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TIME FOR A REFRESHMENT

After a month of fiddling with small stuff it was time to build something big that challenges my 3D sills and also the infrastructure i built. Let's see what is possible!

2018 April

LETS DO SOMETHING BIG for a change

This month I have decided to change gears. No more with the "small,small" and a really big model to build. Here we see a smaller model, "Nakir" a "Level 01 Angel". You can see more pictures in the gallery below. I wanted to push out a new miniature now every 3 days. from first idea to printed "product". I wanted to get the first ideas out of my system as early as possible.

CORE SYSTEM OF MECHANICS AND RULES

I needed to create a "core engine" for the whole game. I thought that all other game mechanics would branch out like a tree from this core system. Everything you build in the beginning ist plain stupid. But you have to start somewhere. It is impossible to know what is stupid and what sticks. You just have to have the courage to throw everything aways and rebuild it once you have realized that it is stupid.

Building things is never stupid, clinging to stupid things is stupid.

A BIG DEMON

In April I want to build the first Level 03 Demon. It has a bottom plate four times as big as a Level 01 monster.

The demon I built is called Mephistopheles. He rides a kind of distorted dog. His vassals are, so to speak, lies made flesh in the form of worms which are set up in his army. This model was a big challenge, because it is very big and very massive and all parts had to be hollowed out. I noticed that I absolutely didn't do the splitting of the model right.

In time, when I have reworked the model again, I will also approach the splitting more professionally.

Here you can see the pressure and the assembly of the model. Meanwhile I switched to other software (CHiTU slicer) which creates better support structures that are easier to remove from the model.

PRINTING AND ASSEMBLY

I managed to print a huge model without completely f*ching up my pipeline. This really made me more courageous and really happy. Of course i knew i eventually rethink the model, but you need to see if it is possible and how it looks on the board.

its pretty big!

It is not all fun and games. The most tedious job is to make all of your tools work as they should. In the early years of 3D printing, nothing worked as expected and you had painful stuff to do, so you do not hate yourself when waking up in the morning and the printer printed trash all night.

just put some color on it

It does not have to be perfect.

Here you can see the intermediate state of the model with some color. After this heavy load on the printer, I took a few days off to recalibrate the printer. This was an exhausting and tedious job. The manufacturer of the printer (Peopoly) has released some new hardware and software upgrades that make this process much more painless.

Finally, I experienced a really great surprise: One of the woodworkers carved one of my figures from a picture in mahogany. This is really great craftsmanship and I thought about having a complete set of the game figures made in wood after the game is released sometime in the future. But that would be over 700 miniatures, coins and markers… a gigantic task.

LOCATION CARDS

Additionally I created the artwork and the design for 40 location cards. you can see 4 of them in the gallery below.

These locations are the reason why humans go out and explore on the earth game boards. They bring great advantages to the player and players can also "dig up" artifacts from these locations. Since these cards interact very intensely with the combat system, I found it important to sketch them out as early as possible.

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