2018 Initiatives (Alpha!) & 2017 Recap

December flew by, what with the holidays and constantly adding new content to CrysCo’s alpha version. January is already off to a great start, and we’re just now getting around to posting a recap of our progress during the end of 2017 into 2018. If you haven’t already, join our Discord channel to begin playing Crystal Companies’ alpha debut today!

Here is a quick demo of what the game is looking like these days:

Nature Revamp

The Nature faction received a much-needed overhaul over the past month. The characteristic features of nature cards–environmental primacy, growth over time, and synergies between plants, spells, and creatures–have been emphasized and retooled for a much more defined play-feel. Plants in particular play a much bigger role with this update.

Population Capacity

The newly added population rule effectively creates another resource for players to manage during a skirmish. Instead of being able to indiscriminately play creature cards, a player must now balance their “pop cap” along with the cost of deploying a creature contract. Population does not impact structures or traps, but it does impact spells that produce creatures #makessense.

Investments

Last month, we revealed the investments feature. Further revisions now enable players to craft a more nuanced strategy over the course of a skirmish with better-defined investment lines and tiers:

  • The Infrastructure line offers investments upgrading population capacity, hand capacity, and health and armor of your structures and support operations.
  • The Military line offers investments upgrading a variety of attributes for your creatures such as attack, armor, and movement speed.
  • The Economy line offers investments upgrading resource generation and card acquisition.
  • Each investment costs purely crystal resource and only one investment of each line can be purchased each turn.

 

UX/UI Additions

UX changes this past month included a skirmish preview (which highlights you and your opponent’s captains and provides a random preview of cards from each player’s deck before the skirmish begins), toggle options in player settings for both the hex grid overlay and for health bars, as well as a sidebar that displays battle notes (in case you are ever wondering why a creature gets defeated or a spell doesn’t produce the result you expected).

New Hotkeys

New hotkeys were also added, and are as follows (by default):

  • Q: go to previous ally.
  • E: go to next ally.
  • R: go to next movable ally.
  • T: go to next attack-ready ally.
  • V: go to next visible enemy.
  • Escape: open game menu/settings.
  • Spacebar: confirm action.

New Map – Taru Quarry

Set in an old and overrun crystal mining quarry, Taru Quarry is a new map that is easy to wall and defend. Anima and thieves stalk the two outer lanes and there is a build-site in the center that is not easily accessible without Native or Flying.  Rock rubble will impede movement in the early game but are breakable barriers, which makes traversing a bit easier in the late game. Before the encampment was overrun, crystal was exposed but not yet mined.  You’ll find a giant crystal face on the right side of the map that fragments crystal every time your units hit it.

QoL

Many quality of life tweaks have been made over the past month and a half. Do check out our December and January update notes for all the gritty details! Or just grab a steam key from our Discord channel and experience them for yourself!

On the Horizon

The biggest focus for us in the near-term (which we hope will culminate in a successful Kickstarter campaign in the long-term) is community development. We have made much headway in ensuring Crystal Companies is not only fun, but also consistently smooth and exciting over many plays.

Without players’ feedback about the recent major changes, however, it becomes increasingly hard to improve the alpha version. We just can’t be sure what people want until we give it to them. So, if you or someone you know loves the idea of playing a turn-based 3D card game in an alpha-state, please grab a steam key from our Discord channel! Just type !key when you get there.

In addition to spreading the word about CrysCo’s alpha being available, we at Boreal Games will be working on re-integrating all-important features like deck construction, card acquisition, and collection management over the coming months.

We are more excited than ever to hear what you have to say about Crystal Companies and for what lies ahead for us and the community!

 

 

 

 

CrysCo Update Notes – January 5, 2018

1/5/2018 – January 5th Update Notes

New Battlefield:

Taru Quarry

Set in an old and overrun crystal mining quarry, Taru Quarry is a map that is easy to wall and defend.  Anima and thieves stalk the two outer lanes and there is a build site in the center that is not easily accessible without Native or Flying.  Rock rubble will impede movement in the early game but are breakable, which makes traversing a bit easier in the late game. Before the encampment was overrun, crystal was exposed but not yet mined.  You’ll find a giant crystal face on the right side of the map that fragments crystal every time your units hit it.

