Tuesday, November 21, 2023

Asylum Earth Supreme Survivor Board Game

 


Hey folks, here's the latest update on the Asylum Earth board game. After printing the last prototype, I thought the name needed enlarging so now it's larger with a black border so it stands out.

We'll be playing the game during the Christmas break to fine-tune it and get it closer to publication. As I've said before, I'm not rushing this process because the longer it incubates, the better it gets. So far I'm happy with the quality of the box and printing. 


It's actually quite impressive how Gamecrafter puts this together. My only reservation is how dark the colors are but that's on me and I'll be trying to find ways to revise the artwork so it's more legible and more visually appealing. Other than that, I'm excited to see it in person after so many changes.

I especially like the foil cards so I'll be printing more of those. This game is a work in progress and getting better every time so I can't wait to get to the point where I can post it online for sale and promote it so players can get a taste of its dynamics and how interesting it is and how much fun it is to play.

Here are samples of the contents and some of the foil cards. We'll see how the game feels once we play this latest version. 

Meanwhile, it's the holidays, after all, so enjoy a healthy Thanksgiving and Christmas season. See you on the other side.













Wednesday, September 27, 2023

Life After COVID 19: YES, The Asylum Earth Board Game Lives On


Covid 09/19/23

Okay, here we go, folks. One more entry for the books. The setback this time; was Covid, of course. It came out of nowhere and hit me like a ton of bricks and put me down overnight.

Luckily, after a dangerous bout of acute hypoxia, and a loaded dose of Remdesivir, I was up and about the next day. Miraculous. Twenty-four hours later they administered another dose and then three more rounds of this wonder drug and six days later I was discharged from HCA Hospital in Orange Park, Fl. and back to work the following day.

Piece of cake, right? Not exactly but that's more or less how it happened and I lived to tell the tale. Lucky me, I think but I'm back better than ever and ready to roll with this new prototype of the Asylum game in all its glory.

Yes, life sucks and we have to roll with the punches because that's all there is, people. You're all you've got and you must always make the best of a dire situation and resolve to come out on top stronger and better than before. That's the cycle. That's the discipline. That's life in the fast lane. Love it or leave it, all we can do is deal with it and get over it.

Okay, I'm finally over it and forging ahead as I plan the next phase of the most interesting board game you've played in a long while. Well, that's a matter of opinion but for me, it's exciting and relatable, and fun and I'm counting that other players will feel the same way once they give it a try. Don't knock it till you try it. Sure, I know it helps if I play it up and describe the entire game and its objectives and all that sort of thing. Check out the rest of the blog for all of that because I've told quite a bit about the game over the years but the best is yet to come.

For now, take a peek at one of the newest family members. It's the baby. 

Adopted Baby 7/23

How adorable is this little one? Cats here show up out of the blue and this tiny one came to us months ago as a tiny kitten but look at her now. She's very playful and took to the house right away and made herself at home instantly. Some of them come and go but she's here to stay and we're happy to have her. 

I call her Cinnamon because she reminds me of a cinnamon roll but we mostly call her Baby. Next time I'll post a video of her playing. She is a scratcher, though. But adorable as can be.

Okay, I know I should post only about the game but who can resist? I figure I've posted enough pictures of the box and its contents so why repeat that every time? 

Once we get the new box we'll have our work cut out for us to finish designing the game. It's all about details at this point because all the broad strokes have been laid out long ago. It's all about the theme and the story how we get to the heart of the matter and what we learn about ourselves and about the Earth along the way. None of this is rocket science, folks. It's just a game in the grand scheme of this so-called life of the planet but it's all the details that make up the good parts. That's what we're all about to find out.

Mind you, I'm not a cookie-cutter type by any means. So don't expect the usual board game with risks and challenges. Yes, there's plenty of that but like all good things, the best part is what we learn about each other and the wonderful world around us that intrigues us and keeps us engaged in meaningful ways.

We hope to nail down and get Asylum Earth to its next level over the holiday season so look for all the improvements in January and publication shortly thereafter. Once you understand product design and development and marketing, that frees you to take your time because you just can't rush a good thing.

