![]() ![]() ![]() If you are looking for some knowledge about the back end of creating games, we recommend Jamey Stegmaier’s Kickstarter lessons blog. If you can personally become part of the community, you will get back so much more than just a like or even a purchase. One thing I can say is to try your best not too be “sales-y.” Meaning, when you do go to other properties: reddit, bgg, game forums, don’t just plug your game, try to add to the conversation or contribute whole heartedly. We try to be active on Board Game Geek as best we can also. Social media is key, we focus on instagram for it’s visual nature but we do have a presence on Facebook and Youtube as well. There are so many ways you can go about that one. You could also reach out to web developers to do that for you, but I would be wary, it can be very costly and not always reputable – if you’ve ever purchased a domain and not bought the privacy you know what I’m talking about.Īs for building a following, that’s tough. There are couple others that you can use that I would recommend depending on your own technical skill/comfort level - Squarespace is probably the top of that list. I recommend WordPress as the platform, it has the most tools and can be as simple or complex as you want or need, but in all things related to game design start as simple as you can and build on from there. Building a website is by far the more simple of the two tasks you mention. That is an excellent question that I think could warrant a couple blog posts! I’ll answer what I can here but look out for a journey post in the future. Thank you for such kind words! It really means a lot to us, and inspires us to keep going. ![]() For simplicities sake we have named all of our art files with the names of cards, some developers like to use a numbered system in case names change etc. You can name your files however and as long as they are spelled correctly everything will work out. The / in front is what makes it relative, that represents the current folder that the production files are housed. So we have everything in the same spot and fill in our image columns like this: /links/art/cardname.png When you export the sheet it will just need to be in the same relative spot as the production files (in design files in our case) and it works out. We run off of Dropbox so each of us has all of our Card Bard files in the same spot… relatively. For images there are a few ways to handle it but the easiest and best for us is a relative file path. Filling is simple, place your names in the name column, your effects in the effects and so on. Make sure this is a living document, not a stone tablet! Sometimes you may even need to add new data types, and that’s great! Do it here, and if you decide you don’t need it anymore trash that column. Now that you have your data titles put in that data! Once we got our initial thoughts from pen and paper into our sheet this became where we put all of our new ideas and how we tracked changes and progress. We’ll go over some of the tools we use on Card Bard like InDesign’s data merge tool and google sheets, plus putting it all together and some helpful game dev tips along the way.Įxcel (or as with our own workflow google sheets) has lots of benefits, like organization, the ability to see things (component names and abilities as well as costs and power levels) all at a glance, for power users you can sort and even build charts and graphs to track and measure component in all sorts of ways (see “things” parenthetical) to help you in your game dev journey! A note of caution it’s easy to get bogged down in the particulars and stagnate your development, so try to do as little as possible at once, don’t jump straight into chart town if you’re just getting started moving from strictly pen and paper. After you have a good idea of if your card game will work and you’ve played through it several times with handmade components it may be time to move up. Going from hand-drawn card games and only in your head cards to the next step can feel really daunting but it’s much easier than you might think. ![]()
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