I’m having a tough time prototyping a new card game. The preliminary design is done; all of the cards are thought through, I’ve made prototype art for all of them, all of the thinking and prep work is over.
Now I just have to find out if the game is actually fun. One does that by play testing, and one does that by making a prototype version of the game.
The game is based on a Looney Labs pyramid game I submitted in a design competition several years ago; I think it would translate from plastic pyramids to playing cards quite well. But if, and only if, I can get certain cards printed on transparency.
But I digress. This is not about Eberron, nor even about Keith Baker. This is about how difficult it is to prototype a game that requires transparent playing cards.
Consider these two examples. One is intended to be printed on transparent stock, the other on opaque stock.
They look pretty good, don’t they? I am surprised, everything I know about graphics I learned doing this blog which is – as you can all attest – not known for it’s layout and design. There are some rough spots, and a margin problem, but the fact is that for a prototype it doesn’t matter; any game publisher that might be interested would want to do all the art over anyway. Yet overall, the cards came out pretty well in spite of me.
But that is how they look here, on the web. I bought some (surprisingly expensive) transparency printing film and found that to my dismay they print out like this:
Actually this is sharper than they print on the film. They are even more vague than what I am able to simulate for you here. It has something to do with the transparent backing. But I don’t know enough about this stuff to know how to compensate. Super saturate all the colors?
Anyone know anything about any of this?
🙂 😀 🙂