Faction Revamp – Nature:

  • The Nature faction has been reworked to promote a more synergy between the characters and spells.
  • Nature now focuses on growing and protecting plants and eggs, great movement capability through Flying and Native, good resource generation, survivability, and recycling units in a variety of ways.

Population Capacity

  • A population capacity rule has been added to the game that can be upgraded as the game goes along.
  • Each creature unit takes up one population while other units do not take up any population (e.g. structures and traps).
  • Initially your camp will be able to support three creatures.
  • Population capacity can be upgraded to a maximum of fifteen creatures through the Infrastructure investment line

Investments

  • Investments are now categorized into lines and tiers .
  • There are currently three investment lines–infrastructure, military, and economy–and three tiers within each line.
  • The Infrastructure line offers investments upgrading population capacity, hand capacity, and health and armor of your structures and support operations.
  • The Military line offers investments upgrading a variety of attributes for your creatures such as attack, armor, and movement speed.
  • The Economy line offers investments upgrading resource generation and card acquisition.
  • Each investment costs purely crystal resource and only one investment of each line can be purchased each turn.

Skirmish Preview

  • A preview of you and your opponent clash prior to the start of a skirmish.
  • The skirmish preview displays you and your opponent’s display name, captain, and three cards from each of your decks.

Battle Notes

  • Relevant games events are now logged in the battle notes panel (activated by clicking the arrow button sitting on the left side of the screen).
  • Battle notes can be hovered over, which displays more details about an event.
  • Battle notes can also be selected to pan the camera to the location of an event.
  • Combat, damage, technique activation, and spawn actions are logged but only if they are visible to you (i.e. combat taking place in the fog will not be logged because you can’t see it!).

Settings:

  • The settings menu has been reorganized with new UI and options.
  • Health bar display settings have been added so that you can choose to display characters’ health bars always, on hover, or not at all.
  • A toggle to display or hide the hex grid has been added.

UI:

  • The market window and blueprint building window now make use of the 3D character detail view and their style has been updated to the current CrysCo standard.
  • Several small confirmation windows have been updated to the current CrysCo style standard.
  • Text is now much crisper.
  • A new health bar has been created, which sits above a character’s head. If the character is your captain, a crown icon will be displayed above the health bar.

QoL

  • The attack icon on a card now highlights its basic attack range on the currently selected unit.
  • The attack icon on the selected unit panel now highlights the unit’s basic attack range.
  • The movement icon on the selected unit panel now highlights the unit’s movement range.
  • The line of sight icon on the selected unit panel now highlights the unit’s line of sight.
  • The panel showing cards left in deck, number of cards in hand/graveyard has been moved out of the hand panel to next to the resource panel.  A population counter has been added to the panel as well.
  • Cards in your hand now sit lower on the screen and rise up when you hover over them.
  • Characters that are conditioned or buffed now glow either blue (conditions) or golden/red (buffs).  The glow intensifies with the number of conditions/buffs the character has.
  • Damage effects have been updated so that bigger damage shows a cooler and bigger number and effect.
  • The unit placement marker now includes a floating arrow to increase visibility.
  • Double-clicking a claimable unit will claim it.

New Hotkeys:

  • Q: go to previous ally.
  • E: go to next ally.
  • R: go to next movable ally.
  • T: go to next attack-ready ally.
  • V: go to next visible enemy.
  • Escape: open game menu/settings.
  • Spacebar: confirm action.

 

Join CrysCo’s community Discord: http://discord.crystalcompanies.me

Follow Boreal Games on Twitter: http://twitter.com/boreal_games

CrysCo Update Notes – December 8, 2017

12/8/2017 – December 8th Update Notes

Investments:

Investments have now replaced the “warming up” mechanic (resource generation and card draw automatically increased over time).  Investments are permanent upgrades that augment economical and military operations.

There are three investment lines, each including  three tiers of upgrades:

  • Trading Routes: increases your Crystal resource generation.
  • Agents: increases your card draw
  • Blacksmith: increases your army’s combat capability.

These upgrades are still in testing and will be updated with more interesting effects fairly soon.

The investment window can be accessed by selecting your command post and clicking the Investments action on the unit info panel.  The investments can also be accessed via the radial menu while holding down left click on your command post.