After Covid 09/26/23






Sunday, May 14, 2023

Asylum Earth Board Game Prototype

New Prototype Box for 2024


Here's the new prototype box I plan to print in September. As you know, anything goes as far as how this game will look for its big debut next year if all goes well. I'm taking the rest of this year to finish it and re-test it with the same group. 

As I've said before, the themes haven't changed at all and all the Avatars and books remain intact. What has changed a bit is the monochrome sepia tone, which I'm fond of and I've used it here to good effect. I'm not a fan of a lot of color, especially when it comes to the apocalypse so I think this works, even though the actual color is a bit more muted and not as warm as you see it here.

I also fixed Andrea's hand and found a much better android-looking hand so this cover is as close to the final image as I'll get for the next prototype. Yes, there are many changes and additional card decks but only because they have improved the playability of the game and enhanced its look and feel overall.


You just can't pass up something better if it comes along, you've got to go with it even if it sets you back several months. The game will always improve even after its publication, as all products do, but the goal is to release it at its best with as many improvements as you can. First impressions count.

The biggest change was the board itself. I'll never regret changing it because it not only simplify's the gameplay but I think it just works and looks more interesting. And it was a feature I already had in play from the beginning but starting the game in New York City makes more sense and focuses the game in a more engaging way. Originally, the game ended in NYC, but now it begins there because that's where everything important ultimately winds up and takes place.

I'm looking forward to printing this new and improved game, especially the box because it's going to have a cool effect with a matte finish with shiny text. And so the name and other key elements will really stand out.

Another good feature is the two QR Codes on the back of the box. That works nicely and takes you right to the Rulebook (PDF file) or the ebook on Amazon. I'll most likely include another code for the collectible hardcover book.

A lot going on, as usual, so I'll get back into it and forge ahead. Plenty to still do but it's getting there, slowly but surely.

Play on, folks.







Sunday, April 23, 2023

ASYLUM EARTH SUPREME SURVIVOR [Board Game Update]

 

Image from Can Stock Photo


Here's a nice image I considered for the box cover but I would have to add a weapon in her hands and that might work with an interesting background. That's what I originally wanted to use, a fierce female image like this because she (Andrea) is the star or main character of Asylum Earth.

But as you can see on the current cover, I opted for a butt shot with a weapon in hand. Not bad because it is provocative but I might give this image a try someday. With a bit of Photoshop magic, you'd be surprised how good it can work. She has the right stare in place so that's a plus.

Yes, my friends, it's all about sex appeal regardless of what you're trying to sell and you'll have to add a good dose of curiosity along with it. A dead-end image won't work. Your cover image must tell part of the story without solving or giving away too much. At its best, a cover image should feature the star of the game engaged in some interesting way. But you must also include a bit of world-building in the background to set the stage and present the main theme in a believable way.

Come to think of it, I'll work on that image and post it here to see what you make of it. You never know, I might wind up using it after all.

Right now the latest update is the QR Code I added so you can download the Rulebook onto your phone. I think this is a much better option than having only one printed rulebook that everyone needs to share. Besides, the online Rulebook will have hyperlinks so you can navigate the rules easier and faster and every player gets their own copy. Try the QR Code on the upper right and see for yourself. The rulebook is not finished yet but it's a good start.

New Asylum Earth game board sample

Above, you can get a peek at the new game board I'm working on. I've also added several card decks that really take this game to the next level. If anything, the new cards will add another layer of interesting options that players can branch off into in search of a winning strategy.

If I've learned one thing about designing a board game it's that you never really know where it's going. And I suspect that even after this game hits the market, I'll be coming up with better ideas all the time. Of course, there comes a time when you leave it alone but if on the road to developing your game, you come across a far better idea than what you have, by all means, shake things up and add that great idea to your game. So far, I've changed the name and the entire board several times and I don't regret it because the game is much better for it.

And you can't argue with better ideas. Sometimes original ideas lack depth and visual appeal so I always opt to improve even at the expense of delaying the game. Let's face it, if you publish a weak game you're going to get weak results overall. You've got to hit a grand slam or nothing at all. Product development is all about presenting not just your best but the best your product wants to be. That's not always evident from the start but as you move along with it you'll find better ways to achieve the ultimate design, which is to produce an interesting, provocative game that players fall in love with and will want to go along for the ride, wherever it takes them.

