Found which is due to go up on kickstarter in August. It's my first project and I'm super-excited about it I blog about various aspects of the thing here but possibly I write too much!
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Daniel Howard
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I'm working on

Samizdat - Dice allocation game set in the murky world of DIY dissident soviet publishing

Mainframe - 2 player head-to-head area control game based around cyber punk hacking theme

Galactic Contractors - card based building game with fluctuating markets.

at the moment anyway...
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Barb Hirschfelder
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Gainesville
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I have 5 games in progress this summer. (Yes, first time poster)

Bark in the Park - players walk a pack of 6 dog tiles in various sizes and with various breed abilities. Movement is determined by manipulating die rolls to get neighboring dogs in synch. This one is in the most advanced stage of progress with 3 expansions in development (like Celebrity Dogs).

Doxie Romp - a card drafting game in which players are trying to breed the most unusual dachshund puppies based on dog size and coat length, color, and pattern. Inspired by my 3 doxie girls.

Canyonlands - A tile erosion game. Granite, sandstone, and scree hex tiles are mixed in with water tiles in a rectangular grid. A player flips a tile face up and colonizes the tile with an appropriate animal species. Whenever possible, players colonize the tile with humans since that is the only way to earn points. Erosion events are triggered whenever a water tile is flipped. And if I can get the mechanic right, feeding events will lead to starvation and decline of some of the species.

Gopher Hill - Gopher tortoises move around the board eating seeds, berries, and cacti, and searching for elusive mushrooms. Watch out for the wild turkey, though, who enjoys the same food groups. I am Working on a map mechanic to offer greater replay value. Maybe something like Salmon Run.

Orchard City - my latest inspiration. Players manage orchards and fields located on the southern slope of Grand Mesa, Colorado (where my mother's family lives). Each property has various resource demands, chiefly water, met by worker placement on locations across the map. The most interesting mechanic involves opening and closing the irrigation sluices.

It is amazing how work on one game will lead to development of another game as you consider different rules and mechanics.
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Craig McRoberts
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I have four projects at the moment.

Alphas: playtesting: a drafting game of building up dominance within a wolf pack by picking the right hunting party.

Ex Patria: playtesting: a 4X-style game designed to play in less than an hour.

Ex Patria Dice: playtesting: I was bored at work and knocked out a dice game based on Ex Patria. Very simple, but super fun!

(unnamed area control game): designing: a game with villains attempting to take over a city under the noses of several superheroes.
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Nate K
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I've got Horns of Thunder, the highly-anticipated sequel to Wings of Lightning, coming down the pipeline. It should be done in time for this year's solitaire game design contest.

I and some fabulous volunteers from this site have been working on balancing The Tenth Dragon, a three-act solitaire card game. The game is fun, but currently not nearly challenging enough.

My epic space opera Traitors' Path stalled late last year because of a busy work and class schedule, but I have slowly been working on it, and hope to have a testable prototype by the end of the year.
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Ghislain LEVEQUE
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Cogentesque wrote:
Go for it!


ATM I'm working on a fence around my pool to prevent the kids from drowning.... it's does not count ? Oups, sorry...

When it's too dark, I craft various PnP games
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Nate K
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imprimis5 wrote:

Ex Patria: playtesting: a 4X-style game designed to play in less than an hour.



Have you posted this anywhere on the forums? Because if so, I must have missed it! But I'm very intrigued.
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John A. White
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California
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PowerBot Dice
https://www.facebook.com/powerbotdice
I tested it over the weekend @ Gam3rcon (across from comic con)and my shoulder hurts from 12 hours of rolling 2 dice. I could use help on polishing the rules, I plan to make a video on how to play today. King of Tokyo Illustrator Benjamin Raynal

Had to drop out of BGG contest

S-n-B
Other people and use the Shake-n-Bake Mechanic if they like it... No Link.

Other Game designs on Hold.

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Sam Mercer
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courtjus wrote:
Cogentesque wrote:
Go for it!


ATM I'm working on a fence around my pool to prevent the kids from drowning.... it's does not count ? Oups, sorry...

When it's too dark, I craft various PnP games


Fence - Check
Child Safety - Check
Game Information - DENIED

Ghislain, I applaud your modesty entirely. But understand that "Various PnP Games" is by NO MEANS enough information for us. You find yourself here: in the most highly specialised niche you can imagine. You are in the "Game design forums" of the largest boardgaming community in the world, (the world, the WHOLE world) talking to award winners, industry news editors, critical thinkers, and the forefront of the boardgaming design community. Please you must understand, if there is any place to tell anyone about your games for interest, help, fame, the "love", profit, interest, hobby and just to converse with your fellow colleagues it is here: TELL US ABOUT YOUR DAMNED GAMES!!!
*erghm*

p.s. the fence sounds cool - wish I could build a fence
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Tom Keaten
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My 4 projects are listed here:Vote & Comment for Neksol's Project (h/t Stormtower for educating me on GeekLists!). I've basically decided on Game #3, which has gained the working title Colonies and gone through a re-theme. I finished its rework over the weekend and made a new ZunTzu file that will support 4 players. It has not been tested at all up to this point, but I plan to do so this week.

