Stargazer Devlog 1: Revamping the Game’s Scope and Design

This is the first of my efforts to capture my process of creating games in devlogs, something I’d normally be doing in my software development world.

I think being able to share my process is helpful to me in that I can look back and see how a game has shifted and find ways to streamline my processes, but also for eventual players to get an idea of what a game is all about. It’s a lot easier to see the heart of something when it’s laid out on the table in pieces versus all assembled at the end.

Okay, on to the actual devlog!


Update on Changes to Stargazer’s Scope

Stargazer as a game was originally loosely planned for release in early 2023… so it’s rather behind schedule. 😅

Thanks to some encouragement and a recent push for accountability groups in the TTRPG Collective community on Discord (which is a pretty freakin’ fantastic commuinity), I’ve picked the game back up and have started to poke and prod at it again.

This has helped me clarify a pretty seismic shift in the scope and feel of the game that I landed on some time back, folding Stargazer into a larger concept that I’ll start to share more of once it gets solidified. Essentially there will be a collection of games created to be part of a larger collection, all focused at furthering Graycastle Press’ goal of making creative tools for creative people.

The core mechanics of Stargazer itself (using a game loop that leads the player through discovering constellations and stars that map to dynamic character building prompts) aren’t necessarily changing too drastically, which means all of the amazing feedback I got in the first rounds of play testing still applies really well. The game is going through more of a process of refinement and expansion, bringing the mechanics in alignment with the theme and purpose of Stargazer a little more closely while also adding some satisfying enhancements to make it more immersive.

A New (Old) Tool: The Star Wheel

One big addition that I’m still figuring out is the incorporation of a star wheel to the mix of tools used by players in the game that lets you set the month and time to get a view of what the night sky looks like in your hemisphere currently. This would make the process of finding constellations super dynamic, with a round of Stargazer you play today being potentially drastically different from what it might be a month from now.

It’s going to be a REALLY fun addition, deepening the thematic links to astronomy and astrology… if I can figure out how to implement it in a satisfying way 🤩

Next Steps

I took some time this week to comb through the feedback I’ve received so far as well as the current state of the game’s ashcan version, and I think I have a pretty solid roadmap for getting this game across the finish line.

I still have a good number of pending questions around the design of the book itself, as well as bringing on a graphic artist, but most of what I need to get done is to write, write, write. I’m hoping to get a new version of the book’s ashcan done relatively soon so that I can do a final round of play testing and work out any kinks with the new additions.


‘Til Next Time!

Overall, between Stargazer’s inclusion in a new, larger collection of games and the rewrite of the game as a whole, I think that this game is going to take everything I learned building Journey and really up the ante.

I can’t wait to show you more!

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