New Battlefields:

The Wasteland battlefield has been retired (for now) but two new battlefields have taken its place:

Drake Isle

This map, while quite small, has very narrow lanes and is generally hard to traverse. Players can win in the traditional way–via destroying the opponent’s Command Post–or they can break into the tomb of the Crypt Ancient and battle for a magical talisman. Holding the talisman for four turns will mean victory, but a unit that is killed while holding the talisman will drop it for anyone to pick up.

Frontier Plains

This map is bigger than Drake Isle and is wide open–however, AI creatures do roam in the middle. Resource is abundantly available from Crystal Anima, Crystal Formations, and from controlling the Frontier Mine. A marketplace stands on the other side of a river for easy trading.

Steam Integration:

Steam authentication has been integrated so that registering and logging in is simple and automatic.  We have added a couple of account settings, such as editing your username.  We will continue to utilize Steam’s API for  achievements and transactions in the coming months.

Hive AI

The AI has been overhauled so that each unit has its own power rating, personality, and tasks.  Units act on their own  based on their current state and the state of the units around them.  Some units

Skirmish Report:

A simple report of a variety of game stats is now displayed at the end of a skirmish.  The window shows:

  • The largest army you had.
  • How many units you killed/lost.
  • How many cards you drew.
  • How much resource you gained/used.
  • How many turns you played.

Movement Updates:

Abilities that affect a unit’s movement have been better defined:

  • Units with Native can move over trees, mountains, and water but cannot stand on water or move/stand on walls
  • Units with Ghostform can move over trees, mountains, water, walls, and other units but cannot stand on water.  Other units can move through other units with Ghostform.
  • Units with Flying can move over trees, mountains, water, walls, and other units and can stand on water.
  • Units with pass can move through other units.

QoL Changes:

  • Now whenever you play an ability that requires you to choose targets, all invalid positions will either be gray (if a character occupies the position) or not be highlighted (if the position is vacant).
  • Cards can now be dragged to play.
  • Static effects for certain boons/conditions–poison, burn, flying, overshield, stunned–have been created to help make those conditions more clear.
  • Flying units now move on a bezier curve.
  • Units no longer automatically start initiate movement when they are selected.  To move a unit you may now double-click it, hold left-click and select the move action on the radial menu, select the move action on the unit panel, or hit “1” while selecting the unit.
  • You can now double-click a position (after initiating movement on a unit) to auto-confirm movement.
  • Structure units emerge from the ground on placement, and lower back into the ground on death (GoT style).
  • Your command post is now focused on game start.
  • Some units now shoot projectiles on a bezier curve (will be added to more units as needed).
  • Several new sound effects have been added for when units die.  More  sound effects will be added slowly over time.
  • Several new character models have been added.  More models will be added as artists produce them.
  • Card art has been replaced by model stills which switch to an animated character render on hover.
  • Updated the healthbar so that it isn’t an ugly pink heart.  It now also reflects the same style of the healthbar in the unit panel.
  • The tutorial has been simplified and generalized for any map.
  • Added in a simple unit highlighter that outlines a unit’s mesh on hover.  Your units outline in green, enemies in red, AI in yellow, claimables in magenta, and other units in gray.

Notable Fixes:

  • Updated the synchronization of many actions to combat delay and soft-locks.
  • Decrease client-authority to streamline server decisions and to mitigate confusion between client and server.
  • Simplified networking code to make debugging and future additions much more efficient.
  • Fixed several issues pertaining to loading the correct icon for conditions and abilities.
  • Fixed several movement bugs and generally simplified the movement sequence.

Movember (Momentus November) & New Demo!

There were a lot of reasons to be thankful this year. 2017 definitely has had its setbacks, but here at Boreal Games we are feeling predominantly cheerful as we head into December. The overall focus of this past month was to refine and simplify many of the existing features of Crystal Companies. In the end, we launched a new demo of the game! Read on to peruse our progress or skip to the end to find out how to get the latest demo!

Dynamic Cards

We have been very happy with Will’s initial card design (created circa 2016) but it hadn’t been touched recently whereas the rest of the UI has steadily improved. This month we have revamped the card design to reflect the current UI style and have integrated the real-time model view on the card itself!

