PG Sorcerer City

Il vous manque toujours une personne pour le PG ?

Si oui, je suis partant.

@Jiciro

Il y a en effet encore une boite en rab :slight_smile:

[quote quote=298245]@jiciro

Il y a en effet encore une boite en rab :slightly_smiling_face:[/quote]

J’ajouterai qu’on pourra se regrouper lors de la réexpédition :sunglasses:

Petit update du KS:

playtesting et modification des pouvoirs des artifacts, travail sur les fichiers 3D du présentoir spécial. On n’est pas arrivés :wink:

 

[quote]

Mini Update on progress
Posted by Druid City Games (Creator)

Hey everyone!

The game is going through final play tests and balancing. Scott is dropping in design notes in the comments from time to time, so check those out as you can. Here is the latest batch:

Playtesting is proceeding well. I have been focusing on playtesting and balancing the artifact tiles. Some new ideas have proved fruitful while other ideas haven’t worked.

Some of the original 12 artifacts have been boosted:

Staff: When you split your magic, you now get +2 per split. So if you have 6 magic and choose to split it, you would get 5 per split, not just 3 per split. Before this change, owners of this artifact would wait until they had lots of magic before splitting it. Now, the player has the incentive to split early too.

Wand: In addition to getting every tile 1 cheaper, the owner of this artifact gets +1 Buy as well. This encourages the player to buy more tiles and works well with a Big Yellow or Big Red strategy which have cheaper tiles than Purple or Green.

Gem: Now, the player gets a free tile costing up to 5. This is up from 4 and that little boost opens up lots of new tiles that could be gained from this power. Given that this power works in round 1, this boost can really give the player a head start in whatever strategy they want to pursue.

Potion: This Kickstarter Exclusive artifact has been boosted to be Pay 2 Magic to boost the other 3 categories by 2. The previous value was just 1 so this is a big upgrade. While this tile may never have a wild swing in reward, it will provide a steady boost to everything every round.

Rainbow: This Kickstarter Exclusive artifact has undergone the most radical upgrades. Not only is it a Rainbow tile you start with in your city, it also lets you pick any other tile to place with the Statue at the start of the round. This is a great head start and is a super fun decision to make every round.

That’s it for now.

We are tweaking all the files for the molds and those should be starting soon. Getting those trayz molds just right is very important and a tough process. They are fantastic to have in a game but they do take extra effort to make sure everything is going to work as intended.

As we have more things to update I will make sure to drop them in an update!

Happy gaming y’all!
James[/quote]

Update time!
Posted by Druid City Games (Creator)

Good evening Architects! Let’s get caught up on where the project is at! Apologies from me, I just moved my family from Alabama to Los Angeles to join the team here at Skybound. My communication is behind, that is on me. During this time Scott and Kate (Designer and graphics) have been steady at work fleshing out the last of the added stretch goal content into play testing and the rulebook.

The game was demoed at GenCon to a lot of fanfare. I know we are all excited to see this game on our collection shelves!

The rulebook is very close to being locked in and ready to go! Our 3rd party contracted editor is working through it right now and picking out all those little spots that might need more clarification. His perspective is great because he has never played the game and is not in the day to day like our team is, so he finds things that we miss.

Had to get Frostmourne in the picture! Had to get Frostmourne in the picture!
The bit that has a little behind schedule (only a couple of weeks, no need to panic) are the coins. I had the first design 3d printed in metal. While I was happy with the size, shape, and design, I was not at all happy with the "interlocking" portion of the design. Noah at Gametrayz went back to work and made some adjustments and now I feel great about what we have going. (It took that first pass at it to really work through the design. Remember, we are trying to make something new and different with these coins, not your "run-of-the-mill" coins.)
New design - our coins will be have an antique wash and will be in different colors New design - our coins will be have an antique wash and will be in different colors
Molds will be starting in the next 2 weeks. And we will be working towards a "pre press copy" of the game. If all goes well with that and no major adjustments are needed, we will get to mass production. That typically takes 40 days. Then we can put the games on a boat and get these things on the move!

Please go ahead and start updating your Pledge Manager account. Need to update your address? Go ahead and knock that out! Want to grab an extra Deluxe Edition because these coins are gonna be the hottest hotness that no one else will be able to get, then go ahead and do it! We will be locking the Pledge Manager on September 14th for late pledges and order add ons/adjustments. (You will still be able to adjust your shipping info)

https://druid-city-games.pledgemanager.com/projects/sorcerer-city-board-game/

What to expect going forward.

Going forward as we ramp up production, I will be updating you with all the cool pieces we get from the factory and any update that would effect our timeline. Once we give the "green light" for mass production, we will be able to give y'all a much better idea on delivery.

Thanks for your patience,
James

Ça m’a l’air bin zoli tout ça !

Ils s’éclatent sur les pièces en métal :-o

C’est vraiment un des jeux que j’attends le plus avec impatience !!!

Un update où l’on voit des tirages résine, des pièces métal (prototype couleur et finition susceptibles de changer), et où l’on apprend qu’une info sur le retard pris sera fournie d’ici 3 semaines…soit 15 jours après le lancement de leur KS suivant.

Nouveau non-update concernant un timer…et coincidant avec le lancement de leur nouveau projet:

 

Stress testing our Timer App
Posted by Druid City Games (Creator)

Hey Everyone! I got the beta release info for the timer app and I would love for you to help us stress test it and give feedback!

