Tag Archives: character art

Dev Blog #13 – New Olivia and More!

We had to shift our schedule because of ESGS, so for today’s dev update we have three weeks worth of progress to show.

1. We listened to the feedback we received from Discord and changed the portrait art for Olivia, who now looks like a more privateer, pirate-y character. The backstory is that she was in the military force but got kicked out. While on exile in the Ruman  islands between Kothia and Portella, where she is originally from, she developed a badass crew of swashbucklers and pirates. Note that this isn’t the final art yet, and we’re still considering making more changes.

2. We added some functionality to the main menu so that now when we switch from mode to mode, the options, information, and art would change.

3. We are making the map editor more up-to-date. Right now it’s not yet as user-friendly and still very much a dev tool, but it remains to be a planned feature for release.

4. We’ve updated the Choose Your Regiment screen and added the option of creating emblems per regiment, which are like alternate decks that you can use depending on the map. It’s largely based from the emblem system from Legends of Callasia, and there are different themes separated into tabs with up to four different colors that you can use for the background. We’re no longer adding flags as a background option since that piece of reality pulls you out of the whole fantasy feel (although you can make it thematically similar).

5. The map edges are now a lot wider than they’re supposed to be, because previously some of the UI would get in the way. Now when you select a unit or hex, the UI would not intrude much of the game. We also revamped the power and summon system wherein you can view their descriptions using mouse-hold, then play them on the map via drag-and-drop, similar to how cards are played in Legends of Callasia.

6. The selected object panel was also revamped, with a clear separation of what the unit can do (top) and what the current territory allows him to do (bottom). There are also different shapes to indicate if they are passive or active abilities.

7. The fog of war no longer has the cross-hatch lines and now looking better, but we still need to make the edges look more organic.

8. We’ve been playing around with the water: now we have deep and shallow water tiles. We spent some times making the coastlines look clearer and more interesting, but we’re also considering to have make it a game effect  such as units that can or cannot go there.

9. Another slight modification we made is on the movement arrows. They look cleaner, don’t sit on top of the meeple anymore, and no longer have placeholder programming numbers. Now as you drag the unit, you can see how many moves it’s burning.

10. We’ve added 8-players maps and they’re a lot of fun. It’s a little bit slower because resolution takes a bit longer but still pretty snappy.

11. We’ve added a game logs feature which would appear in two places: at the bottom of the screen as it happens, and a history which you can collapse from the upper left panel. We’re still playing around on how we want it to look.

12. We’ve added cone effect damage that would allow you to target something that’s not in a round range, which would give us more interesting options in our spells. We haven’t made any units yet with that type of damage, so maybe in the next livestream we’ll have some to show.

It’s going to be busy in the next few days because of ESGS, and hopefully we’ll still be able to get a lot of stuff done for the next update (most likely because of various feedback we will be getting).


Dev Blog #11 – Challenges in Game Development

This week we’ll talk about some of the challenges we face as developers. How do we make our fantasy game different from others? How do we make all of the game elements consistent and coherent? What features and platforms should we focus on?

Before we talk about what we’ve been working on, we’d like to take a step back to discuss the lore of the game again. Some have been wondering why there are a variety of units and how they all go together, so we’ll start by going over the history of Kothia, where the game takes place.

Behind the Lore

When we made Legends of Callasia, we were focused on creating a solid one to two hour multiplayer experience with simultanous turns and missed out on building the story. It was predominantly based on multiplayer, and won’t do well when you don’t have enough players, thus shortening the game’s lifespan. There is a cycle of a) needing a certain number of players to make the game fun, and b) if the game is fun, you’ll get  more  players. We eventually had many dedicated users, but it was not enough to power the game.

For Last Regiment we knew we had to do something different in order to generate the audience. We realized that in LOC, there’s a silent minority who didn’t play multiplayer but instead played the single-player campaigns. This is where we should start: to build a world, set its foundation, and write the story.

So the questions were: Where do we draw from? How do we get started? We needed to find a year, and usually, the characters, technology and culture in normal fantasy is based on the middle ages. But we did want to follow  the typical stereotypes that every other game already has. We’re still sticking to the genre, because the team is good at beautiful fantasy art.  So what if we changed where we pinned the history instead of moving away from fantasy?

We decided to choose a much later period and a quite advanced year in history: 1772. There was more scientific development; there were trading companies, colonization, and nationalization. What if we had that history in a world where magic did exist? How would elves, orcs, and goblins deal with all these new technology, culture, and social structures? What do armies look like? What weapons would they use?

In Last Regiment, we call this period The Reconquest. The world is composed of a number of continent, the biggeest one being Kothia, which is similar to the Roman Empire. There were massive wars that involved magic, summoned spirits, infected creatures, constructs , and more. There is a massive apocalypse and civilization is largely destroyed.

Humans fled to the old world until centuries later when they decide to reconquer the continent with better technology and tools to fight back. This is the setting of the game. You as a player will have to go back and explore this new world.

Gameplay Changes

And so here’s what we have been working on in the past two weeks.

