Showing posts with label haegleg publishing. Show all posts
Showing posts with label haegleg publishing. Show all posts

Friday, January 13, 2017

Free Bar Code Generator

More than 10 years ago I paid about $250 - $300 for a block of 10 ISBNs (that's International Standard Book Number). These are the IDs that appear in each book to give it a unique identifier. This usually appears on the back of the book above the barcode.

This is different from the UPC code, which is the actual bar code. Now, I've got the the ISBN, but I needed the UPC code. These can cost you from $10 - $30 per barcode (crazy, ain't it, paying for the code of a number you already own -- the ISBN should just include the danged thing).

Fortunately, there are free barcode generators out there, and here's one I use (and recommend):


Since this is a free service, be a sport and donate a couple of bucks if you use this service.

Tuesday, April 3, 2012

Gutshot Rotgut: Our Annual April Fools Joke

Yesterday was April Fools Day, and as I explained last week, I enjoy creating pranks for the holiday. Since 2006, Hawgleg Publishing has honored the spirit of the day by announcing the release of a fake product.

This year, our product was gaming-themed whiskey. That is to say, a boutique line of whiskey with a 25mm Western miniature in each bottle. We release the story at our Website (www.hawgleg.com) and TheMiniaturesPage. The story is a bit naughty, but for the most part it's workplace safe -- and it was a BIG hit at TMP. In fact, since April 1 fell on a Sunday, we were apparently the only company that took the time to create a joke (some years at TMP, there are easily a dozen fake products, but this year we were the sole provider, which actually helped us pull the wool over people's eyes more effectively than usual).

I also think the quality of our artwork helped sell the joke:

I created this image in Strata 3D, which is a 3D illustration program I've been working with for a long time (probably more than 10 years). It's a powerful, but lesser-known tool with a lot of horsepower there waiting to be unleashed -- as I hope you can see in these images.


I think this time I came very close to achieving photo realism with these images. They're not quite 100% perfect, but they definitely do a good job of looking like real product artwork. I also got several complements on the quality of the label:


I even had a few people ask for a full-size label so they could print it out and put it on their own whiskey bottle. As one guy said, he wanted to see if anyone would notice. If you'd like to see the full-size label, you can get it by clicking here. I wish I could take all the credit for the label, but I did start off with an existing label from a Chivas Regal bottle. You can compare them by clicking here to see what I started with.

See ya Thursday!

Thursday, March 29, 2012

Gutshot Rules: Knocking the rifle off its throne

As I said last week, we solved one of our biggest problems in the first draft of Gutshot by arguing... er, discussing & debating outside Midnight Comics one night after a game. We invented the Retaliation Shot as a mechanism to solve one of the biggest problems we were having in the game: The fact that, because of our random initiative system, it was possible for you to die without ever firing s hot in self defense.

The Notorious Midnight Riders -- our first
long playtest that helped shape the game
into what it finally became.
Reaction to that rule has been mixed, with most of it being positive. There are a small, vocal group of people out there who don't like it at all. Of course, these are the same people who would prefer that everyone write down their actions and display them at the same time and then act them out simultaneously. In other words, these are old-schoolers from the "orders" style of gameplay used with armies and divisions. This is absolutely, 100% not the type of game we wanted to make. Gutshot is a skirmish game, and that sort of detailed order-giving has no place in the undisciplined, wild-n-woolly world of Western gaming.

Another group that dislikes this mechanic is people who have never actually played it. Although we've written and re-written it more than once, it just doesn't sound like it will work as well as it does when you just read the words. It seems a bit... odd, or different to them. When they play it, though, most of them join the the people who love the Retaliation Shot because it does a whiz-bang job of fixing the imbalance caused by our chaotic initiative system.

Taking the rifle down a notch or two
From Bushwhacked in Beaver Creek!
But back to the rifle. As I said Tuesday, with the way the first draft of rules was written, there was no reason on god's green earth not to choose the rifle as your primary weapon. It had damage, range, and held 15 rounds. By any reckoning, it was the weapon to beat.

So, we had to do some things to make it a more balanced weapon. The first thing we did was eliminate the "to hit" bonus at point blank range. The rationale behind this is sound, but most people don't like it: We figure that if you're bringing a rifle right up to a fella with intent to shoot 'em, they will grab the barrel and try to shove it away or dodge it in any way he can. It's a simple idea, but it helps a lot.

