![]() We noticed it might be confusing for the player to see that they started a battle with 15k troops only to see that they have lost the battle, but only showed that 3k died and 6k were wounded, but at the end of the battle it shows that you have 0 troops remaining. For this we added a demoralized count for units. ![]() First goal was to include the advancement bar of the opposing side to the Front tab so it can be seen there as well.Īdditionally, I wanted the player to have more information on the battle screen. I personally wanted to experiment with the idea that the length of the front would determine the amount of battles taking place across it and that battles should be spread out and only take place one per state to attempt to avoid player frustration of battles potentially canceling each other out.Īnother goal was to attempt to increase the information that the player could easily see. Reduce some of the pain points that frustrate myself and other playerĪs stated above by Guilherme, one of the primary goals of this was to experiment with the idea of multiple battles. Primary goals I had going into this week were:Ĭommunicate information to the player more readily My goal going into this Game Jam was to see what quality of life could be added/explored for the game without needing to rework many systems. As stated above I am a designer on the team. Hello, my name is Nik and I am the second half of this Game Jam experiment. We certainly can improve many things, but we need to be very careful as our systems are interconnected and small changes in one system can have a big impact in other parts. We also added the ability of locking province captures to the same state as the battle province, which again, is fun as it looks more like a well planned military invasion, but currently has the effect of capturing whole states most of the time.Īll in all, I really appreciate how this game jam gave us the opportunity to explore all sorts of potential improvements for Vicky 3. This is funny and a bit chaotic, but turns out this might introduce other issues as it affects the rhythm of war and also gives the advancing side some advantage: if they win one of those battles they capture a bunch of provinces if the defending side wins one of those, welp, they just won’t lose a bunch of provinces. Such as having simultaneous battles in a front:Īs a game jam hack, I just made it so when battle advancement progress reaches 100% we spawn up to 2 battles in different states, as long as you have at least 2 advancing generals. On the actual implementation side of things, we did a few things we thought would be fun to try out. ![]() ![]() We should probably check their manpower and morale instead, and/or maybe their traits. Generals are currently selected for battles mainly based on their total number of battalions. For example:Ĭombat units on a front each have a 20% chance of suffering 5% - 15% casualties from attrition each week, an average of 2% casualties per week from attrition alone. Because of that, we haven’t implemented many new things, but we did dig up things that could be potentially improved. Hi, I’m Guilherme, one of the programmers! During this game jam, Nik - one of the designers - and I decided to team up to explore potential improvements for our military system. Consider this a peek behind the curtain of what our team is experimenting with and what type of things might come in the future.įirst up, we have team War Never Changes, with a set of experimental enhancements to the military system! Some are cool prototypes that would take too much work to implement, while others may need a lot more supporting code or content to work as a standalone feature. Please note: only a few of these features will be included in 1.2, and there are no guarantees any of them will ever make it into the game or its future expansions. Here are some of the things they came up with! For the Game Jam, we challenged devs to join up into cross-disciplinary teams and make the coolest feature they could think of in a week's time, with prizes for the team that could make the highest impact on the game. Sometimes this is a high-impact tweak to some UI element, other times new game content like new events or building types, or even some under-the-hood improvement to the game engine. We know from experience that some of the best features and aspects of our games come from passionate developers acting on their own initiative to build what they want to see in the game. Hello again and happy Thursday! Today I'm going to tell you about a new dev team initiative we ran last week, after we had locked down the final 1.1 build - the Vicky 3 Feature Game Jam!
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