Pincho, if you're really serious about making a computer board game here's what I'd do.(Assuming I was in your position.)
1.) Getting Ideas down
a.) Write down a list of goals you hope to achieve with this game.
b.) Write a draft of everything you want in your game. (Just a brief summary, no longer than a page. The general catcher or purpose of the game.
c.) Revise your draft and include all the details necessary. (Take as much room as needed. Include concept art, mock-up shots and every last detail needed.)
d.) List your competition.(Monopoly)
2.) Work on the game
a.) Now that you everything down needed, you simply follow your design document.
b.) As far as tools go, I recommend Truespace5.2 with the free TrueX plug-in. TrueX will let you export your .X animated models into DB/P easily.
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c.) Start your programming, modeling, etc. in whatever fashion needed. Depending on how committed you are, take a few hours a day to work on this project. Pace yourself and don't be sloppy.
Now you have two options I'll provide. Either publish yourself, or approach a company.
Option 1. Self-Publishing
In this option you'll explore self-publishing.
1.) Self-Publishing
a.) The first thing you'll want to do is get some web hosting. Then you'll be able to create your site. Make sure your host will meet your necessary requirements. Easy Domain name, possibly MySQL database, php,asp,frontpage,dream weaver,SSL(Secure Socket Layer),etc. (These will depend on what type of features you want and how much you want to pay)
b.) Keep the site simple and to the point of your game. Provide an e-mail or a forum board for future support. (I recommend coding your own forum or using one of the more professional boards. Invision,phpbb,etc.)
c.) The most important thing once you get a site, is to start advertising and keep up to date. Send concepts to GameSpot, Game Spy, and get heard.(Even these boards!) You'll then want to keep up to date and start building a userbase.
2.) Finishing through
a.) When you finish your game, you'll have to choose some kind of method to deliver it. Whether paypal, or something else. (I'm not to experienced in this so you'll have to research online selling yourself.)
b.) Upload your game to your server(or whatever method) and check often to make sure it works.(After the first week you should check every once in a while to make sure the download works properly and is fast!)
c.) Now all that's left is to let the money roll in!
(BUT, don't forget to support your game. Patches, expansions, visiting the forums. You'll want to keep your games lifespan alive as long as possible.)
Option 2. Take it to the House.
In this option, you'll explore taking your game idea(or finished game) to the publishers.
1.) Approaching the publisher
a.) I first recommend that call up and setup a meeting with as many publishers as your time will allow. The worst they can say is no. If anything, they'll probebly ask questions about your game. Be prepared to talk, but keep the e-mail or phone call short. (E-mail should work well for this point. Just use good grammer)
b.) Now that you're setup with the publisher you'll want to have a website displaying you game. (You should probebly have this setup before approaching a publisher so you can link them to your game for visuals or video clips.) In your website keep it simple. Talk about the key features in the game. Avoid using pages "COMING SOON", "UNDER CONSTRUCTION", and "IMAGINE". If it's not there, don't put it there.
c.) Your interview. Alright, you've scored the big one with a publisher, now you're flying out to California(or wherever) to talk to your interviewer. At this point you should have a prepared presentation. Microsoft's powerpoint should do well. Bring your design document with you to. (Not the big 200 page one describing every detail, but a summarized (no longer than 20 pages) document with your info.,company info.(if you have), key features of the game, and some screenshots.
d.) At this point, you'll probebly want to have a working version of the game to show. So pop your demo to them(Give them many copies (5 or so) so they can share them with others around the place), and even give them a chance to play on your labtop. (If nothing show them how the game feels exercising it a little.) You presentation at this point shouldn't have been more than 45 minutes as a general rule.
e.) Hopefully by the time the interview is over, you'll leave on a good note. If the interviewer didn't seem positive or seemed very enthiusastic don't take this as a sign of defeat or victory. Just politly thank them for there time and pray to god you did a good job.
3.) Post interview
a.) If they do not reply to you, just go ahead and give them an e-mail or call. *Remember, they're busy so give yourself at least a month cushion before hearing about a publishing deal.
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Wow, I wondered off a little and don't even know if that'll help you. Hopefully you have an idea of what to do now. Personally, I'd self-publish and this would grow your name in the game industry further if you become successful.
(Oh, and if I had a million dollars I'd invest it and then start a small game development/publishing company.)
A book? I hate book. Book is stupid.
(Formerly known as Yellow)