SONS OF RA DEVLOG 9

IT’S COARSE AND ROUGH AND GETS EVERYWHERE

Following the polish seen last week in the sound, particles, and UI, we returned to developing new major features, namely a new playable map. Since the beginning, we always wanted to give each map unique environments and we finally started. We knew we wanted a desert environment to sell the ancient Egyptian theme but couldn’t think of a good context for playing this type of strategy game in the sand. One person suggested simply putting the map on a sandstone slab; however, our advisor pointed out that one of the first recorded board games is from ancient Egypt: Senat. The team loved the idea and Mark quickly went into creating designs and mockup for a senat-inspired version of our board. After that, the board was finalized with the new path design and more detailed textures. The environment followed quickly, using the stone slab suggested as a base and creating sandy hills and rocks as background pieces.

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The map design itself deviates from the other maps in some key ways. It is another two lane map, limiting the tactical options of each player but making defense much simpler. The switchbacks give the defensive advantage to one player in one lane and the other player in the second lane, forcing players to balance both lanes carefully. Finally, the map is significantly smaller than previous maps. So far, maps have been 36 x 24 grid squares in size. This map is only 30 x 18 squares. This decreased size will allow games to be faster and make good tower placement crucial for a strong defense. It will also allow the camera to be closer to the map, showing the units and towers in more detail.

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WE GOT A TRAILER

We now have an official gameplay trailer on our YouTube channel (https://youtu.be/sMRLvYJgSj4)! We’ve been working on it for a couple of weeks, initially for internal use but later polished for a marketing release. We plan to release more marketing and work-in-progress videos on our channel over the course of development. So make sure you subscribe!

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IN CLOSING

There are plenty of features currently in development that we’d love to talk about now, but they need some additional work before being shown off. Our current goal is tackling the larger features needing to be tackled between now and release. Hopefully in the next few weeks we should be talking about new gameplay modes and/or features while continuing to polish and improve the quality of what’s currently here. See you all next week.

Sons of Ra Devlog 1

Back Into the World

Welcome! This is the first official devlog from Pharaoh Hound Games for our game, Sons of Ra. We’ve been somewhat silent on this front since our time as a class project came to a close, as only a few of us, myself (Jeff), Mark, Michael, and Joe (Brown) were able to stay on board, and we’ve been BUSY working hard to make this game the best it can be. Now that we’ve become more established, we decided that we wanted to be more consistent about updating you guys with our progress and keeping you on the inside track so you can see all the awesome stuff the team is working on. So, let’s dive in!

Rebirth

For anyone who has seen or been involved since our early days, you would know that our game used to be known as The Two Powerful Ones. After much toil, feedback analysis, and external testing, we decided to re-christen our game Sons of Ra. Along with this came a number of rebranding elements, even for PHG as a whole, to give us a more established look. Said elements are already present for you to see on our site and social media!

 

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Patron Deities

Sons of Ra has, from the beginning, included a mechanic referred to as “blessings”, powers of the gods that the players can invoke to turn the tide of battle. We have taken this mechanic and run with the thematic elements of it to create the “patron deity” system. Now, before a match, each player will pick from a selection of gods to pledge to in return for access to a unique set of powers based upon that deity’s domain. For instance, Montu, aspect of Ra and god of war, has a set of blessings that focus on offense and using the power of the sun to bolster your attacks. Each patron offers an “ultimate” blessing that is expensive and game-changingly powerful and a “signature” blessing, which are both unique to them, as well as two basic blessings that can be seen present in the ability sets of multiple deities.

 

Base Expansions

During our first few months of development, we saw in matches that if players did not choose to use currency-based towers like the Temple and Mine, they were effectively handicapped and frequently were at a disadvantage. We felt that this was negatively affecting gameplay, so we chose to embrace a new system. Rather than choosing which towers to bring into battle, players will have access to all towers from the start. However, the Temple and the Mine have had their effect increased, and will be available as base expansions instead of as towers. Base expansions provide strong passive bonuses to the player in exchange for a large investment of gold and favor. There are two expansion slots which can be used by the player they desire, either for two different expansions or two of the same. There are plans to add two more types of expansion, which we think will lend themselves to some really cool playstyles.

 

In Closing

These are the biggest changes and updates that we are ready to talk about at this time. There are plenty of things that we did not have time to note, like UX and FX improvements, but we will be including these things in future updates when there is less major information to discuss. If all goes according to plan, next week’s devlog will also have some really exciting stuff to talk about, so we hope to see you back then!