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.
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.
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!
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.