|Last Regiment - hex-based fantasy-themed simultaneous strategy game currently in development||Post Reply|
|Apr 19 2017 Anchor|
Hey everyone! Last year, our strategy game, Legends of Callasia, won SlideDB's Editors Pick for Creativity. It was our first strategy game, so it was bound to have some issues, but we received a lot of good feedback too. With that we are now starting our second strategy game, Last Regiment.
Last Regiment is a fantasy-themed strategy game with single-player campaigns and simultaneous turn-based multiplayer, which we are currently developing on PC, and hopefully on Mac and mobile as well. It takes the best parts of Legends of Callasia, makes a bunch of neat changes for a faster, deeper, and more strategic game, and allows player to design their own levels through its built-in map editor.
The game is still in its alpha stage, but we are opening its development progress and livestreaming it on Twitch! The weekly dev stream starts on April 19 10PM EST at twitch.tv/ninesquirrels.
We received mixed reviews about our single player campaigns for LOC, so we are working on improving the story for Last Regiment. We now have a lead character: Olivia.
This character is (obviously) based on Olivia from Legends of Callasia. We thought she was such an awesome character there, that we wanted her lead in our new game. So we have redone her, given her a new story, background, and costume, and brought her in as the leading lady for our new game.
We'll post an entry from our developer blog after our first stream. For more details, visit lastregiment.boomzap.com.
April 20, 2017: Developer Blog #1
Our first livestream for Last Regiment was success despite a rocky start. (FYI: Games that run on OpenGL instead of DirectX may have some issues on XSplit - use OBS instead.) You can find the full unedited livestream footage here and the written version on our blog here.
We started with little post-mortem on our first strategy game, Legends of Callasia, to explain why we are making this new game. It's a turn-based game that can be played in a reasonable amount of time, largely because of the simultaneous gameplay. You can play multiplayer on a desktop or a tablet with your friends in an hour and a half – it doesn't take forever!
But as with any game, there are bunch of things we thought we had to improve or wished we could have done.
Now these were the things we wanted to change, but unfortunately were not possible at the stage Legends of Callasia is in. Thus, the idea for Last Regiment was to take the things that people loved in LOC and address all the issues we had to make a much more improved strategy game.
The Game Reveal
Last Regiment will also be a fantasy-themed game like LOC, with story-driven single-player campaigns, and maps to play in skirmish or multiplayer with AI or human players. It would also have its built-in map editor, which is made possible now that we're using hex-based maps.
We are also working on an improved UI for the main menu, with a dedicated space for news and announcements, instead of the notification pop-ups in LOC which players found annoying. Note that the images in the screenshot are mostly placeholder.
Unlike in LOC, there won't be any lands or kingdoms to conquer, which usually takes a few turns before any action happens. We go straight to the fighting and let you control units from your pre-formed regiment and capture specific structures. Aside from the hexes, we are also implementing fog of war and will be introducing mana, which will allow you to summon new units on the map. You can have units from different factions and go into battle without going into another screen. You can watch Chris playtest the game in the video (#1.2) to get a clearer idea on how movement and combat work.
Built-in Map Editor
We're making the map editor as easy to use as possible and adding different terrains, structures, and decals in order to have that same fantasy map feel from LOC. The buildings you'll have are based on the lore and the different factions in the game. Some will also have special abilities and features – more on that in the video (#1.3).
Story and Characters
The idea for the story begins with an old, European-style world who colonized a brand new continent called Kothia, leading to incredible colonial wars. Humans from the old world brought constructs made of magic and machinery, and these encouraged the natives to fight back.
The Highborne, one of the original inhabitants of Kothia, needed magic to fight this with and so they summoned spirits of the forest, currently known as the Woodspawn. Meanwhile, the Orcs summoned the spirits of death and brought forth fungal growths that infected people and rotted out their brains. The new world becomes a desolated wasteland.
The humans went back to the old world to develop better tools and technology, which we based on modern, 1750s technology such as cannons and galleons. With these new powers, they returned to Kothia and the Reconquest began.
But back in Kothia, the people who had retreated created stronger magical factions to fight the chaos happening in their world. New units such as apes and vampiric lemurs had spawned.
The game now takes place in a world controlled by little armies and mercenary kings fighting each other. There will be units based on different factions, races, and technology. You, as the player, will be constantly putting together mercenary armies based on these warring factions.
