This seems kind of vague at first, but after thinking about the strategy of the game in my head, it seems to revolve around choosing particular resources in the first phase to get a strategical advantage as opposed to gathering as many as you can. When I playtest it, we'll see if my theory is correct.
The theme/art for the game will be based entirely on the narrative side. The narrative is short and sweet, so it doesn't complicate things that much-- the game's narrative is summed up pretty much in one word: "warfare".
The setting is a forest that is being demolished, so all the pieces would be pictures of things set in a background that could be rearranged and still make logical sense.
The setting is a forest that is being demolished, so all the pieces would be pictures of things set in a background that could be rearranged and still make logical sense.
Each one of the little icons on the pieces that represent the resources would be done in an elvish-style to represent the homeland of the hunters.
As far as the color schemes go:
The two opposing sides would have their own schemes, but I think for the entire scheme of the board I'd use the Hunter scheme, since the fight occurs on their territory. For the tokens for the demons, though, their designs will all be around this one scheme, with variations of teal-green, yellow, and a saturated red. As well as whatever values entail under those colors.
Here's some concept art:
I plan on doing some simple vector art in a combination of photoshop and illustrator to make the board and the chips/cards for the game.
No comments:
Post a Comment