Zomblobs! is finally in a playable state! It’s a tabletop tactical wargame, played on a map with hexagonal cells, miniatures (folded paper for this version) and six-sided dice. It’s the beta, so it’s not yet precisely balanced or perfectly presentable, but it’s playable! (If you print out the PDF and prepare some paper, anyway.) […]
Search Results for 'zomblobs'
Zomblobs! Beta!
Posted in Administrative, art, Game Design, tagged art, beta, blobs, Game Design, game testing, tabletop game, tactics, wargame, Zomblobs on July 11, 2012 | 9 Comments »
Zomblobs! Wallpaper 1
Posted in Administrative, art, Game Design, tagged art, aspirant, feral, Game Design, wallpaper, zomblob, Zomblobs on July 6, 2012 | 2 Comments »
Just a little something I’ve been working on. The Zomblobs are coming! Happy weekend, all!
Zomblobs! Maps and Gaps
Posted in Administrative, Game Design, tagged beta, Game Design, gaps, maps, pdf, testing, Zomblobs on June 14, 2012 | 2 Comments »
I’ve nailed down the ruleset for Zomblobs!, and I’m making some final touches to the files so I can present it as a PDF file that anyone can print out and play with. This means making a few maps, and a few map features for variety. As it will be a public beta of the […]
Zomblobs! Critical Underdogs
Posted in Administrative, Game Design, tagged chance, crit, critical, dice, Game Design, probability, statistics, Zomblobs on May 22, 2012 | 4 Comments »
I wrote a fair bit about the dice-based combat system I’m using in my Zomblobs! game last time, but I wanted to add this smaller coda about criticals and what I see as an “underdog” mechanic within my system. Variety is the spice of life Many games use the idea of “critical” strikes (sometimes called […]
Zomblobs! Combat and Quirks
Posted in Game Design, tagged combat, Game Design, strategy, tactics, Zomblobs on December 8, 2011 | 7 Comments »
I’ve written about most of the card by now, but I wanted to cover the other remaining bits and mention a few other things. Once again, here’s the card: And here are the other articles on it: Warming Up and Keeping Track. There are other Zomblob articles, all tagged with the Zomblob label… I’ll make […]
Zomblobs! Warming Up
Posted in Administrative, Game Design, tagged battletech, Game Design, heat, heat mechanic, strategy, tactics, wargame, zomblob, Zomblobs on December 1, 2011 | 5 Comments »
I’ve written about this a little bit before, in my Losing Control article, and I previewed it a little bit in my card preview in the Keeping Track article. One of the key mechanics of my Zomblobs! game is the Heat mechanic. Once again, here’s the preview card: Of note for the Heat system (which […]
Zomblobs! Keeping Track
Posted in Game Design, tagged battletech, bookkeeping, complexity, Game Design, miniatures, simplicity, tabletop, tactical, time, tracking, warcraft, wargame, warhammer, WarMachine, Zomblobs on November 23, 2011 | 7 Comments »
One of the cardinal… guidelines… of game design is the K.I.S.S. mandate: Keep It Simple, Stupid. Designers (and I count myself in this group, though I’m just an indie, and an artist by day) have a tendency to want to make intricate systems with many moving parts. Part of the beauty of a good game […]
Zomblobs! In The Cards
Posted in Administrative, art, Game Design, tagged card, Game Design, graphic design, tactical, tactics, wargame, Zomblobs on November 21, 2011 | 5 Comments »
Welcome to the latest sneak peek at the current state of the Zomblobs! project. This is a unit card for one of the Zomblob units. Each unit will have a miniature, a card and some dice to keep track of game data. The units will play on a hex grid by default, but the game […]
Zomblobs! Losing Control
Posted in Game Design, tagged Game Design, Hordes, tactics, wargame, warhammer, WarMachine, Zomblobs on September 13, 2011 | 15 Comments »
As noted before, Zomblobs! has three breeds of blobs vying over global control: The Aspirants, the Ferals and the Zomblobs. One of the high level design rules I’ve made for myself is that I want each breed to play differently, but still be as balanced as possible. Call it the StarCraft influence, perhaps. Balance between […]
Zomblobs! Cytoglobe
Posted in Administrative, Game Design, tagged blobs, business, Game Design, game development, game industry, phone game, zombies, Zombobs on July 20, 2011 | 5 Comments »
My Zomblobs! is a game designed in shells. There are layers to the design, allowing for a “bird’s eye” game experience with little micromanaging, all the way down to a Civilization-like world conquering game with a Tactical RPG layer, between them plenty of opportunities to min-max your way into gaming geek happiness. I’ve thought on more […]