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Making a Physical Product

b.jonw.com

71–80 of 134 posts

Re: Making a Physical Product

#72
post #42
post #19

Earlier quoted context omitted.

Do you mind if I ask what was the quantity for your injection molded part, and what company you ended up going with. Last time I tried to price injection molding it was way too much.

I'll have to check at work tomorrow, but fairly low, maybe 1000 - 2000. It was a plastic case with one bottom and two tops. The company we used has these jigs that can make molds out of a combination of custom parts and generic parts to keep machining to a minimum. The molds only work in their machines, so you don't end up owning the tooling, but I still think it's worth it. Also did a plastic clip with a live hinge,…

I'm also interested in the company that you used for the injection mold. Looking forward to your answer.

Re: Making a Physical Product

#74

Awesome! (purchased) I've been reading about game design and playing with ideas myself. The prototyping was _this_ past Christmas? So you went from concept to sales in three months!? That seems fabulous. Congrats.

You mention that you've been reading about game design, any recommendations?

Only sporadically, much of it online.. I have found this book highly recommended and plan on kindle-ing it soon: http://www.amazon.com/Rules-Play-Game-Design-Fundamentals/dp...

Re: Making a Physical Product

#75
post #46

For your next run you should shop around for a different tube supplier, it's a huge portion of your unit cost (24%) and I bet you can drop its price by at least half.

Or consider not using a tube! The bottoms fall out if you shake them to shuffle which has caused at least one case of Zombie Dice ending up in all corners of a small bar to my knowledge :|

I'd consider a bag.

Re: Making a Physical Product

#76
post #6

I liked this article and would like to see more like it. With the maker movement, Kickstarter, 3D printing, etc there now seems to be a lot more interest in making physical products. But the isn't a lot of public information about the costs and processes involved, compared to say the number of tutorials on how to build web app or a mobile app. I noticed that the actual cost of the 'product' is less than 40% of the to…

I was at a presentation about the logistical aspects of production during PAX and 3D printing is almost illogical. The current machines aren't fast enough, and the quality isn't there compared to what you can get for an injection mould.

From what the panelists were saying, the closest thing to 3D printing could be useful for would be to use a high resolution printer to create a few masters from which you could create your moulds instead.

Re: Making a Physical Product

#77
post #65

Earlier quoted context omitted.

I think the idea of an iOS app sounds great. Why waste paper when you can simply click "new game" on your phone?

Why waste plastic on dice when you can click, "new roll" on your phone? Some people might like games like this because they're not digital.

This is precisely it.

Also if the author wanted he could simply add in some cheap d10s that each player could use to keep track of their current planet values.

Re: Making a Physical Product

#78
This sounds really cool. Congrats on shipping it!

I'd love to check it out, but I don't think I'd enjoy it very much due to my being color blind. Have you given any thought to designing the images to not be dependent on color?

Re: Making a Physical Product

#80

"I spent a few hours hacking together a little rails app which would play out 100,000 rolls in a few seconds and tell me the chances of everything coming up. " Why did the author write a rails app to run statistical experiments on what are easy to calculate probabilities? It seems that if you want to make a probability based game you ought to have at least a working knowledge of the basics.

Probably because he was able to do it extremely quickly and have something more visual to use. People sometimes like that ya know.
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