We’ve been working on major changes to the game in the months since our last post. Phil made great strides on the mechanics from playtests. His updates meant there was a need for new changes in the card design, and Cindy delivered. Here is a preview of the new deck design.
The most important changes come from Phil’s removal of a lot of components from the previous prototype. There were a lot of things on the left sidebar that are gone now, and as Cindy said, ” less complexity is always a good thing.”
The deck is neatly divided by the colors of the back of the cards. The backgrounds and back of cards all have a weathered aesthetic to fit the theme and Cindy’s art.
Here is the before and after of one of the Influence Cards, Revisionism. You can see the changes in font, icons, background color, and size of the text boxes. The overall dark tone of the new card helps push the dirty look we are looking for. It works great with the Follower and Shrine cards.
While they’re not include in these photos, I had some updates of my own. Since the design changes also affected the Culture cards, I made sure that those made sense thematically. Those were rewritten as well. Stadium, one of the Shrines, also needed a flavor text change since Phil made extensive switches on it. I also fixed the title of a Relic that’s been bothering me since I got on this project.
There’s the matter of one more major change left. The three of us would like to change the name of the game – the more we’ve pitched the game to others the more we’ve come to the conclusion there’s a better name we can use. When the time comes, we will release that as well. Hope you enjoyed the update!
You know those things that, once they occur to you, seem glaringly obvious? The issue with the color palette I’ve been using for the design of the Cultus cards is one of those things. The problem is, I fell in love with a palette. It was bright, pretty, cheerful and modern. It looked great on the geometric forms in the game. The glaring problem with this is, of course, that the game takes place in a post-apocalyptic world that is neither bright, cheery nor modern. Duh.
So the card icons got a makeover! I figured it’s the least they deserve, after such a long hectic weekend at Boston FIG. You’ve got to treat yourself!
A liiiiittle bit of texture was also added to all the outlines so they wouldn’t look so straight and perfect. A little hard to detect on such a small size, but I think it’s enough to give it some oomph.
An art post has been a long time coming – so here’s a peek into what I’ve been working on lately.
There’s a lot going on in the world of our game, but I like to keep the art a little more on the simple side. To fit our theme, I felt we should add a lot of texture to the cards, and keep the images rather simple but colorful, and full of symbolism.
The cards below are all for the influence pile. All the idea cards fall into the categories of “Favor,” “Faith” or “Zealotry.” Since there will be a lot of idea cards, we’re going to use a consistent background for each to quickly visually identify that it is an idea card, and then vary the symbol used in the center of the card to quickly determine which category the idea falls into.
Another card that will share the same visual characteristics of the above three is the prophecy card. This symbol was a lot of fun to create – I drew on traditional symbolism used to represent a prophecy, as well as native imagery such as the Nazca Lines.
I’d like to work on the texture a bit more – it’s a challenge to create a texture that’s visible on a small image.
Most of the icons I used came from The Noun Project. This is a fantastic resource for icons of virtually any noun you can think of. In the future I’d like to customize our symbols a little more, but The Noun Project was a great resource that helped me pull this together quicker than if I had created each icon myself. Perfect for getting great art ready for future play-tests!