Infinite Randomness: Post-Kickstarter week 11
A good day to you residents of Gloomhaven.
As I polish off another jar of peanut butter with a spoon, I just want to thank you all once again for making this happen. There is nothing I would rather be doing than sitting at home in front of my computer, eating peanut butter and working on Gloomhaven.
Things continue to move along over here. Art work continues to come in. Graphic design continues to get finished. Here is a new pass at the event cards Josh was working on. I wouldn't pay too close attention to the content of the text, but I hope you like the new look of the cards:
I, on the other hand, have been working on a different type of card the past couple days: the random dungeon deck.
Initially I explained to you that the random dungeon deck would be 20 room cards with hexes designated with numbers from 1 to12, plus a second deck of 20 cards that would have different lists of monsters, traps and other features for those 12 designations.
And that's pretty much still accurate, but I decided to add a couple other things to make random dungeons a little more interesting. The main thing I added was an extra minor and major penalty to each room card that the players must endure when they reveal the new room.
With each random dungeon consisting of 3 rooms, starting in the first one has no penalty, opening the door to the second one incurs its minor penalty, and opening the door to the final room incurs its major penalty.
These penalties can get pretty harsh, from inflicting damage on players, to making them lose cards, to buffing the monsters to causing negative status conditions. The idea behind them is that I wanted to make the random dungeons more challenging. Players aren't playing random dungeons to progress in the story, they are playing to have a stand-alone game experience, so the focus of the game has to be placed squarely on the challenge of the dungeon itself rather than forward progression and discovery.
I want it to feel like more of a traditional cooperative experience where players will fail most of the time. In the end, I may have made random dungeons too difficult, but I'll need to do more play testing to be sure.
Work also continues on making more scenarios and getting more up on Tabletop Zen for play testing. One thing I am planning on doing this weekend is getting all of the fan-made scenario winners' submissions up on Tabletop Zen for play testing. So if your submission was selected, expect to hear from me soon asking for your help to make sure your scenario is solid and well-tested.
We've also been making schedules over here to confirm the viability of getting everything to the printer to start pre-production by the end of January. It's going to take a lot of work, but it's possible.
What this means for you, though, is, like I said in a previous update, we'll likely be a month late on getting the final game out, which means you're looking at an expected delivery date of June. This also means that surveys won't go out until February, when we need to know the final counts on the production run.
Some people have expressed concern to me that they haven't received a survey yet, but there is no cause for alarm. The survey won't get sent out until February.
Also, the survey will be your opportunity to increase your pledge amount for additional stuff, so be mindful of that as well. The survey will also explain exactly how to go about doing that.
So, yeah, anyway, a few weeks after the surveys go out, I'll also do the skeleton-killing video. I don't know if anyone else is excited about that as I am, but I had a great time doing it on my last project, so it should be good fun.
But speaking of fun, it's back to eating peanut butter and working on Gloomhaven for me, so I will see you next week for a very special Christmas edition of the Gloomhaven update!