In my down time while I wait for testers to get a little free time, I split my available creative time (Somewhat lacking with 2 little kids) I'll most likely be ironing out the concept on Game 4.

As for writing, I do have a website but it's not in the place I need it to be in order to pimp it out here
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Daniel J Isom
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Smyrna
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Send me a geekmail if you'd like to buy a copy!
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I've been waiting for a place to advertise my projects without spamming the boards. I just recently got serious about game design so I have a lot of ideas that are down on paper but aren't at the point that I'd call them a project yet. I also just started a publishing company for my games which can be found here: Simple Design Publishing I have a blog on the website that I update with company news.

I have more games that I'm working on but here's what I have prototypes of:

These first 3 are free games, you can find out more by visiting my website.

1) A War of Suits My first designed game which is an express version of the game War. I submitted it to the "In-A-Tin" / "Express" Print-and-Play Design Contest.

2) Diamonds - A bidding and trick taking game. It's a mix of games like hearts and spades.

3) Sinking Ships - A roll and move (I know, I know) game where your ship is taking on water, you're stuck in a whirlpool, and other players have cannonballs and mines to further deter you.

4) Capture the Cheese- Teams of mice to compete to find and steal the opposing player’s cheese and return it to their apartment. As the mice race through the apartments they could encounter different traps that aim to slow them down or even kill them.

5) Trelevato - An abstract game played on a 5x5 grid. The goal is to be the first player to claim 4 three-high stacks.

6) Taking Out The Trash - Taking out the trash is a job most people lament. Players compete to be the first to rid themselves of various items of trash once the draw pile has been exhausted. Inspired by Palace.

7) BLT - A dicey sandwich game where players roll and set aside dice trying to build BLT sandwiches while making tips and avoiding burnt toast.

8) Go Nuts for Donuts - The hottest franchise in donuts is popping up all over the place and people can’t get enough. In Go Nuts for Donuts, cashiers compete to fill customer orders. The cashier who puts the last donut in the box gets credit for the order. When the doors close for the day, each cashier counts up their filled orders and whoever filled the most orders is the winner.
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Craig McRoberts
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kurthl33t wrote:
imprimis5 wrote:

Ex Patria: playtesting: a 4X-style game designed to play in less than an hour.



Have you posted this anywhere on the forums? Because if so, I must have missed it! But I'm very intrigued.


Yup. I can't say that it's super up to date, as a couple things have changed since I kept up with the thread, but there's a discussion at Ex Patria: A Light 4X Game.

Right now, all the components for the prototype are hand-made, as I'm working on levelling up my graphic design skill. Hopefully I'll have a PnP prototype soon, though. My goal is to have that done by GenCon, so I can show it off to the Unpub group.
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Gene Moore
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I have three projects right now. Well, kinda.

It's A Dice Game, After All! (an express version of Small World) is my entry into the In-A-Tin/Express PnP design contest. It needs playtesters, if anyone is interested!

I'm just starting to think about a game for the Solitaire PnP design contest.

I also have a worker placement deduction game which, as of right now, only exists in theory. I have to find the time to put a prototype together for people to play with.
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Tom Keaten
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lwdgames wrote:
It needs playtesters, if anyone is interested!
I'll help out, but as I mentioned in my post up above, I'm not exactly swimming with free time these days Just let me know what you need and I'll see what I can do!
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Sturv Tafvherd
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North Carolina
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I'm working on many other people's games ...
... and probably not enough on my own.

... le sigh ...
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Gene Moore
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Neksol wrote:
lwdgames wrote:
It needs playtesters, if anyone is interested!
I'll help out, but as I mentioned in my post up above, I'm not exactly swimming with free time these days Just let me know what you need and I'll see what I can do!

What I need most of all right now is simply more people trying it out and giving me feedback. Print it and give it a go!
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Sam Mercer
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Stormtower wrote:
... le sigh ...


L'encouragement:

Until this coming Sunday, I forbid you to work on any other peoples games . Tell me about your own games. Do some awesome work on it, speak to me here or private message or email my personal address and we will help you work out YOUR game. You do too much good on here Sturv not to be rewarded with time and resource to do your own thing.
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Konrad Anft
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Berlin
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I am pretty tied up with finishing The Zombie Horde Approaches! at the moment.

I decided to drop "Mechanical Assassins" (WIP - discontinued).

