If you’d like to take a look at Factory Floor and maybe even join the mailing list to help us decide on artwork and get early bird access – please check it out – cardboarddesigner.com/factoryfloor
Wherein I talk about tiles mostly. Board game development – what a ride!
It’s Not Just Fun Anymore
When I’ve made a decision that a game is ready to move forward , my entire attitude towards it changes.
Whereas before it was (mostly) just fun, it now presents as a number of mountains to climb. How do I decide where to move forward with the artwork? When and how do I start promotion to build up to a Kickstarter game? How do I get it out to more play-testers especially in this pandemic ridden world? Do I even go with Kickstarter – should I reach out to publishers.
By the way, the answer to that last question – no. Don’t go to the publishers.
Whereas the only thing that I had to worry about before was purely the iteration of the game and tweaking how it played, content now becomes as important factor.
A shrewd marketing type person once told me – the process in the marketing – especially when you are considering crowd funding. I absolutely agree with this. If people are preparing in invest in your idea, you have to involve them as much as possible.
Tiles, Lots Of Tiles
So today, I am going to talk tiles….
Now I may have suggested on this blog once or twice that I’m not much of an artist, but I think you’ll agree that these things are works of art!
Tiles for Factory Floor break down into 3 types – we have Production Facilities, here represented in pink, Staff Rooms in brown and Quality Control (working name) in green.
These represent your bread and butter in the game and comprise 50% of the total available tiles. The numbers on them indicate how much they produce at the end of each day that will allow players to score. The triangle, I will come to in a minute as they interact with the Staff Rooms.
Into brown town now, and staff rooms are the tiles you place that allow you add workers into your factory. Each of the circles on the tile represents a worker “space.” In the final print I’d like these to be represented by hideous looking sofas and chairs, but circles will do for the time being. Staff rooms that are connected adjacent to Production Facilities allow you to add workers into worker spaces – represented by the aforementioned triangles.
The number of workers you gain from a Staff Room or can place onto a Production Facitlity changes depending on the size of the tile placed.
Placing a worker onto a Production Facility increased the amount that tile produces during each Production Phase and at the end of the game. 1 worker increased the score by 1, 2 workers increase the score by 3.
Quality Control (working title)
Quality Control tiles are where factory managers can potentially make the big bucks. They activate at the end of the game and every production tile they are connected to activates and scores for a final windfall for the player.
These are not the only ways that players can score points to be crowned production king. There will be special architectural bonuses awarded to people with the biggest rooms, and extra points to those able to reach certain production objective.
I am never someone who shies away from big complex games. Some of my favorite games out there would score a solid 4+ on the BGG complexity meter.
That being said, my intent with this game was to create something “relatively” lightweight. Something that would take about an hour for 4 people to play together.
I always started this project with the intention of making something that was a great experience for 2 players, only choosing to extend it to a 4 player game if it made sense too.
I think with this game I have achieved that. And I hope that you will enjoy getting to play it as much as I have had fun making it!