For iOS Testers you can get the app here: https://testflight.apple.com/join/6FWn8eFa

For Android Testers you can get the app here: https://rink.hockeyapp.net/apps/c45d4f28e4d24fbe935465b10262d792

You can provide bug reports or feedback to sventurecontact@gmail.com or through the beta testing portal’s feedback page. I’ve included instructions for how to test and give feedback in the beta portals.

In other news, Tidal Blades is Tuesday! Ah!

Bonjour!

Clairement je viens après la bataille, mais si quelqu’un souhaite rendre son PG je suis intéressé pour le reprendre :slight_smile:

Si oui me contacter par mp

Nouvelle update qui annonce que le jeu ne sera pas livré en janvier, ha bon ?? :mrgreen:

Hello, des news, avec du retard (pas de changements en 2019 sur KS visiblement :wink: )

 

Let's talk about what we are working on at the moment!
Posted by Druid City Games (Creator)

Lots to discuss, so let's dive in!

We have had quite a lot of issues getting this game lined out. It's a complicated build, just plain and simple. 300+ 50mm tiles presents a lot of hurdles to overcome and add in metal coins that interlock and we have had fun trying to figure things out! Let's start with those coins.

Our first design was good but the coins were only interlocking in a single direction and we just didn’t like that, it wasn’t what I had envisioned for these coins. We wanted them to have more versatility. As you can see in the image below, the teeth only allowed the coins to lock vertically.

So we went back to the drawing board a bit, we wanted the coins to lock along the triangle points. Essentially we wanted them to lock in three different positions as opposed to a single position. So Noah at Gametrayz reworked the design and came up with this.
Now the design works that you can spin the coins in any direction and when the teeth align with one of those 3 axis points, they fall right into place and interlock.
We learned some lessons on what colors are available with metal coins and we took the info from the initial coin post and made some more changes. Now we have a line up that we are really happy with. The overall feel is a matte finish with colors and finish that really make the set unique. These coins are going to be some of the coolest metal coins in board gaming. The folks that missed the campaign are gonna be really jealous!

Next up are the tiles. With over 300 tiles we were having issues getting everything in the box with the Gametrayz insert. When we did get them in the box, the weight of the tiles was not passing the « travel test ». Our manufacturer tests to see that we won’t have damage when a game travels all over the world to get to you. Well… the cardboard was too heavy and going to break the inserts. So our solution was to adjust the tiles to a 1.3mm setup. This solved the issue of weight and it also helps with an additional concern, shuffling. Our play testers were expressing issues with shuffling in round 4 and 5 with the amount of tiles you accumulate. We all have different size hands so we wanted to make sure we put a product in your hands that worked for everyone. 2 birds, 1 stone… These tiles will have a very rigid construction similar to Tsuro, so they are very dense and sturdy and can hold up to lots of shuffling and gameplay. (I wanted to have some samples to show you, but it was gonna be a few more weeks before I get those so I will show you those later)

Next up we needed to adjust the design on the coin tray. This still isn’t completely final but I wanted to show you how freaking cool it is!

This design isn't quite final and on the next update I can show the final design and probably a prototype from the factory. This will hold our coins and the other Deluxe components.

The sandtimer design is now totally custom and nothing like the example we showed in the campaign. I didn’t want anything generic, so we spent the money on molds and we are making our own custom sand timers that are thematic and fit the world of Sorcerer City! Here is the end cap design, once I have the sample from the factory, I will share that with y’all!

Timelines

Obviously, we aren't going to have the game ready to ship in January. I don't have a clear timeline and I prefer not to even guess so as not to give out wrong information. What I have learned from our other projects is to work on the project, and once we have solid info, share it. SO, that is the plan, once we have a firm schedule we will share it. We are working diligently on this project and we will have it to everyone as quickly as we can. I know that when you get this game, you are going to be blown away. I truly believe this will be one of the top games of 2019 and I am stoked for everyone to get the chance to play it!

Drop any questions in the comments and I will be happy to answer them.

Hope you had a great holiday break and are making the most of 2019 so far!

James

L’éditeur est extrêmement confiant sur les qualités de son jeu. Rien de plus normal, me direz-vous, mais je le sens bien son jeu. J’espère ne pas me tromper.

@boudje : Courage ! On est toujours là ! (en même temps on a pas trop le choix…)

1 « J'aime »

En même temps on devrait pas :smiley:

Livraison janvier 2019 :wink: Et au final il n’y a pas encore de proto de sorti de l’usine…
Je mise sur noël personnellement :slight_smile:

Euh… quand même ! Ils ont nos sousous !

Mais c’est clair qu’ils ne vont pas être en avance…

Bon après vu le boulot de design fourni, clairement c’est juste un retard KSesque, rien de particulièrement alarmant :slight_smile:

 

Mais le jeu fait envie :smiley:

Bon le jeu arrive en préco sur Philibert, ça devrait pas tarder pour nous aussi.

 

Des news @Boudje ?

Pas vraiment, que du typique de kickstarter…

Ils ont commandés des palettes pour charger les boites, mais elles doivent être passées aux fumigènes, et c’est tombé pendant les vacances chinoises, du coup c’est repoussé au 8 octobre (la fumigation…)

Bref, pas d’excitation :wink:

@boudje Les envois commencent cette semaine pour l’Europe :slight_smile:

J’ai vu ça, avec un petit avertissement sur les « labor strike in France », donc à prendre avec des pincettes, mais ça se rapproche définitivement :slight_smile: (ce qui devrait me permettre de virer les 3 cartons d’autres jeux en attente de l’envoi groupé de sous la télé…youhou :wink: )

1 « J'aime »