  1. We scrapped mana and decided to stick to only one type of resource for the game.
  2. We’ve been testing the concept of hard points, which does make the game more interesting and offers a lot more strategy, but we’re not yet happy with the actual types of structures you can build. We made so many art and animations for these buildings earlier and we’re not sure where to use it. We built the assets too fast and some of them don’t make sense anymore, so we’ll have to revisit them.
  3. We tweaked some of the data and rebalanced some of the units. Making them have higher HP made a positive difference in the game: they now last long enough, but are more expensive and take longer to build. You as a player would now spend more time trying to keep your units alive, instead of churning them out and letting them die endlessly. You have to learn to manage units better, and this accelerated the pace of the game.
  4. We changed how the fog of war works, revised the visual presentation of effects, and continued fixing some of the art and user interface.
  5. And some other bug fixes!

Artistic Coherence

One of the things that makes a polished game look really polished is artistic coherence. It’s the developers willingness to stop and make it something that it needs to be. For example, we have reasonably good art for the hero Tristan, but it looks visually different from the rest of the art in the game, such as the Chainsaw Shocktrooper (aka elf with the chainsaw).  We can’t have both art that are aesthetically different from each other, and this is an expensive decision to make. This is one of the realities of game development: there’s always going to be something that comes up that you didn’t expect that you have to come back to and have it redone. Even if it doesn’t affect the gameplay, the extra level of polish makes a difference.

Multiple Resolutions and Cross-Platform Support

Multiple screen support is something you don’t usually think about. When developing games, you must keep in mind that changing resolutions could cause the user interface to be misaligned. There are two things you have to look at: the scale (bigger or smaller) and the ratio (widescreen, etc.). You need to go through each of the different elements of the user interface and decide where you want them aligned – to the center or on the edges of the screen. What if some players want the elements in the same size? What about retina size?

Meanwhile, there’s the concept of supporting the game on multiple platforms. There are features that are desktop-specific and tablet-specific. There are things on the PC such as hotkeys and mouseover highlights which are not available on a tablet, which is touchscreen. You need to focus down on your audience in order to know which platform-specific features to address. For Last Regiment, we’ve decided to make it PC-centric.

Focus on Single Player

As mentioned earlier, another thing we’d like to focus on is the single player campaign. We had players in Legends of Callasia that were vocal about wanting everything immediately unlocked when they get the game, instead of having to play the campaigns to unlock more content. This created a created knock on effect. What’s the point of single player now? Suddenly it became meaningless, and this is a mistake we want to avoid in Last Regiment. There is pleasure in working hard to unlock something, and the sense of completion is compelling for most players.


Dev Blog #8 – New Factions and other changes

It’s been a while since our last update (more than a month actually!) but while Chris is away, the rest of the team has been happily working and making changes to Last Regiment.

However, one thing we should point out about game development is that what it looks like from the inside is different from what it looks from the outside. There are several things we’ve added and changed to the game that won’t be obvious when you look at it from a player’s point of view. A lot of what we’ve been doing a lot lately is implementing a lot in the back-end which you can’t see, but it’s critical before we add anything else – such as setting up rules before we can program the AI.  So aside from that, here are the more obvious stuff that we’ve done in the past month.


New Factions and Units

We’ve added two new factions, making it a total of 8 factions so far (and we’ll add more later on!):

  1. The Tirezia faction is large agricultural community in a sheltered valley near the colonial settlement of Redkeep. With Guildmaster Silvio Longfinger as its main hero, Tirezia includes units such as Clockwork Footmen, Harvest Spirites, and Enraged Peasants.
  2. Mugroot is a massive forest of gigantic diseased fungus, overrun by the Infected. This infection was brought about by a particular Orcs who prayed to the God of Death to unleash such power. They have units such as the Mindless Thing, Deathly Legion, Halberdiers, Lancers, Sporebeasts, Rotwyrm, and more.

Updated Abilities

Some new abilities were added such as Embarking, which allows units to move across water tiles from the docks. Structures also have abilities of their own: Windmills boost the amount of gold you earn; Cathedrals allow you to heal; Inns provide buffs to your Attack; and so on.

Art and UI Updates

We’ve also updated some of the UI such as when forming your regiment (which now requires you to select a hero in order to get heroes from that faction), the multiplayer lobby, selecting a map, and a working chat window. There are also some little changes that improves the game visually such as making the tiles and map art two times bigger, and intuitive highlighting for hexes during movement.

Gameplay

We still do daily multiplayer playthroughs of the game to test out the new units and abilities we are adding. During the resolution mode, all abilities take place first such as ranged attacks and spells. Visually they appear sequentially, but they are all happening simultaneously. After this phase, unit movement and melee combat follow. You can replay the multiplayer game from our livestream through the VOD.

Our Current To Do List

Based on the live playthrough, here’s what we need to do next:

  • Continue making improvements based on feedback from Legends of Callasia and address issues such as how to simplify game mechanics and communicate them clearly to the players
  • Fix weird graphics bugs and visual effects
  • Rebalance units and adjust powers for the new factions
  • Build more maps for playtesting
  • Look at different win conditions to add
  • Research on how we can integrate tournaments and other external social features within the game
  • Get the build ready for the upcoming conventions this September
  • Put a schedule together on when we can have Early Access (hopefully by January 2018)

Overall, our main goal is how to make this game FUN – and all the feedback we can get is very much appreciated. We plan to show more of our progress next week, and hopefully we can get back to our original weekly schedule.