We introduced Olivia in our previous post, but this time we show you her full portrait. She was previously in one of the early colonial armies during the Reconquest, but after some events, she ends up being a pirate at the seaport of Saltia Ruma. The story begins with Olivia returning to Kothia and forming her own mercenary army. Yes she is a one-armed female pirate, and we're excited to tell you about her journey.
We also answered some of other questions from the viewers during the stream such as:
The answers are explained in detail in the video (#1.4), so go check that out for more info.
Comments and suggestions are appreciated. You can leave a comment here, or drop by our stream next week to ask us directly. Thanks for reading this!
April 27, 2017
In this week's dev stream, we talk about the limiting factors such as gold, mana, control points (and unit cooldowns) to prevent the problem of steamrolling in strategy games.
We also have a brand new main screen! Still being made, but what do you think of it so far?
The banner and description would change depending on the menu selected. We’ve also added a section below to announce updates, livestreams, and other news. This section will be replacing the annoying pop-up notifications that we had in Legends of Callasia. We’ve also added icons linking to some of our social media pages on the upper right corner, while the full list would be available in the Community menu.
Developer Blog #3 - May 4, 2017
Developer Blog #4 - May 11, 2017
49-minute video of Q&A session here: Youtu.be
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.
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 in the next update.
Dev Blog #5 - May 29, 2017
Two weeks after our previous update, we went live for the first time with a multiplayer game of Last Regiment! It's still far from done, with a bunch of placeholder art and broken things that we already know about.
We also realized that we haven't done an intro about the team yet. Some of us also worked on Legends of Callasia. We have:
That's the core team, but we also have back-end support from Allan (Technical Director), JD (coder), and Monika (Marketing).
We also share a brand new screen - "Choose Your Regiment". One of the big parts of the game is all about building some sort of deck or regiment. This is still a first cut of this screen which still used black squares with text for their internal names, which we'll replace with pretty art sooner of later.
When you build a regiment, you can choose units from up to three factions (Note: The limit is not yet working in the game, so you'll see us choose factions from multiple factions in the video.) There are various factions to choose from:
These are the first six factions, and we'll add more later on as we build the game and get it working. Each faction comes with heroes, which are super powerful, heavy-duty units. Each faction is limited to one hero (for now - maybe later we'll add a special faction with more than one hero?)
Once you've created your regiment, you can just save and exit. When you go to the Multiplayer screen, you can choose which regiment you want to use then host/join a multiplayer game.
Watch the video below for our multiplayer playtest with Ben, and also do a bit of Q&A with our viewers. (Warning: Lots of placeholder art and bugs.)
Developer Blog #6 - June 8, 2017
To begin this week’s dev blog, we’ll share something that not only applies to Last Regiment, but to game development in general: how does the theory of all our ideas actually play out?
This is a really hard part of game development. Game ideas start out as really cool on paper. But when you start to implement it, you begin to realize that there are things you forgot or didn’t think about, and it ends up not being like what you thought it would be. This is the point where some new developers fail: they say to themselves, “This sucks, I give up.” But that is something you cannot avoid in game development. The real task is getting from that point to another.
To quote from Adventure Time: Sucking at something is the first step to becoming sorta good at something.
Before you can be good, first you have to suck. It’s easy to get real disheartened that you’re not good at this. Instead of giving up on idea and just changing it to something else, you have to be able to critically look at it and figure out: Why does it suck?
So you’ll notice in our updates that we’ll continue to try out ideas and keep switching them up. For example, as we talked about before, the concept of steamrolling or snowballing has been a common problem in strategy games. As you become more powerful and acquire more resources or units, you eventually reach a tipping point where you’ve guaranteed your victory and there’s nothing else anyone can do. Of course, most players would like that, but if it happens too early, people would feel disenfranchised for their game. If in the first five turns it becomes impossible for anyone to go any further, that’s when strategy games fall down. The challenge for us developers is to find that balance. In Legends of Callasia, we have the card mechanic that enables you to make turnarounds in battle. These are the types of solutions we want.
For Last Regiment , we’re currently looking at two ways to handle resources:
If you remember, we moved to limit-based model precisely because we wanted to prevent steamrolling. We played it like that in the past weeks, but it wasn’t fun.
