n. the realization that each random passerby is living a life as vivid and complex as your own—populated with their own ambitions, friends, routines, worries and inherited craziness—an epic story that continues invisibly around you like an anthill sprawling deep underground, with elaborate passageways to thousands of other lives that you’ll never know existed, in which you might appear only once, as an extra sipping coffee in the background, as a blur of traffic passing on the highway, as a lighted window at dusk.
As we write Olivia’s story, we realize that the characters that she meets also have their own stories. Since the game is designed to be played using one hero at a time, how do we tell the stories of these other characters? We can’t have an entire campaign mode where you can only use Olivia, so we’re looking at having a bigger story told from multiple viewpoints and switching heroes per campaign level. This storytelling framework is something we have not worked with before, and it’s taking some time to put together.
Meanwhile after some testing and feedback during last week’s stream, we have shortened the tutorial map by making the playable area smaller, reducing the number of side quests, and having less minions to fight. Completing the tutorial now takes roughly 30 minutes.
We’re looking at the map-building editor and asking some serious questions: Is this all we need to make levels the way we want to make them? Is this what we’re gonna use to go build all the campaign levels?” Because the next step is building a bunch of levels. And we’d prefer not to redo them all.
Other changes we’ve made is prototypes for AI behavior. We can now set them as aggressive, defensive, or “turtle”, but it’s still buggy at this point. We’ll see by next week how things turn out.
Gong Xi Fa Cai! (or simply Happy Chinese New Year)
Now that we got some new people coming in to help with this project, Chris did a “What this game is all about” during the stream to help out the new staff understand the game they’ll be working on.
Watch the introduction on the video below.
Over the weekend we’re going to revamp the tutorial map to shorten it. What we have now is good for a Level 2 type map. We worry that it may overwhelm our new players. We’ll try to show it next stream.
We also adjusted our UI backgrounds as we got feedback that they’re too dark.
Some features still needed code support for them to actually work. However most of the basic and core features needed to make this playable are all in there.
Belated Happy New Year everyone! 2018 is off to an exciting start for us as we were finally able to show off an exclusive demo of Last Regiment at PAX South in San Antonio, Texas.
We’ve shown the game before at ESGS last year but this is the first time we were able to implement a tutorial for the game. This is also one of the main reasons why we wanted to show the game at PAX South – we wanted to watch people who have never played it before play through our tutorial and see what they thought of the game.
Our estimate is that 5 out of 100 who walked past our booth would actually stop and look at our game. They were like “Oh my God! I’ve been looking for a game like this!”. The other 95 looked at it and very clearly you’ll see in their eyes “Meh, Im not into that.”. But that’s fine. We know this is not a game for everybody. This is a game for a very specific slice of the game market.
The thing that we are most happy about this experience was, nobody really needed to have the game explained to them. In terms of how do you play the game, basically we just sat them down, gave them the rough tutorial that we just banged up in a couple of weeks, and within 2-3 minutes they were able to understand the game flow.
Here’s a brief preview of what the tutorial looks like. We’ll be posting a tutorial play through video soon with Chris and the team as they talk about ways to improve and shorten it.
Special thanks to our friends from Discord/Twitch who helped us man the booth. We couldn’t have lasted the entire 3-day event without your help.