This game needed some modifications for the simulator, most notably that big clock in the middle of the table. The whole thing took about twenty minutes (mostly spent copy-pasting card images into a big jpeg) and my game was playable in the simulator. Give the URL for the template in the first box, the URL for an image for the back of the cards in the second and drag the slider to tell it how many cards there are in total. Upload that image someplace, then click on import custom deck. These each have numbered cards, simply replace each number with the images and text that you want on that cards and you’re good to go. Look in the game’s director for a folder marked “Modding” in which is the folder “Deck Templates” which contains two images. The method for this isn’t hugely apparent, but a bit of googling makes it clear. This all seems to work pretty well and I’ve got a few prototype card games to try so I’ll have a go at uploading one. Hovering over a deck shows how many cards it contains, hitting ALT while hovering over a deck or card shows a large version. Click and hold to grab a deck, click and drag to grab one card, F to flip it over, stack them on top of each other to make a deck, wave the cursor around while holding a deck to shuffle it. The cards are generally pretty slick though. On the other hand it’s hard to imagine playing liar dice, as it’s very challenging to lift a cup and have a look at the dice underneath without sending everything spiralling into oblivion. I can imagine a deckbuilder running well here, as shuffling a deck of cards is much faster and easier than it otherwise might be. Generally the systems seem pretty good, in some cases superior to physical cardboard, in other ways inferior. Presently it’s probably too small to be noticed, but if the platform really takes off I can imagine it vanishing in a puff of cease and desist orders.Ī quick run through the tutorial teaches me the basics of how to import and use game components. In particular I note that there are three games of Magic: The Gathering running using scans of cards. About two thirds of the games on offer are recognisable titles for which I doubt the publishers have given permission. Looking at the lobby there’s a fantastic amount of board game piracy going on here, something that’s traditionally not been a big problem. On the other hand that price allows people to join any game, playtesting or otherwise, so it’s likely to be a very fine deal to people with broad interests. I doubt that anyone would pay that price to test a solitary game, so it’s hard to bring over existing testers who aren’t already interested in it for some other reason. I thought that for today’s post I’d crack it open and throw a recent prototype into it, in order to see how it works and gives some impressions of the thing.Īt the moment the game is £10.99 on Steam, which is very affordable from a designer’s point of view, but I’m not sure how that price tag would affect possible playtesters. I’ve been seeing a lot about Tabletop Simulator recently, a virtual environment for playing board games that some creators have been using for easy prototyping.
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