A Step Back
For the past couple of weeks especially, we here at Pharaoh Hound Games have been hard at work pushing forward a lot of new features and polish, from our shiny new radial UI to the flashier, more impactful game opening. This week though, we thought it was important to take some time to reexamine some aspects of the game that had been somewhat forgotten on the wayside as we ventured forth.
First and foremost, did you guys know that Sons of Ra had sound? Well it in fact does, and until just a few days ago, that sound had been the same since last summer. Most of it was actually implemented back in May. For those who have had a chance to play our game at any expos, events, or playtests, even you probably didn’t know this. After being neglected in favor of other features for months, we finally took our first steps towards making our game sound as interesting as it looks, courtesy of Joe. The game has new music now, as well as a greater variety of effects for unit combat, tower attacks, and other events such as building towers and units entering and damaging the keeps. We aren’t done on this front, as we are still going to be revisiting blessings and other more minor events to make sure everything is unique and stands out.
Next on the list was another UI improvement. Though we had upgraded to a radial menu, the icons representing the different units and towers remained unchanged, and the transparency on them created an unappealing effect when used with the radial menu. So, we gave all the icons the same treatment as the unit icons used in the queue, which can be seen here:
Though still just a first pass, this change gives us a more unified style for our iconography in-game and helps to make things stand out more distinctly for the players.
The last significant item we wanted to mention this week was a small effect added to units. When a unit is defeated, it grants Favor to the players to be spent on blessings. That said, we felt that this was not communicated well enough in-game, so Mark put together a nice looking effect that is meant to help get across the idea that something additional happens when a unit is killed in battle:
While small, the team felt that this added nicely to our gameplay.
There was not a whole lot of flashy progress to be shown to you guys this week, but that certainly doesn’t mean that progress isn’t being made. We’ve been having some important conversations behind the scenes about what’s coming, and are continuing to work on things that we think you will find really cool. You might even see some of that in the next few days, so stay tuned. See you all next week.