The new dynamic card functionality has been a long time coming. This feature is brand new so we’re still working out the kinks. That said, we’re pleased it’s finally implemented!

Simpler Maps

Two new maps have been added to the game. The wasteland/arena map we used for playtesting (which was massive and complicated) has been archived. These simplified maps emphasize environmental strategy and communicate tactical advantages more succinctly to players.

Drake Isle

This map, while quite small, has very narrow lanes and is generally hard to traverse. Players can win in the traditional way–via destroying the opponent’s Command Post–or they can break into the tomb of the Crypt Ancient and battle for a magical talisman. Holding the talisman for four turns will mean victory, but a unit that is killed while holding the talisman will drop it for anyone to pick up.

islands map
Several islands separate you and your foe. Surge forward into battle or search a forgotten tomb for a powerful amulet.

Frontier Plains

This map is bigger than Drake Isle and is wide open–however, AI creatures do roam in the middle. Resource is abundantly available from Crystal Anima, Crystal Formations, and from controlling the Frontier Mine. A marketplace stands on the other side of a river for easy trading.

 

plains map
Make your way onto the open frontier to gather resource under fire from frontier turrets and threat of death by a demented mine captain.

Character Models: Frontier Soldier

Our friend Milly finished some sweet new models for us, which will be making their way into the game soon! Here’s a closer look:

“Investments”

Our goal has always been to integrate some sort of economy management system into the gameplay of Crystal Companies. We previously automatically upgraded a player’s crystal generation over time with the “warm up” feature (what does that even mean???) but have now replaced that mechanic with one that makes a bit more sense while also upping the ante strategy-wise.

The newly implemented investments window enables more nuanced decision-making around how to balance your company’s economic trajectory over the course of a skirmish. Investments are permanent upgrades, impacting resource generation, number of cards drawn, and unit combat ability. This feature is in its first iteration, and will likely be refined, but it has proved to be a big stride so far in providing players more interesting and creative ways to balance their resources.

Demo Revamp & Release

For anyone who hasn’t been following our development from the beginning, we have made the game available at various junctures for testing purposes before. We are making it available again to anyone with Discord and Steam accounts (so if you haven’t got one or both, you should 😉 ). Crystal Companies is still pre-alpha, but we feel, for the first time, playing the demo will be more for the fun of it than for finding bugs! #yay

How to get CrysCo’s latest demo:

  1. Join our Discord community using this link (even if you don’t have an account yet): https://discord.gg/Gv4gwRp
  2. Type !key in the “general” channel and the bot will send a Steam beta key for Crystal Companies
  3. Once you’ve entered the key in Steam (more on that here), play Crystal Companies as you would any other Steam game! 

On the Horizon

There are many things still in process as we roll out the latest demo of Crystal Companies, and we’re not sure what December will bring exactly–only that it will be another very full month as we build toward a Kickstarter!

As we mention above, you can join our Discord to get on board with all of the latest community and demo updates. Also, follow us on Twitch and Twitter to stay up-to-date on our live streams and other news!

Also, if you haven’t already, sign up for our mailing list on our homepage (we hope you dig the new look!).

Until next time!

 

We have the power!

And just like that, it’s feeling like winter here in Maine. This post is late because October was very busy as well as a bit uncooperative (we lost power and internet for several days toward the end of the month–but thankfully we’re back in action, mostly!). We’ve mainly been preparing for our PAX East application, which is due in a few days, so this update will reflect those efforts as well as the latest developments in ongoing projects.

Hive AI

As we continue to update and overhaul different components of Crystal Companies, other parts of the game that are lacking become much more apparent. The computer player in Crystal Companies has always been a secondary feature since our main focus has always been on online play. However, we’ve recently found there are several reasons to create robust computer player functionality. For one, programming an AI has taught us how to proceduralize strategy and synthesize what types of decisions are good or bad in a given situation. Secondly, players (ourselves included) don’t always feel like playing competitively against another player online. Sometimes it’s much more fun to play against an AI to try new strategies or practice for online play. Finally, as we continue to develop the CrysCo campaign, a variety of AI playstyles are necessary for a fun and wholesome singleplayer experience.

