Tuesday, December 31, 2013

Card Game Creation Quest Part 1

The Rundown

I, your humble blog writer, and the group to which I am a part of, FlubberKnuckle Studios, have a plan to release an awesome card based videogame called Flipz.  Our card game started, ever-so-humbly, from a college assignment made by my close friend and business partner, Hawk.  Back then it was a physical card game and made with random graphics taken from the internet taped to the back of playing cards and placed inside of a card sleeve with the picture facing outwards.  The game proved to be a hell of a lot of fun.  Because we haven’t officially released anything yet or even copyrighted the thing yet I’ll hold off on describing the game itself, for now at least.

We’ve been hard at work making the digital version of said card game for well over a year as our studios first foray into videogame production.  It’s been a hard road and the journey has taught us a lot about ourselves and our potential.  I’ve demoed that game a hundred times at least and can say that it’s very faithful to the physical card game which we’ve been perfecting these last two years.  Now, however, we want to pull back a little and go for a different approach than the one we were planning.  We’ve had some changes throughout the group, mainly in how we operate and what we’re shooting for.  We’ve come up with a new strategy and new software to use for Flipz.

Now the first step will be to make the physical card game and release it.  That is our current focus.  We will use Hawk’s prototype and expand it to actual production and we will sell it to as many hobby stores as we can and market the hell out of the thing.  These physical copies will let the purchasers know that pretty soon, they can look forward to a digital copy of the same game.

I will chronicle out steps to production here on my blog for anyone else interested in learning about indie card game production. 

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