❖ Version History ❖
24th of May, 2022
I’m not sure how many times I’m going to have to say it before I feel justified, but man, rule books suck to write. I think by this point in the month, I have gone rightfully insane… like truly, a total loss of sanity. Between rereading every single letter of every single word that I have written, changing around elements, changing them back, changing them again, and just feeling like there is always something lurking in the background that feels to be wrong… I’ve really lost a bit of my well being, and some sleep too.
When it comes to the final product though, I care so much about making absolutely sure that there is nothing left to fix… or as close as possible even if I don’t like it. By now there isn’t even that much that I think needs to be changed, but I cannot rest until it is as perfect as I can make it. So, lets do just like we did last time and compare the covers to start our talk about where we are going today in the Design Journal:
Upon first glance, you can probably once again identify some aspects of the newest design that have changed:
❖ The Celtic knot border has been completely removed from the edges to provide additional border space for more words and images in the rules themselves.
❖ There has been a texture added into the background of the image to make more of the graphics pop out a bit without taking away too much from text legibility.
❖ Certain areas have gotten more of a color-lightened highlight than they had previously.
❖ And there are already even less words, even in just the title page.
Now, each of these bullet points of edits has had an impact on every page of the design. On the cover pages these details are the obvious ones to study. When it comes to the other pages in the book though, the changes are far more subtle (mostly wording or some simple graphical changes). As a result, to even compare the old and new editions of the book is a little more challenging than our previous major edit. None-the-less, I think it is neat to compare the details of these pages, and unlike the other individual cards in the game (which I prefer not to post artwork of publicly everywhere), the rule book will inevitably be a public file for anyone to investigate, so lets take this opportunity to observe all the minor changes!
Iteration #2, Page: 1 Iteration #3, Page: 1
Iteration #2, Page: 2 Iteration #3, Page: 2
The most important change to this page is the fact that it is now also treated like a table of contents, where the player can identify what page they need at any point in the rules by referencing the page numbers on the bottom half of the page.
Iteration #2, Page: 3 Iteration #3, Page: 3
Iteration #2, Page: 4 Iteration #3, Page: 4
Iteration #2, Page: 5 Iteration #3, Page: 5
Iteration #2, Page: 6 Iteration #3, Page: 6
Iteration #2, Page: 7 Iteration #3, Page: 7
One night in the middle of the past month we had scheduled an evening for play testing to just recap the conversation about the rule book for new players to see how people were faring with it. Unfortunately we had someone cancel at the last minute, so we decided to try playing the game with a group of three by trying to rebalance the deck with one less season in it. Though it took a little bit of tweaking over a week or two to find the right balance, the three player format was actually surprisingly well received and made for an absolutely brutal strategy in the gameplay that we wanted to foster. Unfortunately it isn’t as functional as a 2 player game, but long story short, the fact that a three player format was even possible instantly found itself as a critical rule to include in the final design.
At long last, I finally finish updating each and every single element of the rule book to the very best of my ability. I think that the layout is concise, informative, and clear. It gives exactly the information needed to get started in the game, and it gives us the QR code outlet to provide players with an even greater wealth of potential helpful information if so needed.
The final product is also visually satisfying and has the fully professional look that I have sought ever since beginning this rule writing project nearly two entire years ago. At this point I clock out for the day and walk away from the computer, telling myself that I am not allowed to look at it again for any reason for a whole week… just to make sure that I have a clear mind and fresh pallet perspective when I come back to it later. In doing this, I do return and have almost nothing that I am disappointed about, and so we conclude the epic journey of hammering the rules of Calendra down for life.
And so also concludes the process of designing new graphical content for Calendra. At this moment we are very nearly production ready, and it is high time that we begin the brutal conversations that go into the final boss: Manufacturing. Stay tuned for some more, next time on the Libarium Games Design Journal!