Why was it not fun? It reaches a point wherein I’m over at your castle, trying to finish the game and get you out. But because both of us have the same amount of resources every turn, you would just keep on spawning more units to fight me off. At the same time, if the game continually refills your resources (example: 10), we need to make sure that nothing costs 11 resources. Getting the same amount of resources creates a mechanic with fast turnaround, which works really well in Hearthstone and Magic the Gathering. But in a map-based strategy game where you want the units to move around, last longer, and do things, it’s not such a great mechanic.
So we switched back Gold and Mana into hoarding resources.
We still have the concept of control points, which is a limited resource. Like the population limit in LOC, you only have so much control but you can increase it by getting more buildings. Now the number of units I can make and control becomes limited by how much you can hoard. This is something we haven’t balanced yet. What happens when my hoard gets really big? We’re still figuring it out.
Meanwhile, we’ve also been working on a bunch of core technology to make sure multiplayer is functioning properly. We’ve also added stuff like new effects and new art. We are also playing with idea of having some neutral units and the concept of healing.
Another big change is the camera movement. When we were playing, things would happen on a different part of a map, but I would be looking at something else. That was hurting the game: people thought it was broken because you didn’t see or know what happened. So we changed the way you visualize the game. Theoretically, the camera would be dragged around to show you things as they occur.
In terms of ideal game length, we’re still struggling with that. For Legends of Callasia it was about right: 30 minutes for 2-player games, while bigger games can be from one to two hours. It’s a nice spot for players to be drawn in and get involved. But some want it shorter, some longer; others want more options or less options. This is always an issue in game development: getting everyone to agree on something. Since different things such as more players or bigger maps can affect game length, we’ll continue to play around with that during the course of the development cycle.
But the bigger questions are always: What it is that we ought to be doing? Who are the players we are targeting? You never really know if you’re building the right game, especially at this early stage.
For example, we’ve been getting some feedback on how we’re writing the fantasy or the lore of this game. People have certain expectations about what things should or shouldn’t be, which is a challenge as we create a unique lore for this game.
We also did a multiplayer playtest during our stream (full, unedited video here) and these are the things that we learned today:
In general, we are pleased with the progress we’ve been making and the feedback we’ve been receiving. We’ll be looking at various solutions to address the current issues. Hopefully by next week we have figured something out.
Developer Blog #7 - June 22, 2017
We spent the last two weeks working on two really big parts of the game: the game flow and the back-end.
Design: The Game Flow
As seen in our previous updates, we had to plan out the full game flow from starting the game to playing it, as well as the resources and the victory conditions (the reasons why players win or lose). We spent a lot of time on each of them , then now we are putting all the parts together and making them all work in a way that makes sense. This involves adjusting the values to make them fun and right now, it’s not yet balanced. Thus we continue to playtest: if something’s not fun, we find out the cause, and then we adjust.
The game flow begins by building an army, which you can do at the Choose a Regiment screen. Each faction has a hero, who has bonuses such as gold, or in some cases, gives you special abilities.
For example, Major Carl L’Averi leads the Redkeep faction , which is a colonial settlement ran by humans and elves. Redkeep has very straightforward units such as scouts, militia, and artillery. Carl has a Siegemaster bonus, which means it would be more difficult for enemies to take a city if you have him placed there. All other factions have their own heroes and minions.
To recap the other factions:
Back-end Development: Servers and Multiplayer
The second major thing that we are doing is fixing the servers and getting multiplayer up and running. We have 4-player working now, but it still includes some broken stuff. For example, we found a bug wherein embarked units don’t take any damage (which Nelson exploited) and while some had -1 HP and never died (Ben’s immortal Chainsaw Shocktrooper) – so nobody won. The full unedited video of the 4P game is up on Youtube.
Art: Pretty isn’t Good
Another thing we’d like to share is something that really plagues developers, which we also mentioned two weeks ago when talking about the game’s ideal game length. Same with art, we don’t always get on the same page. When artists are create the structures, characters, or map decals, they’re looking at the art way up close and make those that look good in that perspective. However, people play the game zoomed about.
This is not a new problem – and it’s an amateur mistake that happens over and over again. It is partially a communication issue, but also partially because the people making the game don’t play enough of it.