General Game Improvements

  • A power calculator has been created to calculate the power of each card in several areas based on card attributes and abilities. This calculator is used to determine a card’s role (e.g. tank or backline) and the tasks which the card would prefer to complete (e.g. act as a meat shield or stand behind and heal/attack from range).
  • AI personalities have been created to enable a variety of AI playstyles no matter what cards are used. Some personalities may prefer to ramp while others just want to destroy everything!
  • Many new AI behaviors have been created in order to encapsulate AI tasks and roles (e.g. guard, patrol, and assassinate). All AI units act independent of the AI player and thus make their own decisions.

Steam Integration

Since we will be distributing CrysCo on Steam, it’s necessary for us to integrate their API into the game. This month we replaced our old register/login system with a simpler Steam authentication, which automatically logs users in via Steam instead of requiring users to jump through annoying hoops like creating an account and logging in manually. In addition to authentication, Steam provides a much faster and more straightforward patching system compared to the one we had previously developed. Utilizing the Steam API has made our workflow and user authentication so much easier! (Which will come in handy once we roll out the closed beta 😉 )

New Promo Art

The very talented Marta Nael just finished up our latest piece of promo art! We are really excited that we got the chance to work with her, and we look forward to commissioning more pieces in this style from her in the future.

3D

This month we’ve been working with three different artists to create custom models for the game. Over the next few months, expect to see custom environmental, structural, and character models implemented into CrysCo–we are getting closer to an initial release and it feels awesome!

On the Horizon

As much as October–and really the beginning of November, too–have been trying times for the team workload-wise, we remain excited for what lies ahead. We are finishing up a new build of the game, creating new maps and scenarios for single and multi-player modes, and beginning to overhaul the menu system so that the game can be released as a closed beta within the next few months. We pivoted a bit on introducing the single-player campaign this month because of the PAX app, but in the long-run it’s looking like we will be better off for it–simplicity is often the best course of action! So be on the look-out for a fully formed version of CrysCo (by the end of the year #fingerscrossed) by following us:

As always, we encourage any feedback you might have, and hope you will share us with your friends! Thanks y’all, see you in a few weeks.

 

 

A Busy Start to Fall

Hello and welcome to any first-time readers! This is Boreal Games’ monthly update about Crystal Companies, the tactical CCG set for an early 2018 pre-release and Kickstarter. Skip to the end to find out how you can get involved in the development process!

The end of summer brought with it a deluge of improvements as we prepared CrysCo for the Boston Festival of Indie Games–this tweet provides a peek at our behind-the-scenes experience at FIG (minus the last-minute updates to the code and art in our AirBnB the night before…):


Here are the highlights of our efforts through September.

Draft Mode Redesign

The demo drafting screens have seen a complete redesign, which included the integration of some additional features, such as:

– Complete contract data can be viewed through the contract detail view from the draft scene, either while selecting drafted cards or after drafting a deck
– Players can now draft brigades to use in the single player demo, as well as select pre-built brigades to engage in multiplayer skirmishes
– Cool visual flare (which we count as a feature in this case because it was so egregiously non-existent before)

In-game UI Changes

There was also an overhaul of the active contract panel to be more informative and space efficient (sounds boring but makes a huge difference). Specifically, this meant the addition of:
– Dynamic indicators for agility, armor, and movement modifiers, which appear when a unit is affected by those modifiers.
– An action bar separate from the selection window in which battle actions a contract can take are now populated
– Buttons that can be hovered over to displays hex highlights and tooltips
– Action bar buttons for controlled units that have default keybindings from 1-9 for their battle actions

Drag to Play!

You’ve all be asking for it (or at least trying unsuccessfully to do this while play-testing the game)! The biggest, juiciest feature ever implemented in Crystal Companies. You can finally…DRAG TO PLAY CONTRACTS from your hand. Dragged contracts will glow after being dragged up far enough, indicating that when the left mouse button is lifted a contract will be played if you have the required resources.

Bezier Curve Movement

We’ve started to create new forms of character movement that use Bezier curves. Now when a character uses a leap skill, for instance, they move elegantly along a curve to the selected location.

So Many Effects!