Also, on Wednesday or Thursday I will finalize Version 0.9 of 7 Dice Wonders.
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Norv Brooks
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We will be play testing this weekend at SoCalPlaytesting an expansion for our "Aloha - the Spirit of Hawaii" game which was released late 2012 by Blue Panther Games, LLC. The expansion will increase the number of players to 5 from a maximum of 4 players. It also introduces another island, Lahina; as well as the Steam Locomotive railways which were built by the plantation owners to get their products to shipping ports. The game will be called "Aloha - the Spirit of Hawaii: Steam Expansion".
Aloha - the Spirit of Hawaii
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mads l. brynnum
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I'm working on two games. On is an entry for the 2013 solitaire pnp contest and is based on the Farseer trilogy by Robin Hobb. You can find more info right here

The other one is called Cults of Arkham and sees you trying to be the first group of cultists to summon an abomination and thus win by being the last ones devoured when the world ends.
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John Bintz
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I'm a pretty new user, and I've been lurking here on the BGG game design forum for quite while, waiting for a good opportunity to chime in, and I guess this is as good a time as any. Right now I have a card game called Lie Your Face Off! about to enter the blind playtest phase. The gameplay is pretty finalized, and I'm going to make sure the rules make sense and all the wording is clear over the next few weeks. Plus, I have a lot of art still to do for the game. I've been posting PnP PDFs as I go on the game's site, too: http://www.lieyourfaceoff.com/ I'm still getting a handle on how things work around here before I start posting more stuff.

I do have another, bigger idea I'm kicking around, but I want to stay as focused on the first game as I can until it's done.
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Nagato Fujibayashi

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Hello

I'm working on my first design at the moment, the first one that has come to this stage at least.... its a representation of the Greek riots after 2000, and mainly between 2008-2012(for some time now Athens is very quiet).
You know, the ones you were seeing in the news for some time. Barricades, molotov cocktails, tear gas, stone throwing, arrests and police violence, all this beauty.


It's a 2 player game at the moment with one player controlling the anarchist black block and the other player the riot police. I would very much like to include a possibility of up to 3 people playing the anarchists but without being able to cooperate too much(there are different groups in the local anarchist scene, not always in cooperation between them and sometimes in open verbal conflict).

I have a huge map of the area I want to include, I think it looks good, many more elements will be added on it in the future but one can have a first look by visiting my gallery.

The game is actually a wargame, the pieces will be wooden discs, there will also be some cardboard tokens for burning banks and tear gas. The battle is going to be played by cards, one deck for each side with their special equipment. No dice. There will also be an event deck including all possible things that may happen during a violent protest, from accidents, media announcements, whatever. The main fight will be on a political scale, and this will be determining the winner in the end(it's pretty impossible to defeat the police unless a really big crowd goes violent which I wouldn't want to see personally).

I am having some serious design problems at the moment although I think they are natural and I'm optimistic that they will be solved. Have a look in case you can offer a fast solution:


-the black block once it gets seriously attacked starts to dissolve and it's a very difficult thing to get down a small bunch of rules that describe its chaotic movement.
-I haven't yet determined if I want my game to be more of a game or a "simulation". I hate using this word when it comes to games but I want my game to refer to the situation I lived so many times in my city and in my very neighborhood as much as possible. This can make it boring for some people though as the anarchists are mainly on the defensive and the police mainly on the offensive. A first solution is to include scenarios to represent cases in which the anarchists had the initiative for quite some time but I want to avoid reference to some historical events for ethical reasons.
-the map is huge and the action takes place mostly in its central areas(in the area between the two stars for those of you who want to have a look). But in the rest of the map also many incidents have happened and it feels not right to exclude those areas. Scenarios is again a solution to the problem.
-the policemen have steady equipment and are almost never out of supply while the anarchists are constantly running out of ammunition(petrol bombs). I'm thinking of using a deck building mechanic to represent this situation but I need to get more familiar with it.

I hope people find it interesting, I will take as much time as it is necessary to make a good game out of it- the potential is great and the subject interests me a lot.

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Jordan Booth
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A Star Wars themed Cayles meets Puerto Rico meets Power Grid. You are building the death star. Points earned and stragglers punished during the Vader Phase.

Mashup - Players draft body parts to make frankenstein monsters of different animal types then free-for-all deathmatch. There are specials for having sets of matching parts. The hook is that the attack cards you play determine where you will take damage until your next turn. If a limb is destroyed damage can penetrate to torso. Last torso "standing" wins.
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Adam Trzonkowski
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At this point all of my energy and time is going into getting Havok & Hijinks ready for launch!

We've been running a blog for the game over on the Havok & Hijinks Website.

The print and play beta is also ready for anyone that wants to give it a shot.

It has been a fun experience working on it! We've had a lot of play testers at this point and had a great outing at an Unpub mini.

If anyone is in the south east we have a few events coming up. We'll be doing a learn and play at the Mystery Brewery Public House, a launch party at Atomic Empire, and then heading off for GenCon and DragonCon.

We're hoping to see some BGG friends at those events!
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