Tuesday, August 7, 2018

Gencon Playtesting Results

That's Farmpunk in the white hat, he came by to watch for a bit between Flames of War tournaments. 😀
Whew! That was an exhausting week! So were the weeks of work leading up to it! But in terms of Playtesting WarStrike, our Gencon adventure was VERY productive! We only found a few minor potential rules bugs, and two of the test groups had some very interesting feedback about how we might appeal to a wider audience than we had originally planned for.

Wednesday, August 1, 2018

Demo Minis Are Ready!


It was a slog, and I'll be doing a little more work on these after Gencon to brighten them up for use in the rulebook. But I got 49 test minis, for two opposing test forces, done to better-than-tabletop quality in just 10 days. With fully flocked (and bottom-felted) solid-resin bases that aren't going to slip off of whatever terrain they're placed on.

Friday, July 27, 2018

Our Gencon Demo Times Have Been Finalized


Our demo times for the First Exposure Playtest Hall have been finalized. There were no changes, so the times that I reported before are the same as on this screen graphic that I provided to the organizers.

Sunday, July 22, 2018

Quick Update: Rules Done, Speed Painting Underway


We're now at the week-and-a-half mark before Gencon. I finished up the rules for the next pre-alpha last Wednesday, but I'm holding back on releasing it for now. First because I'm busy painting up minis and terrain for GenCon, and second because I want to work up some generic unit and weapon stat-lines for the major factions. Since some of you have commented that you can't test the rules with the models you have. That's fair.

Wednesday, July 11, 2018

Our First Exposure Demo Times At Gencon


Gencon's just 3 weeks away! 

Here's the time slots that we have reserved in the First Exposure Playtest Hall:
Thursday August 2nd: 4PM - 6PM
Thursday August 2nd: 8PM - 10PM 
Friday August 3rd: 4PM - 6PM
Friday August 3rd: 8PM - 10PM 
Saturday August 4th: 12PM - 2PM
Saturday August 4th: 4PM - 6PM
Saturday August 4th: 8PM - 12PM
Sunday August 5th: 10AM - 12PM
See you there!

Tuesday, July 10, 2018

Rolling Right Along...


Three pages. I had just three pages left in the Action Phase to revise and I thought I was done. Then, like a Rubik's Cube when you can't get the last 2 squares to line up right, I found myself revising parts of other rules sections so that I can come back to the Action Phase.

Why? 

Sunday, June 10, 2018

Movement Phase Changes



This phase was a real pain to edit. Between the rules-lawyer holes that Stelek found, the new rules for Overwatch and stunned models, the need to properly separate and interlock the new reserve rules across three different sections, AND the need to simplify the existing building/obstacle rules... This one's been a bear. Oh, and the illustrations are a lot more sci-fi looking now. There's that too.

Observation Phase Changes


As I was finishing up the Movement Phase revamp today, I realized that I hadn't shown you the changes to the Observation section yet.

Sunday, June 3, 2018

Putting Reserves In Their Places


Thought I'd check in with an update to what I've been doing with reserves. First up, we have a new page added to the "Setting Up A Game" section, which you can see above. It defines the four types of reserves, and how they're put into reserve in the first place.

Wednesday, May 30, 2018

Solving My Blur Problem With A Bit Of A Tilt

Photography test setup in my modeling room.
Hello everyone!

I'm still working on the next Pre-Alpha release, it's just been delayed a bit by my son's birthday, the end of the school year, and some more extensive editing than I'd anticipated. 

But... I did discover a solution to a problem that had been bugging me, so I thought I'd do a quick post on that. At some point relatively soon, I'm going to need to produce sets of introductory gameplay videos. But how would I do that? It's not enough to simply aim a camera at a table and hit record, because some things on that table would be in focus, and others wouldn't. The solution, as it turns out, is rather interesting, and uses some tech that was originally developed for spy planes.

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