Mycelia has gone from an idea to a proper game in only a couple of months – here’s an update on our progress!
An update on the prototypes we play-tested at BGG.CON and the ones we left at home – where are we now? What’s coming next for Drayer Ink games?
Finally, Saturday! Before the convention, I felt like this was going to be the biggest day – everything would be pretty tame as we ramped up to the busiest day of the week. In fact, by Saturday, it was starting to feel a lot more like the end of the whole event – many of our people had already left, and the rest of us were pretty low-battery after a week of late nights.
Day 4 of our TTN/BGG adventure is day 1 of the actual BGG convention. I had no idea what to expect, so I was very glad to already have a posse of friends and connections from TTN to keep me from wandering the corridors, aimless and alone, haha.
When we prototype at Drayer Ink, we use a combination of tools: we create digital assets and artwork, then print them and make them into a physical prototype. Here’s a bit of detail about our process!
Check out the first stages of our latest game design, Mycelia, which is about building a network of mycelium to encourage mushrooms to grow.
Generally, here at Drayer Ink, Cat does the designing and George does the developing, but in the case of The Way Out Is Through, this is 100% George’s oeuvre – and here is the unboxing of his very first Game Crafter prototype!
We decided to create a game design together, from scratch. We called it “the Plot Quickens”. Here’s how it’s going!
From the very initial concept of the game, Intertidal Survival was meant to have a physical resemblance to a rockpool. This is how we’re going so far.
My friend and fellow game designer Bez told people why they shouldn’t back her Kickstarter, and it made me uncomfortable. I try to make a bit of sense of it here.