Showing posts with label 25mm miniatures. Show all posts
Showing posts with label 25mm miniatures. Show all posts

Thursday, May 3, 2012

Arnica Sneak Peak: New Shed Design

Not much to report right now. My thumb is getting better and I've resumed my normal work schedule of casting parts and tooling (i.e. sanding) them. Orders are shipping and things are moving forward. The position of the cut does make it hard to mix mold rubber, though. Silicon rubber is very thick and holding the mixing rod puts a lot of pressure on my thumb -- exactly on that cut. So I won't be making any new molds for a few more days, yet.

When it heals I'll be focusing on making replacement molds for a few damaged parts, as well as making extras of key parts (like the wall of the bank, for example -- right now I've only got one mold for both walls and a second wall would really come in handy). After that, I'll move on to making some new molds for some new buildings, including the long-awaited Adobe collection.

We'll also be offering a new building for a set of original designs I've started working on: The Miner's Camp. You see, when we add the adobe buildings to our set, we'll have most of the major buildings that you need to create a nice Western town. The keyword being "nice." I'd like to add some more buildings that aren't so nice, nor so big. In other words, I want to create a set of small shacks and shanties like those you might find in a mining camp.

Here's a look at the first building I've designed (which, obviously, is based on our current Attached Shed).

New Shed Design
This photo shows the master pieces glued to a board that will serve as the basis of the master mold. As you can see, it will have a slopped roof with one end higher than the other. I'm hoping this will create a dramatic profile when compared to the other buildings in the town. Also, the flat roof (to the left) could serve as a place for outlaws to wait while ambushing people -- if the slope doesn't prove too steep, that is.

I'm also hoping that this model will offer a little variety to the various board & batten buildings we currently have. Also, it's a very small building, so it's low cost should prove to be popular. I've no idea yet when this will be released, but probably sometime this month. I'll keep you posted.

Remember, you can buy all of our Western Buildings at the Arnica Website.

See ya back next week for more behind-the-scenes fun.

Thursday, April 12, 2012

Arnica Store (briefly) open...


Howdy from Arnica!

You’re getting this email because you have ordered from us in the past or you have asked to be placed on our mailing list.  If you’re the former, thanks amigo! If you’re the latter, then welcome aboard!

I wanted to let you know that we’ve opened the shop for a few days to clear out some inventory (we made some buildings for a convention that we wound up canceling), so we have some pieces ready. We’re also ready to buy some more rubber so we can cast some new molds. Our plan is to duplicate the existing molds and ship them to Murphy so he and I can share the workload and, thus get more buildings out there. Plus, if he’s filling orders then I can focus on getting new stuff ready. This process is long overdue

The shop is open right now to accept orders. Every available item has a “Buy Now” button in front of it.

FAIR WARNING: There’s nothing new from the last time you ordered (sorry, but there are no adobe buildings available yet). I just wanted to give you first crack at ordering before we announce it to the general public.

Mike Mitchell
Hawgleg/Arnica
www.arnicarealestate.com

PS: If you have a discount coming to you from a previous order, please do NOT use the shopping cart to check out. Just send me a list of what you want and I will then send you a custom invoice from PayPal. It’s the best way for me to include your discount.

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.