Why did I create BogaKit ?
I am a software developper for 10 years, I worked in the web and then I developped apps (mainly iOS). For the last years I engaged myself in game creation.
5 years ago I wanted to create a physical boardgame about a political campaign from a cynical angle. So I designed a first prototype, I chose the mechanics, created graphics, designed cards, printed and cut them. I tested the prototype with friends and of course: it was clunky. A lot of things had to be changed - so I redesigned, printed, cut and tested, again...and again. This iterative process was very inefficient and thus frustrating: I wanted to focus on designing mechanics not on printing and cutting paper. There had to be another way...
In the same period, I tried some early mobile adaptations of well-known boardgames (e.g. Dominion and Ticket to Ride). And I realized that tablets and (reasonably large) phones are perfect devices for such kind of games. So, what if I could develop my game ideas for mobile devices? As I was already an iOS developper, I just got started. Soon enough, I realized that all boardgames have something in common: they all have players, objectives, they use ressources, follow a turn sequence and expect only one thing from players: to choose between a range of actions. So I wondered: Could I find a flexible model, a toolbox, an architecture common to all boardgames?
And so I got into this utopic and naive quest for a flexible and simple framework to rule them all.
The first version was developped for MacOS and iOS and then completely recreated for Unity. Now I intend to release BogaKit on the Unity store in the beginning of 2018. I will release regular updates as often as I can.