Sometimes we get WIPs of art in a gray screen, then the artist would ask, “Are these good?” The last thing a designer should say is yes. You don’t know if they are good, you just know that they are pretty – and pretty isn’t good. Pretty is just pretty. What you want to know is if they are good for the game, and to know that, you have to put them in the context of the game. If they don’t look good in the game, it doesn’t matter how pretty they are. They are not good, and the definition of good in game development is not if they are pretty, but if they achieve the goal that you’re trying to reach with this particular piece of art. This is something we forget sometimes, so right now we’re working on altering the maps a bit and modifying some of the art to make them look better.
August 11, 2017 - Developer Blog #8
It’s been a while since our last update (more than a month actually!) but while Chris was 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.
We’ve added two new factions, making it a total of 8 factions so far (and we’ll add more later on!):
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.
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:
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.
Developer Blog #9 - August 18, 2017
Is this fun? Do we like this? Are we happy with this?
Lately we’ve been receiving feedback from the people playtesting and those who saw the progress on stream that the game doesn’t seem to be interesting or enjoyable. When you get to that point, you have to stop and ask why. This is very concerning, and so we gathered the team for a ‘come to God’ meeting on what we should do about it. There were two options: 1) cancel the project, or 2) barrel down to what those reasons are and find out how to fix them in a systematic way. This is a decision that we often have to make when developing a game, and for now we chose to keep fighting and go with the second option.
Here are the reasons why the game wasn’t fun:
What can we do to fix these?
Aside from these, we’ll have to continue balancing the game. We realized that after ending the turn, your resources are immediately replenished and you can continue to summon more units on the next turn, which makes the game become less fun.
In line with simplifying the game, we’d like to have fewer units with more interesting choices – like in Legends of Callasia with only four heroes per game making it nice, snappy, and strategic. In Last Regiment, you are pressured to move and build units quickly, which makes it less tactical.
What we plan to do is to adjust summon costs for units (some expensive, some cheaper) as well as increasing the resources cap, but decreasing the rate at which they fill. This would hopefully motivate players to do some other actions to get their resources up, and afterwards make the strategic action to attack or use their abilities.
We also want to create more spells that are buff-based as opposed to just doing damage, to make it less about bombarding with lots of units, but more of using specialized units intelligently.
Hopefully by next week we’ll have progress for some of this stuff and playtest if they work. We’ll also create at least one new bigger map and bring in more players to test. We’ve also been doing some changes to the art, so you can also look forward to that!
Developer Blog #10 - August 31, 2017
Aside from our progress based on the discussion two weeks ago, today we shared some game development tips on how we manage our data using Microsoft Excel. As we said in a previous entry, we make use of spreadsheets as a repository for all the data that drives the game, so that it would be easy to manipulate and export into LUA files that the game actually uses.
Naming and Localization
An Excel file would have various tabs that relate to various things that are in the game, such as Minions. Each piece of data is related to one object in the game and follows a specific naming convention. For example, a creature called Tusked Apes in the game would be named “fact02_unit02”, since it’s the second unit in the second faction. We’d have records for “portrait_fact02_unit02”, “icon_fact02_unit02”, and so on. This allows us to quickly change things (like rename to Angry Apes?) without having to go through each of the records. It’s easier to cross-reference. But in terms of powers, we went the other way and decided to be more straightforward. We follow “pow_mountedguns” or “pow_invisibility” as our naming convention, but it’s still a systematized and reasonable way of naming and understanding things. This also makes it easier for us to localize the text later on.
Unit Stats and Costs
In terms of assigning units stats, we rearranged the data sheets and implemented a new two-level data management system in the last few days. We have base stats for Attack, HP, and Movement which are scaled in reference to each of the units. This is the first step in balancing: how strong or how weak compared to everyone else do we want our units to be? The next step is to say: how strong do I want attacks to be in general compared to everything else in the game? Then we’d multiply it by a constant to get the actual stats that we see.
After some playtesting we get two kids of feedback: 1) If a unit is too strong or weak, we change that unit’s base stats. 2) If a player thinks that attacks take too long or are too weak, then we change the constant so that all units become stronger. This way we can very quickly make adjustments, especially when we add more units in the future.
We use the same system in deciding the unit costs. How much do we think control points should be worth relative to others, and in general? We first created a basic rule that we can later on adjust when we know which powers are stronger or weaker than others. The formula is based on all the stats for each unit, rounded up to the nearest multiple of 5, to make it easier for players to remember.
