Tag Archives: map editor

Dev Blog #14 – What we learned from ESGS (and how to join our beta)

Two weeks ago, we went to two conferences in Manila! First was Gamefest, a game development summit with speakers from both the local and international gaming industry, and E-Sports and Gaming Summit (ESGS), one of the biggest consumer conventions in the Philippines.

LINK: More ESGS  photos up on Facebook

What We Learned From  ESGS

We usually don’t bring our games in the state Last Regiment is currently in: it’s an early build without a tutorial and lot of placeholder stuff. But since we’re blogging and streaming it, people have already seen it anyway. At the same time, whenever we want to do something big, we want to always do it first in the Philippines, the studio’s spiritual home.

On a practical note, not showing the game before we attend PAX South next year would have been bad idea. ESGS provided an opportunity for us to watch people play and see what we need to do to bring our A game to PAX.

One of the problems we had during Legends of Callasia was that nobody knew we existed. Although people in the industry knew Boomzap, the vast majority of gamers in the Philippines play AAA games and e-sports titles. As an indie strategy game in a world of huge production value games, how do we survive?

We were surrounded by huge companies at ESGS, and some people just took a quick look at out booth and walked on by. But it’s fine, they probably weren’t our audience. However, there must be a niche strategy gaming audience somewhere. Where do we find them? How do we get them to know we exist? We do all sorts of marketing efforts such as streaming, but how do we get people to know about the stream? How do we do marketing for the marketing?

At the convention, most of the major exhibitors had “booth babes”, but it’s something we’ve sworn not to do (aside from the fact that we can’t afford them). Last year, we had Callasia fans volunteer to man our booth at PAX – people who are able to share their love for the game.  During ESGS, it’s the actual development team who was there to explain how the game works. We know this is more effective in attracting people who are actually into the game, rather than those only interested in getting pictures with pretty girls at a booth.

We also had a second booth at the ESGS Indie Arena, where all the other indies are. When people went to this area, they are actually there to play and talk to the developers about their games. This is our goal for the next conventions we’re attending. By next week we’re submitting to Indie Prize USA and Indie Megabooth at PAX East – hopefully we get chosen! The important thing we need to do now is get the game ready.

What We Changed In the Game

1. We revamped  our UI art assets! During ESGS, the game trailer showed endlessly on the big screen, and we realized that the UI is old and dated. Thus we looked at the time setting of the game and asked ourselves what the visual design was of that time. The answer: rococo and filigree!

2. We’re adding two kinds of structures: Destructible and Permanent. While we were working on the map editor, we started to talk about what single player would look like and got to thinking about buildings. Does it make sense that you can build a village and have a large building tree within the lore of the game and still present a tactical feel? What if we separated it out: things that can be built and things that can only be placed via the editor. Thus, these permanent structures would become an object in the story.

3. In-game notifications have some improvements. Now you get more info as to what is actually happening on the game in the next few turns, including player resource upkeep. During ESGS, the most common question we had was which happens first? The game needed a clear language to explain the order of actions, and for now we added indicators on top of the screen during the resolution phases.

4. We’ve updated the movement arrows and the way they behave. We observed that players often made errors when dragging and moving heroes, and end up selecting additional hexes, so this hopefully fixes that issue.

5. As requested by the people on stream, we’ve added player emblems from Legends of Callasia!

6. We’ve added a new goblin faction called Darktalon led by Captain Hollythorn. They are masters of the environment who are against magic.

7. We noticed that there are too many heroes in the game. They are so powerful, and you basically end up with a screen full of heroes, which made them a bit unspecial. We decided that we wanted to have fewer heroes available to players available during the game. We want to make faction choice more critical, and now we’re experimenting limiting them to up to two factions per regiment.

8. Other things we’re working on are updates and reorganization to the minion powers framework, addition of cool new powers, and VFX improvements. We’re also still working on optimizing the game since as people noticed the low framerate it plays on.

LINK: Last Regiment Dev Stream #14 (FULL) on Youtube

“Earlier Access”

So now people are asking: all these people at the convention got to try out Last Regiment, when do we get to play it? We’re planning  to launch as an Early Access title on Steam in 2018, but before that, we’ll do a closed beta with some special people.

Instead of the usual signups, we’re choosing our betatesters from our most active Twitch viewers and Discord chatters.

  • Watch our dev streams on Twitch and earn 2000 boombux. (Click here for the leaderboard.)
  • Be an active member of our Discord and reach Level 15 by chatting. (Click here for the leaderboard.)

We’ll also invite press, content creators, and our betatesters from Legends of Callasia into the closed beta.

For now there is no estimated date on when beta would be available. We’re currently focused on making a solid demo build for PAX South in January. So in the meantime, stay tuned to earn those points for beta and watch out for our updates.


Dev Blog #4 – Q&A Session and Bigger Hex Tiles

In the past week we’ve started getting more questions about how Last Regiment is going and what plans we have for the game, so for today’s stream we first did a little Q&A session. We even answered questions not specific to this game such as “Why do game developers do stupid things?”

