I’ve completed a touch table conversion of the board game Terra Mystica. In this game, players lead a faction in a race to terraform and settle the map. Each faction is unique with different costs for building, abilities and desires for terrain type. These differences along with random bonus tiles makes every game different without any luck or hidden information.
Category: Games
Muck
Late last year I finished a real-time game for the touch table that I called “Muck”. It is an economic game for two to six players that plays in a half hour. The game is modeled off the board game Brass. I’ve considered converting Brass directly, but it only plays four people, it has hidden information and we really aren’t playing it much anymore.
Touch Table Caverna
I’ve finished converting Caverna for the touch table and PC. This was the second game that I’ve made using the Unity engine. It is also my first Unity game that used touch for input and it is probably the largest game that I’ve ever converted. Space was very tight and I spent a lot of time laying out the graphics:
Caverna is a game for one to seven players by Uwe Rosenberg. It is a worker placement game where you manage the farm and cave dwelling for a family of dwarfs. The game is similar to Agricola where the occupations and improvements are replaced with rooms which are available to everyone and there is a new expedition mechanic.
The game is a lot of fun to play, but it takes 30-45 minutes per player and there are lots of pieces to move around. My goal for this conversion was to speed up the play time as much as possible. I’m also hoping that the single player is as much fun as the single player version of Le Havre.
Essen Spiel 2015
For our 42nd birthday, we made a pilgrimage to the biggest board game convention in the world: Essen Spiel, in Essen Germany. The convention is setup for board game vendors to promote their latest games to the gaming public and press. There is a gallery of all the photos here.
Le Havre single player demo video
At the suggestion of a friend, I’ve created a video of a single player game of Le Havre where I am using the shipping strategy.
I made this video to demonstrate how to get a score near 400 without using special buildings. On boardgamegeek.com people discuss and debate the expected scores for a single player game. Players have posted demo games before, but only as saves from a computer implementation. Mine will be the first video.
After making Le Havre, one of the pleasant surprises was how much fun the single player game is. I’ve played a lot of games and improved my score quite a bit. Before computerizing the game, I played the single player version on the physical board once. But the setup/tear-down and piece twiddling was just too much for a solo game.
I also made this video to draw attention to the touch table implementation. I’d like for other players to ask the publisher for permission to release my version. I’d also like to make boardgamegeek players more aware of gaming on the touch table.
Touch table Vegas Showdown
I’ve converted Vegas Showdown for the touch table. Vegas Showdown is a 3-5 player game where the players try to build the best casino by bidding for tiles. The touch table version plays a little bit faster since players don’t have to deal with the money. It also shows you more about the status of the player scores and available tiles.
Touch table Puerto Rico
My touch table conversion of Puerto Rico is complete. As usual, I will continue to work on the game, but it is mostly done. There are probably still some bugs to fix and some of the animations should be cleaned up. The game is for two to five players and seems to play quite a bit faster on the table.
Unfortunately the owners of Puerto Rico (Alea), aren’t willing to give me permission to distribute the game. I have also talked to the creator of Tropic Euro, and they have given me permission to make a version of their game. It would take a little work to convert Puerto Rico into Tropic Euro, but then I could release the game.
LeHavre – Complete
My touch table conversion of Le Havre is complete. I am sure there are a few more bugs out there, and there might even be some enhancements I decide to add, but we have played several games and it is working well. We have particularly enjoyed the single player game. With one player, the game becomes an optimization puzzle since other players can’t disrupt your plans.
Unfortunately the owners of Le Havre (lookout-games), aren’t willing to give me permission to distribute the game. I had hoped that they would since there is already a free Java version available online. But it sounds like they may have given an exclusive electronic license to someone else.
Read on for a comparison of this project to some of our other games and a bit of a postmortem.
Le Havre – Week 3
With a total of 120 hours of work, I am happy to say that Le Havre is playable. There is still a lot of testing, bug fixing, and polish to do; but I’ve played through a full game.
Main progress this week:
- All the building actions for the normal and special buildings
- End game
I am still expecting another 40 hours or so of work on this game. I’d like to have quite a few more sound effects and player prompts and some better animation for resources being paid/received. And once beta testing starts, I’ll have usability improvements to make too.
Le Havre – Week 2
I have put another 40 hours of work into the touch table conversion of Le Havre, so it is time for an update. In the first week, I did a lot of work with the graphics and layout of the game to make sure that the game would fit onto one screen. In the second week, I have been making the game play.
Here are the progress highlights:
- Created graphics for player areas, offers, supply tiles and added animation of buildings and resources.
- Incorporated the timeline engine and added save/load and undo to the engine.
- Built the main menu: players can join, choose their color, pick options and start the game.
- Player area replication code.
- Added the “take offer”, “end turn”, “end round”, “buy building”, “repay loan” moves.
- Added the scoreboard and scoring logic (except end game bonuses).
- Created “feed workers” and “pay interest” dialogs.
The big things left to do are: all the buildings, end game. I feel like I am about half done with this project. We will see how accurate that estimate is. When estimating for a client, I always double my gut feel (and that is usually still too short). So I probably have another 3-5 weeks of work to go.