Come on back next week for the new box cover based on the image above to see which one is best.

Your comments or questions are always welcome.

Play on, players!



Saturday, February 18, 2023

The Ultimate Juggling Act [Preaching To The Choir]

The Realities of Product Development

Knock, Knock

Let's face it, this is not exactly what's going on in my life but you get the idea. I'm juggling a lot of projects at once and when you spread yourself too thin, very little gets done.

Who's There?

When life happens to you, such as having a large family with many problems, your personal life ends. Actually, I like to say that there's only one problem: the lack of funds. Money can surely solve 99.9 percent of our problems.

Okay, so that's the goal. Do what you love and generate the income you need to survive and thrive. Easier said than done but that's still the master plan. Meanwhile, the clock keeps ticking and the decades fly by. God knew what he was doing when he designed our limited lifespan. That's why we must use our time wisely. There needs to be more room for error.

Throw into the mix several health issues and it's pretty much a disaster in the making. Okay, boohoo, cry me a river. Nobody cares about any of that. Here's the good news.

Persevering Through The Storm

Asylum Earth® is alive and well and improving every time. I'll never give up on it because I'm obsessed with it along with four other games in the works. I'll have to work on these games for several more years until they're all finished and ready for marketing and sales. 

Monetize Your Hobby

It's a great hobby right now but when all is said and done it'll be time to sell about 8 different products. Five board games and a handful of new books. None of the products are time-sensitive so they will all establish their own trends and find an audience in due time.

At this point, I'll have to move the release dates up for most of these products including Asylum Earth.® The years go by fast so I've got my work cut out once I have fewer distractions and surprise setbacks to deal with. I can't wait to get there and I hope you'll join me.

Set Clear Goals

Life without goals is a certain death sentence. Over the years, these projects have kept me busy, kept me learning, and they have helped me escape the mundane moments we all experience in life. Without them, I would have checked out a long time ago because they give my life meaning and purpose. I am very ambitious and determined to get to the finish line soon enough.

Watch me get there.

I'd love to hear from you so now is a good time to get in touch if you have any questions. I'll see you back here soon.

Play on, folks.

Sign up for updates or email me with questions at: arios316@gmail.com


Sunday, August 28, 2022

Asylum Earth: The Covenant [New Cyberpunk Novel]

Asylum Earth - The Covenant
New Cyberpunk Hardcover Novel

 How do you turn a simple idea into an engaging book concept?

The answer to that question lies between the covers of this new novel:

Asylum Earth -The Covenant.

Four years ago I decided to challenge myself and design my own board game, just for kicks and giggles. One of the components of the game (previously named, Millennium) was a journal, which the main character, Andrea, kept religiously. 

The actual journal included with the game is only about 24 pages long where Andrea tells about her dangerous trek to New York City from Austin, Texas with her best friend, Maria, during an all-out apocalypse, of course. That idea led to this novel, which, in turn also produced 3 short paperback stories that accompany the game. (the paperbacks are sold separately, however, all 3 e-books are available as a free download on this blog.

The original story focused on an impending apocalypse and how that horrific event played out in the lives of Andrea and Maria, total strangers turned BFF's, who try to escape not only the terrorist attacks befalling them but the verbal attacks and mind games they routinely unleash on each other in the wake of WW III.

That concept by itself is intriguing but perhaps a bit predictable, especially if the story ends with planet earth in ruins. A grim ending that just doesn't work considering the state of global affairs these days. 

Enter, Asylum Earth, which promises to be a refuge from the chaos, the bombing, and nuclear fallout. No, it's not a perfect world yet and it may never be, but this new earth, ordained by the powers that be, holds the promise of better things to come; a much brighter future for all survivors.

Striking the perfect vibe between chaos and hope is one heck of a balancing act that can easily derail a story when you miss the mark, although, for this author, that's the proverbial sweet spot. The trick is to keep things light but introduce dark moments with a way out. Don't box yourself into a corner with a storyline that dead-ends. That's the only trick writers need to know. Always give your main characters a way through.

And speaking of a way through, what about finishing the game?