Then we showed some of the new art we made for the maps, such as bigger and more interesting tiles for the blocker features (non-walkable tiles), instead of adding several small tiles.

That way the hex shapes are not too obvious when you look at the map on a whole.

It may not look like huge progress, but it’s really a process we need to spend much time on. We want to make sure we create some pretty looking maps, because screenshots are the first things that people are going to see at the download page. We want to make sure that we make a beautiful game from the very beginning.

We actually also made some progress for multiplayer mode. We tried it yesterday, and had wanted to stream it today, but it’s still not ready. We’ll continue working on that and hopefully we can show that next week. We’ll also keep answering questions, so just keep on asking by leaving a comment here or on Discord. Better yet, drop by the stream when we’re live.


Dev Blog #3 – Making tiles, designing UI, and more game info

How do we make a game from nothing to something? We use a bunch of editors we build ourselves, and other tools that are generally available.

Our Hex-Editing Tools

Believe it or not, one of the biggest tools we use is Microsoft Excel. It’s a great management tool to put a bunch of data in one place and do automatic computations. We also use SVN, a repository system that allows us to control file revisions and easily revert to previous versions if needed. We use it is to keep the most up-to-date files without worrying about getting overwritten.

In this week’s stream, we shared how we made the individual hex tiles used in creating the maps in the game. The artists make different base terrain tiles and decals using Photoshop, then they have to be tagged properly on Excel. Each tile has to look different to make sure there is no ugly tiling. It takes a lot of work to make different kinds of tiles and decals, but this also makes it easier for the player to make their own maps, and also faster for us to rebalance levels and release more content. (Watch in dev blog video #3.1.)

As mentioned in the video, we also follow strict naming conventions to make it easier to localize into different languages later on.

In-Game User Interface

This week, we also made a mock-up of the in-game screen, which we’ll start to implement soon. (Discussed in dev blog video #3.2)

On the top left: regimental colors, player info, chat menu, scoreboard, hex grid toggle, settings menu

On the top right: number of units without assigned moves, resources, turn counter, end turn button (which turns green after all moves are assigned)

On the bottom left: active unit, HP and ATT stats, number of moves, powers and costs, buffs and debuffs

On the bottom right: the regiment bar – select 10 units that you can summon on the map at the start of the game from up to 3 factions, which you can save as a regiment and assign its regimental colors

How to Win

There are different game objectives depending on the mode and game settings. (Starts at 4:08 in dev blog video #3.2)

Campaign mode: Has specific victory conditions depending on story or lore such as to take over a particular building, survive in X number of turns, defeat a certain unit, build X units, collect X amount of gold, etc.

Multiplayer mode: Let players set up victory conditions at the start of the game ad create different gameplay modes. By default, you have to defeat all your enemies and take all their structures so that they can’t summon any more units.

Structures

So far we have built prototypes for different kinds of structures and the powers that they have, then one of our next tasks is to put it in the game and test to see if it’s fun or not.  (Starts at 5:38 in dev blog video #3.2)

Units can take over structures and take on the structure’s properties. We also use these structures to give the maps a sense of place and have them tied to the lore and the culture of the different races in the game. Similar to the weaponry, fashion, and technology we’re using in this game, we have slightly modern structures based on the 1700s.

Lore: The Infection

The Orcs are responsible for the Infection, which is a deep part of the lore. (Starts at 11:34 in dev blog video #3.2) They were losing in the great war many years ago, and they prayed to the God of Death to help them destroy their enemies – and so they were given the power to infect the dead with fungus and spores, which eventually took over the lands, driving away the other races.

A different faction of Orcs went to the Sun God and banded with other races to form a community that is simple and peaceful. This is an example of how not all creatures from the same race are the same – so we made factions that aren’t racially based.

Factions

We’ve divided factions from races, to make sure that players have different options instead of strictly playing a certain race. (Starts at 15:20 in dev blog video #3.2) Each faction, such as Redkeep, has its own lore and may have a mix of elves, humans, constructs, and other summonable units. Meanwhile, Ivoria is a huge jungle area with wizards of different races who have powers over animals and beasts. Tirezia also has its own beast units, but in a farmland area. Adding these different faction choices gives the feeling of being involved into the lore and history of the game, and also allows players to mix and max different units.

Monetization

How are we going to monetize this game? (Starts at 17:56 in dev blog video #3.2) It will NOT be free-to-play – everyone should have reasonable chance to play this game without putting in a lot of money to buy packs for a chance to get better units. We haven’t set a price point yet, but we are discussing whether to price it differently on the various platforms.

What we can tell you is there will be an initial purchase where you get the full game, and unlock the factions through the campaign. We received various feedback from people who want everything immediately available, but we felt that it cheapens the experience. We want players to have a sense of success and completion in unlocking new units, so when they player multiplayer, you know which people have played the game. And again, they also become more involved in the lore and story.