Archive for June, 2011

Atomolinks: The Metal Horde

It doesn’t get much better than this! The cover from Imagination’s June 1954 issue features “Slaves to the Metal Horde” by Milton Lesser (aka Stephen Marlowe, see last Atomolink).

The cover has everything you could hope for in a sci fi pulp: distressed woman in torn clothes, fantastical robot threatening her and an awesomely intriguing title. It doesn’t take much effort to see how you can create a game scenario based on the art.

18

06 2011

Deconstructing a Rulebook

When you start working on a brand new game, after you’ve settled the core mechanics of the game system, after you’ve fleshed out the universe and after getting down the core idea of the book size (so you’ve got an idea of words per page and over-all book length), you then have to decide what exactly is going to be in the book, and in what order you’ll stitch the various sections together.

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17

06 2011

Art Development…What Style For Cosmic Patrol?

Sorry I missed getting up a post last week…but I’ve been down with pneumonia, so hopefully you’ll forgive…starting to dig my way up from sickville and one of those catch-ups is to post a development blog here.

Art…I’ve written a lot about art over the years…in fact over the last several months I provided a very in-depth series of blog posts covering the full scope of developing art for an entire project; the BattleTech sourcebook Handbook: House Liao. Obviously I’ve no intention of being that in-depth here.

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11

06 2011

Randall Bills on The D6Generation podcast

Randall Bills, Managing Developer for Catalyst Game Labs, interviews on The D6Generation podcast. He’s involved in the Rapid Fire opening segment of the show and then the interview begins around the 1 hour 1 minute mark.

Thanks to the great guys at The D6Generation for having him on the show!

01

06 2011