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Ahoy, Designer/Developer Diary

Ahoy | Design Diary #3: Trimming the Sails

Every project teaches you something and then taunts you with that knowledge—it whispers, you could always do that part better on the next project! Root taught me that it’s possible that good aids can do more than help players remember rules they already knew, but actually teach large parts of an intricate game: in tests, I often asked players to learn their factions just by reading their player boards, and it paid off. In a perfect world, people could sit down at the table and learn the game without looking at the rulebook or watching a how-to-play video.

Ahoy, Designer/Developer Diary

Ahoy | Development Diary - Diving into Development

The designer, Greg, has already written about the origins of Ahoy and his journeys on the open water.

Today I plan to speedrun you through all of the development — that I can remember — that eventually turned Hyperspace Smuggler into Ahoy. So buckle up, we have a lot to cover!

Ahoy, Designer/Developer Diary

Ahoy | Designer Diary - Pirates & the Past

I’m so excited to get to reflect on the history of Ahoy this week! In the first part of this piece, I’ll go a bit more into the nitty-gritty of how the game developed between the time I first started conceptualizing and when I turned the prototype over to Nick for development. In the second part, I’ll share a bit about my own life and how it impacted the game’s journey.