One of the main goals this month was to create visual and sound effects for each ability and spell in Crystal Companies. We created hundreds of new particle effects which are now synchronized with game events. So now, for example, when Gunpowder Trap explodes there is an accompanying explosion particle effect and sound!

Spells like Bludgeon looks pretty cool now, too:

Legendary Cards

This month we experimented with a few different legendary characters, partly to see how many ridiculous situations we could create. There is still a bit of fine-tuning to be done on the new legendary cards so that they aren’t OP, but we are thus far pretty happy with how they complement their respective resource factions.

On the Horizon

As anyone who came by our booth at Boston FIG can attest, Crystal Companies is looking and playing better than ever. This is why we are rolling out a more robust demo for you to access, as well as building up our community before the game is officially released several months from now. This month we will be tackling more quality-of-life UI tasks (including elements for navigating new game scenes!) as well as implementing our first single-player campaign mode. And anything else that comes up or we can get done before November is here (yikies, time flies!).

In the meantime, here’s how you can get involved:

  • Join our Discord server (soon we will be adding alpha keys, which you will only be able to access through our Discord channel!)
  • Watch our Twitch stream on Tuesdays and Thursdays (and other soon-to-be-designated times)
  • Follow us on Twitter for regular updates
  • Download the current demo (if you’re feeling adventurous)
  • Share CrysCo with your friends, and let us know what you think!

Thanks for reading! We hope to connect with you in Discord / on Twitch / on Twitter soon 🙂

CrysCo Update Notes – September 25, 2017

9/25/2017 –  September 25th Update Notes

  • User Interface
    • The main menu scene and draft mode have been redone with an entirely new user interface.  Players can now enter multiplayer or singleplayer with either a pre-built deck or draft their own.
    • The in-game user interface has been cleaned up significantly.  Somehow we added more functionality while reducing the UI real estate.
  • New Cards
    • Several new cards have been created to build on current faction synergies.
    • Powerful new legendary cards have been implemented and are ready to be tested!
    • Crystal cards are now available which can be easily added to any faction deck to provide players with more customization within a resource faction.
  • Effects
    • Many visual and audio effects for combat, abilities, conditions, and spells have been created and synced with character animations for a more immersive experience.
    • Bezier curve movement has been added for abilities that leap or move on unusual paths.
  • Hokeys
    • A variety of new hotkeys and tricks have been created in order for experienced players to quicken their strategies and make it easier to move and attack with characters.
  • Synchronization
    • Effects, AI decisions, and event actions are now much more efficient and synchronized which mitigates unnecessary in-game delays.

Juice, Juice, and More Juice

This month we attempted to inject more juice than ever into the game…and I think we succeeded (depending on your figurative definition of juice, of course).

UI

We are always working to improve the UI in order to better communicate the themes of Crystal Companies and make it easier to enjoy.

This month we:

  • Fixed a number of lingering issues in the unit detail view, as well as fixed display of unit models and lore display.
  • Refined designs for the new Draft mode, which allows players to play with a selection of random cards that they may or may not own.
Snapshot of draft mode user interface
As you can see, card art is still in the works!

  • Refined timer system design to make it more obvious that time management is important during playing.
  • Refined conquer point bars / player display design for more space-efficient display and to communicate some of the frontier exploration elements of Crystal Companies.
  • Combined system messages into the new “HUD bar” design.
    Snapshot of new player heads-up display
    This HUD design is still a work-in-progress, but is far and away a big improvement over what we had previously!

Keep your eyes peeled as these new designs should be rolled out in time for Crystal Companies exhibition at Boston FIG.

JUICE

We’ve been hard at work this month fine-tuning CrysCo’s look and feel with updated special effects, models, and controls. Here’s a quick run down of ALL THAT JUICE:

  • Character movement now feels more natural and with less jerky teleportation.
  • Most spell cards have visual and sound effects, and representative characters that are shown in the character detail view.
  • Most conditions and boons now have sound and visual effects.
  • Special effects triggered by abilities are much smoother and more synchronized.
  • Targeting with spells and placing units is more straightforward and intuitive.
  • Error messages are now more informative and describe problems in a less technical fashion.
  • Character models are more organized and better represent their associated resource faction.

