Kingdoms of Immacus: Card Game Progress Report 3/27/16-4/3/16

So I finally finished the logo. Yay! I’ll make a post about it later, but I am very happy with the way it came out though it took much longer than anticipated. That’s primarily because I obsessed over every detail and didn’t use any of the elements from the old board game logo. One of the goals with finishing the logo early on is it allows me some distance from it through this process of creating the game to come back to it and make tweaks or add further details like a texture overlay. I’m happy with it the way it is currently, but who knows how I’ll feel six months out.

I also started making changes to the Follower card. It’s much cleaner than before;; however, the power up icon seems a little out of place, so that will need to be adjusted before I finalize the new design and move on with the Crystalynn race.

The Principality card is also undergoing a huge visual revamp. I’m trying to avoid words to explain its function and use and will primarily use iconography. Since these cards are the backbone of resources, they are the most used, and function can be explained away in the ruleset to avoid lengthy explanations on the card itself. This might take a few days to finalize the look, but I have started the process.

Last week I also started the Crystalynn resource icon and started looking for artists to commission. This has been relatively difficult because I am looking for a particular look (one that looks like mine) that is heavily influenced by mature vector design (if that’s such a thing). Anyway, I browsed Deviantart and My Little Pony art has suffocated the vector market there it seems. Hopefully, I’ll find more time to do this search, but I’m at the point in the development where there are certain cards and mechanisms that aren’t going away, so the sooner art can be commissioned the better. Though I plan to do a lot of the art myself, I’m not going to pretend I have the time or energy to do all these cards. It’s possible, only time is the factor, and I’d rather not push this game an additional two years out from the normal timeline because of it.


-Jonathan Flike

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