We spent some time adding in a lot of building types in the game with various fun abilities. However, we realized that it was less fun to have more stuff. We want players to make great, important decisions, not a thousand little tactical decisions. So we reduced the number of buildings with a substantial difference compared to the others.
The way buildings work now is that you can only build on a hard point if you have a unit with a build ability. All heroes can build, but there are some units such as Highborne engineers who also have the same ability. However, they can only build one kind out of the four racial building types (Human, Highborne, Goblin-Orc, and Kobold). These buildings can be upgraded along the racial type’s build chart.
We’re also adding in the concept or portals. Before, we had a rule about only being able to build on cities and ports which no one understood. These would now be removed from the game, and replaced with Portals.
We’ve also added a bunch of little changes, like additional animations, art changes, and updated UI.
Meanwhile, we’ve realized that most of factions that are too similar and have the same unit types. One of the things we should change is to create factions that have specific strengths and weaknesses.
Developer Blog #11 - September 14, 2017
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.
And so here’s what we have been working on in the past two weeks.
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.
Developer Blog #12 - September 28, 2017
Starting this week’s dev blog with some fun news: we’re bringing Last Regiment to the game conventions!
Most people don’t see how much work goes on behind conventions. Here’s what we’re planning for our booth in ESGS.
We had one of our artists come up with the design for the panel walls and fascia boards, and we had to keep in mind where we wanted to place our tables and equipment.
Usually we bring our own banners and have to worry about where to place them in the booth that’s not blocking anyone, but luckily the organizers at ESGS allowed us to have our design on the wall itself. It’s also more convenient for us that we don’t have to make the materials ourselves and haul it over from wherever we had it made. It can also be very costly.
The other thing you have to think about is: what do you want to achieve at the show? Since we’re not selling the game yet, what do we want the players to do? For now, it’s all about the mailing list. The goal is to have them sign up, so we can let them know when the game is ready. Since most people are not willing to give out their personal info, we have to find creative ways to make them interested.
There are also some dangers in showing your game at a convention, especially when you still have a very rough build. The media is not that great in knowing how deep a game is in development, and may not be as forgiving on what they see so far. There is a minimum bar of quality that you have to hit, but you have to balance it out against showing it too late that you don’t have enough chances to make changes. If you wait until it’s finished before letting people know about it, then you miss out on the ramping up time where you can get them involved in the development. You have to ask yourself: is this game good enough to be shown but still early enough to allow me make meaningful reactions based on feedback from show?
However, if you want to be at a convention like PAX, you have to reserve a booth around three months in advance. We don’t know what shape the game is going to be by then, so it’s almost like a bet if we’re ready to go by then or not. Developers would like to think that they know, but they don’t know. So there’s a chance you’ll be at a show with something that’s not yet ready for public consumption. That’s the struggle not just for us, but for many developers. You also have to hope that you are surrounded by other great games in the area where you are in, since this increases the chances of press and convention-goers going to that area and seeing your booth.
So in preparation for ESGS, here’s what we’ve been doing in the past two weeks:
1. The Choose a Regiment screen has a revised UI, but still uses some placeholder art. The faction icons are now located in one row on the right, and you’re now able to rearrange the units you’ve selected. The first one on the list would be the first one to be automatically summoned at the beginning of the game.
2. New borders have been added, so maps now have a solid edge. This means some of the hexes are cut in half, making them not reachable. You can only go to spots next to them.
3. On the regiment bar, units which you can’t afford yet are now crossed out.
4. We’ve added in the concept of heavy vegetation killing the line of sight. We still need to test out if this is fun or not.
5. Before building a structure on ruins, you can choose to explore it first for a chance to earn resources… or experience other bad things.
6. Area-of-effect powers can now be placed on a hex, instead of restricting them to enemy units, which means you can anticipate where your opponents will move next and attack them on that spot.
7. Several character portraits are being revised. This includes our main character, Olivia. Here’s what she looks like now on our main menu. By next week she’ll be wearing something new!
We’ll share her new portrait on the next dev blog, and keep you posted on the progress we’ll be making.
Developer Blog #13 - October 19, 2017
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).
Developer Blog #14 - November 9, 2017
On the last week of October, 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.
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.
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.
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.
Edited by: boomzap
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.