Great question. Stuff happens and life always finds a way to get in the way of your goals and so as it stands now, I'm still several card decks away from printing the next and hopefully final prototype.

I've got a small window coming up when I'll be able to continue designing and updating the rulebook, which has changed considerably because the evolution of the game has improved thematically and the storyline is more solid than it ever has been. Sometimes, stories work that way. You won't find them all at once. Writers have to tease out every bit of it as time goes by and as time permits. 

All I can say is that Asylum Earth is far better off today than it was 2 years ago. Everything about it has improved including and especially its name and box cover. 

Everything evolves over time and games are no different. What game designers must understand is that the core concept of a story is the only thing that matters as far as identifying a genre.

Everything else is flexible and can change to fit your narrative and themes as the story grows. For example, the genre, or sub-genre is post-apocalyptic. That covers a multitude of themes including Cyberpunk, which Asylum Earth delves into with a focus on its genesis. 

I'm capturing Cyberpunk as it breaks into the mainstream population in its early stages. That's interesting to me because we usually read stories well beyond that point in time. In Asylum Earth we get to see and feel how Cyberpunk emerges and develops into a culture all its own.

The game, of course, doesn't need to get into all of those details. What makes the game interesting are the goals of each player, the tension that creates, and how players strategize to win the game. That's still a work in progress due to the limited time that I can devote to finishing the game at this point. The trick is not to rush into finishing because that will only lead to a poorly designed game that nobody wants to play.

So as much as I would like to call it a day and put the game out there, that's not the right option until I can iron out all the new changes and card decks and how all that works together to make an exciting and engaging game that players talk about and look forward to playing.

Creating that anticipation is what it's all about. That helps build momentum so when the game finally hits the shelves, players are eager to buy it and get into it. And speaking of that, it gives me an idea for my next topic. What makes a board game successful? What makes any product a winner? 

In all honesty, an entire book revolves around that idea and that's also in the works. For those who follow this blog, you'll get the first crack and insights into that process that starts with the name and design of your game box. I've mentioned that before when I compared a game box to a movie poster. If screenwriters can't get the movie poster to work with a great title, image, and tagline, nothing else matters because the trick is to reverse engineer the concept before you waste your time writing 120 pages of description, narrative, and dialog. 

This shortcut actually works and in fact, the finished poster will inform the writer and director in advance about everything that fills that 120-page script.

And for those of you wondering: How did I manage to change the title from Millennium to Asylum Earth, without re-writing the entire novel? Easy. Write a great prologue. I realize that prologues are frowned upon but from my point of view, I enjoy a well-written prologue so that's what I added to the new novel; a short three-page prologue that sets up the story that's about to unfold.

To me, it's not a cheat. It's adding depth to the story concept so readers are primed for the main event. There are effective ways to write prologues that enrich your story without cutting corners. I'll post my prologue here to give you an idea of how to go about it.

BTW, one of the best prologues I've ever read was in a novel titled, The Story of Edgar Sawtelle, by David Wroblewski, which debuted in 2008. Check out this story and in particular its prologue to see what I mean. Thanks to Oprah Winfrey, this novel was a bestseller after she included it in her book club. A well-deserved ranking for a terrific book. I've not seen another book by this author so he's a one-hit wonder so far. A modern classic novel in my opinion with a great backstory.

Okay, this post has gotten away from me but I've covered some interesting points. You can sign up for updates to the game and keep track of its progress right here. 

Get private email updates and don't miss a thing.

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P.S. What about Asylum Earth the hardcover novel? I'll be able to release the new novel when the game hits the shelves or shortly before, which will most likely be around this same time next year in 2023. I'm glad to announce that the novel is totally updated and finally completed with its new title, cover, and prologue. 

I just have to decide which way to publish it. Self-publishing with B&N is a bit of an uphill battle for me right now but I might be able to offer a limited number of advanced copies to readers of this blog. Otherwise, I might go with Amazon for now, although they only offer case laminate hardcover bound editions.

Stay tuned for much more about the new novel since I'll be posting parts of it here and eventually a digital PDF download of the whole book will be available as well.

BTW, if you have any projects you'd like to announce here, I'll be happy to post them. Just send me an email with jpgs of your writing or gaming projects.

Monday, August 15, 2022