Here’s a quick video showing just one of the many new effects in action (a lot of times, but sadly without its particle effect…)!

On the Horizon

Be prepared for EVEN MORE JUICE in the following updates! By the end of the summer, we hope to have our “productized” version of CrysCo available to our followers! For now, here’s how anyone can get involved:

  • Join our Discord server here: https://discord.gg/fy7yBrk
  • You can hop on our stream every Tuesday and Thursday evening from 5:30-7PM EST here.
  • Come see us at the Boston Festival of Indie Games (FIG) in September! Check out https://www.bostonfig.com/ for more details and to get your tickets.
  • As always, feel free to share CrysCo with your friends, and let us know what you think!

Once again, thanks for reading. And remember: next month juice will be in even greater abundance.

 

CrysCo Update Notes – August 4, 2017

8/4/2017 – August 4th Update Notes

  • Character Detail View
    • A new meta view has been created which gives an in depth description of  a character’s abilities, attributes, and backstory.
    • Pressing the back-tick key (`) will bring up the character’s detail view.
  • Draft Mode
    • A simple draft mode has been implemented.  In the draft mode a player first selects the Captain that they would like to play with. After the player selects a Captain, he or she is shown thirty rounds of cards–each round a player picks one of three card choices based on the selected Captain card.
  • New Cards
    • A variety of new cards have been added to the game–others removed–to give each resource faction better chemistry and to allow for more interesting strategies.
  • Infrastructure
    • Card collection and management has been updated to be much faster and allow for a wider variety of viewing and management options.
    • Database structure, mapping, and organization has been updated to connect objects in the proper way and to actually make sense.
    • A better testing environment has been created for much quicker and more effective feature testing.
    • An ability interpreter system has been created to summarize details about an arbitrary ability to better inform text descriptions, effects, and other visual and audio components of the client.

Mid-Summer Update: New Features, Art, and Opportunities

We at Boreal Games hope that you’re enjoying your summer! We continue to transform Crystal Companies into a more polished product. This month has seen various exciting changes that you can see summarized below!

Draft Mode

Now that most of the cards have found their way into the game, we’ve put together a nice and simple draft mode where players can jump right into the thick of battle. In the draft, players create their deck over several rounds of selecting one card each round out of a group of three selections.

Infrastructure Upgrades

This month we invested much of our efforts in laying down the foundation for upcoming infrastructure makeovers. One of the bigger endeavors we have been designing and working towards is the collection viewer and manager scene. We have been meticulously preparing several server and client components that will aid our progress in the management scene.

UX/UI

For the UX/UI this month, there have been a lot of clerical upgrades, with fewer big feature implementations. That said, this is what we have in the works:

  • Revised contract management scene for quickly building and managing your contracts, including detailed contract sorting
  • Improved confirmation during skirmishes for movement, attacks, and abilities
  • Improved Condition/Boon indications
  • Improved Unit Selection window more readily indicated battle actions/sensible sorting
  • Appropriate ability icons across the board (new icon designs were featured previously but we’re finally building a robust system for assigning them)

Art

Rade was finished this month (he just missed last month’s update post)! We’re very excited to have our second main character modeled, once again from our friend Milly Parkes.

On the Horizon

While we push forward in our effort to round off the hard edges on Crystal Companies, we are beginning to ramp up testing on the full version of the game, which includes opening up new opportunities for those of you following along. Here are a few things to keep in mind over the next month if you want to get more involved:

  • Community development is getting a boost! Join our Discord server here: https://discord.gg/fy7yBrk
  • The summer streams of our testing/development sessions on Tuesday and Thursday nights at 5:30PM EST are ongoing — you can join us here.
  • More information about how you can be involved in closed beta-testing for CrysCo is forthcoming! Tuning into the stream & Discord will likely enable you to be among the first to find out how you can be a part of this phase of development, but this information will also be announced in a future update post like this one.
  • We will be tabling at the Boston Festival of Indie Games (FIG) in September! Check out https://www.bostonfig.com/ for more details.
  • As always, we encourage you to share this email with anyone you know who may be interested in Crystal Companies / Boreal Games 🙂

Thanks for reading! We will look forward to bringing you more updates next month, and maybe even connecting via Discord, Twitch, or otherwise.