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"Rail Gun: Preview of ship data charts" Topic


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1,011 hits since 25 May 2015
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Grignotage25 May 2015 6:01 a.m. PST

I am working on a spaceship game, "Rail Gun," and Andy Nelson, author of the excellent ASAT Orbital combat game, has come aboard as artist/illustrator/playtester extraordinaire and has knocked out some great drafts of the ship data charts. Here's a preview. Rail Gun has gotten a lot prettier!

The charts now build all sorts of stuff right in. The gauge on the right hand side tracks your ship's velocity by sliding a paper clip up and down. We're going to see if the damage charts and other aspects of the QRS will fit, too.

Another update to the main rules will be coming soon. Thanks to everyone who's bought the playtest version of the game; it's available here, link

You can see Andy's orbital combat game ASAT also at the vault. link

blackfang26 May 2015 3:40 a.m. PST

Dunno what it is but looks good! The fire arcs bit especially seems to have a lot of info condensed in a small space. I'm a big fan of this sort of efficiency.

emckinney26 May 2015 10:07 a.m. PST

Are you interested in actual constructive feedback? Because it won't be pretty …

Grignotage27 May 2015 5:55 a.m. PST

Emckinney, if you want to provide feedback, that's fine with me. Fire away.

AdAstraGames27 May 2015 2:14 p.m. PST

Suggestion – please do so in private rather than a public forum.

TheBeast Supporting Member of TMP28 May 2015 5:07 a.m. PST

please do so in private rather than a public forum.

THAT made no sense to me. Why not?

Doug

AdAstraGames28 May 2015 9:35 a.m. PST

@Doug:

Because not all constructive feedback is pleasant to receive.

Emckinney has said it won't be pretty, and it's very easy for "negative" feedback to turn into "designer gets defensive, commentor tries to get the point across, things get heated."

A military maxim: Praise in public, criticize in private, is worthwhile when dealing with graphic design issues on the Internet.

(While I do accept and welcome feedback in public, even negative feedback, I seem to have a thicker skin than most.)

Grignotage28 May 2015 9:57 a.m. PST

I figured if I shared the stuff in public, then I'd have to suck up the criticism, too, so comments/criticism are welcome and, if politely delivered ("I don't like this because…" vs "This irrefutably sucks"), won't be responded to gruffly by me.

Now, I might disagree with the advice, and not choose to implement it, as the charts have been working well with the playtesters (still making adjustments to them, though), but feedback is welcome, public or private. It's so easy to overlook things when you're close to a project.

AdAstraGames28 May 2015 2:35 p.m. PST

Yep – I just recommend that they come in in private if emckinney says they won't be pretty. Less chance of hurt feelings.

TheBeast Supporting Member of TMP28 May 2015 7:12 p.m. PST

Ah, understood, especially as someone else might miss 'he's asking for it.' ;->=

I give Grignotage the benefit of the doubt, and several commenters can flesh an idea out.

It's a weird thing to watch two people argue from the same side because they're not actually listening.

Still, you have to expect some critiques to look like 'irrefutably sucks' when it's attempting to be a sincere, objective eval.

I've had a few 'babies' called ugly.

Doug

Dave Crowell31 May 2015 9:03 a.m. PST

Without having read the game at all I think I can get a sense of things from these data cards. They look like they would help cut down on "look-ups" during play.

I think I will get the playtest rules and take a deeper look as this looks to be at about the level of game I am interested in.

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