The next thing we did was more severe: we made it impossible to draw and fire a two-handed weapon in the same Action. This had a profound effect on the game. Suddenly rifles and shotguns -- still the most powerful death dealers in terms or range and damage, respectively -- were more unwieldy than the nimble Colt revolver or the sneaky Derringer.

This was an amazing change to the game balance, and the point at which we realized -- over the next four or five playtests with the Midnight Riders -- that we were really on to something great! Suddenly the combat was more balanced and players had a reason to think about their weapon choices. Now we could turn our attention onto other issues.


Tuesday, March 13, 2012

S&S: Why did it take so long? Part 3


The next gap is almost a year long, and it's harder to explain from the news headlines. I was almost put in the hospital again during that time, but was able to recover with bed rest. And Arnica started selling in earnest. And the 10th and 11th adventures we selected were BIG adventures. They were probably overly ambitious because they each included some really cool extras. Dion Duran's "I Hit a Vein!" has a PDF map for a poster-size underground gold mine that can be printed out, one page at a time, on your color printer. And Tom Reed's "White Water, Bloody Boulders!" comes with 13 pages of map tiles to simulate a wild escape on a white water rive raft. Both of these bonuses took extra time to flesh out... But I (for one) think the wait was worth it. These two adventure accessories will turn any game into an ace high fandango!

Remember, you can get all of these adventures for FREE over at our Website: http://www.hawgleg.com/2007_contest_winner.asp



The Last Hurrah
I think the hardest part to explain is the final big gaps. It took us almost a year to publish the 12th adventure, and then another year for the three of us to force the matter and actually vote on who won. That honor, of course, went to Tom Reed's "The Great Dry Gulch Bank Robbery!" Now, part of that delay did come from the fact that we had wanted to print a 13th adventure to make it a baker's dozen. But we finally realized that this had been sitting idle for far too long and we just had to end it. So, end it we did.

And then came the next delay, which is entirely on me. We needed to set up a software solution for people to vote on the winner of the Jury's Prize (that is to say, second place). The problem was, I couldn't find an available solution that we could afford (honestly $99 to run a contest for one month?). And the freebie solutions didn't have the functionality we needed to capture email addresses, or if they did, they limited us to 100 respondents. Since we couldn't find what we needed, we decided that I should write it myself.

The really sad thing is, I got about 80% finished with the coding and back-end tools in two weekends, and then my work schedule went crazy and my computer crashed (my work was safe online but I didn't have an ASP development environment set up on my new laptop). That's when things REALLY slowed to a snail's pace. Countless distractions and other issues just kept putting S&S on the back burner until -- you guys really should thank him -- Paul got me to focus on it again so we can finally put this puppy to bed.

And that's where we are: Finally putting it to bed after starting it five years ago. This puts us 3.5 to 4 years behind schedule. I've got to say... Hawgleg has the most patient fans on the face of the earth. I think they always knew we'd get it done... it was just a matter of when. And, of course, that "when" is now.


Putting it all into a nutshell
I've had time to think about what happened and why. There were some reasons for some of the delays, and hospitalization and hurricanes are darned good reasons as to why we got thrown off track. But (and you decide if this is a reason or an excuse), I think it comes down to this: We underestimated the time and resources we would need to complete all the projects we had lined up and, because of that, we lost momentum on the S&S contest. 

I think we've managed to lasso the momentum right now and will manage to keep it going for the last mile of this journey. We're going to get the prizes awarded and delivered to the patient winners. And then we're going to pull the material into a book for the people out there who would like to purchase a permanent hard copy for their records and, let's be honest, to give one final thrill and some serious bragging rights to the fine gents who entered this contest. When all is said and done, they will have their work printed in a game book that they can show off to their buddies and to woo the ladies (okay, I suspect it will be more showing off than wooing, but you never know...).

By the way, just because we are collecting the Showdowns & Shootouts material into a book does NOT mean we are taking the original adventures offline. Our intention is to keep those up there as free downloads for anyone who wants to mosey by and take a gander at them. After all it's taken to get them up there, it would be a downright sin to do anything else.

Tuesday, come back for a rules discussion on Movement & Modifiers.