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

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...
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Indie Days, Dog Days

Indie Days, Dog Days

We hope you all had a swell June and first week of July--we certainly have! (except for Will--#allergies) Here's a rundown of our progress over the past month: Behind-the-scenes updates Developed several tools to aid in back-end automation and efficiency--tasks like iterating on ideas, testing card balance, troubleshooting new card abilities, and updating battlefields have been dramatically streamlined. Continued refining the first set (we're getting closer to having every card in the game in its latest iteration! Spirit is coming up next...) Simplified many of CrysCo's server and client components to help streamline new feature implementation and mitigate future headaches! Icons! Character Detail Screens!   On the Horizon This month we're looking at finalizing many of the cards that remain in limbo, as well as further work on management screens--i.e., the playable game is becoming more playable! As always, catch our streams to see weekly progress! Big updates to the overall look and feel of the website are also on the docket. If you're reading this and asking: "how can I help right...
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A Wild June Appears

A Wild June Appears

May brought a graduation (congrats Brad), transformative changes to the game, and of course, another busy month! We're very excited for what's to come, but first: the month's highlights in review. Generalized Map Creation Much of CrysCo's battlefield is now stored in a database which makes for easy updating and more mobile map creation. Now we can simply edit attributes within the database instead of changing an entire map file. Additionally, all battlefield related code has been generalized to work on an arbitrary map. This allows us to add new maps of different sizes, landscapes, AI, build sites, and gameplay mechanics. Keep an eye out for a new map soon! Server Performance Loadbalancing capability has been integrated into the server codebase. Essentially what this means is that we are now better able to scale the number of games being played at once by automatically spreading out server load over several servers instead of just one. As more players skirmish on the Crystal Frontier the stronger...
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CrysCo Update Notes – May 24, 2017

05/24/2017 - May 24th Update Notes Spline Arrows New Bezier spline arrows have been added to better visualize movement, attack, and ability targeting. Tactical Map View Pressing Tab now brings up a tactical view of the map, displaying the entire field in a simpler, concatenated screen. UX Several UI elements have been updated to be more visually compelling and informative. Cards can now be dragged and reordered in hand. 3 cards can now be mulliganed at the beginning of the game. New Loadbalancing Server The CrysCo server has been revamped to be much more efficient with loadbalancing. Bug Fixes Text parsing is cleaner and includes parsing for niche abilities. Ability stacking has been fixed to properly add multiple conditions on one unit. Several issues with AI movement, path-finding, unit refreshing, and repairing towers were fixed. Graphical performance was enhanced while decreasing the size of the client. All techniques were provided the functionality to give multiple conditions or spawn multiple different units. Also, triggered...
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April Progress Brings May Goals

April Progress Brings May Goals

Another busy month is in the books. Here's a snapshot of April 2017 as we experienced it here at Boreal Games. Updated UI Features The UI has seen even further updates, both with new features and making existing ones more obvious. To that end: Contracts can be reordered by dragging and dropping Company status has been rolled into a contextual info bar beneath the contract manager, showing when it is relevant and keeping the UI clean. Mulligan can be performed at the beginning of a skirmish, allowing a player to exchange up for 3 contracts for different draws. Player and Opponent panels have been simplified to display conquer scores and player icons, as the previous company info was moved to a more contextually appropriate location. This opens up space for upcoming social features. To support the mechanic of conquer victory, a conquer panel now displays when the score changes on either side. Technical Improvements Text parsing is cleaner and includes parsing for niche abilities. Ability stacking has...
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Springing forward & marching on

Springing forward & marching on

We made many big changes this month including a new environment, streamlined controls, exciting game changes and optimizations, and integrated analytics.  We also found out this month we are finalists for a pitch competition! Environment Update The play field is just a couple of days away from a graphical overhaul, with some improved lighting and physical effects as well as reworked environments. UX We've been working to streamline giving directions to units and confirming various dialogues; to that end a number of new hotkeys have been added to the game: R - Activate selected unit's move T - Activate selected unit's basic attack Enter - Can confirm active movement, multi-target attacks, resource triggers, forfeiting the game. / - Is now the default command to bring up the chat window. F - Focus the selected unit, causing the camera to automatically pan to center that unit on screen. For a while, abilities that summoned units to the field--such as Arachnid's Egg or the Veteran Commander's "Call Soldier"...
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CrysCo Update Notes – March 31 2017

03/31/2017 - March 31st Update Notes Conquer Score Defending Mountain Town now accumulates Conquer points.  At the beginning of each turn that you own Mountain Town you will gain 1 Conquer point.  If you accumulate 4 Conquer points, you win the skirmish. Visible Units Window Each visible unit will now also appear in the Visible Units Window as a thumbnail of its card.  Each unit in the window will display whether it can attack, move, and how many movement points it has left. Units in the Visible Units Window can be filtered to only display units owned by a certain player or by whether the units can attack, move, or use an activated ability. New Hotkeys R - Activate selected unit's move. T - Activate selected unit's basic attack. Enter - Can confirm active movement, multi-target attacks, resource triggers, forfeiting the game. / - Is now the default command to bring up the chat window. F - Focus the selected unit,...
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Short month, big gains

Short month, big gains

Intro It's hard to believe February has come and gone--except that when we look back, we actually got a lot done! Phew! That said, our work this month has been mostly behind the scenes. But here are the high-points anyway: 1. New Logo 2. New website As you might have noticed, CrystalCompanies.me  has had a major facelift. The new system will allow us to integrate functionality more easily in the future, like leaderboards or cards pulled right from the live game database. 3. Hosted our first demo event We received a ton of great feedback from first-time players and ate pizza, so yeah. #success 4. Very update, much optimize Here's a list of general optimizations Brad made that are super important but not the sexiest: Optimized model meshes and textures to work more efficiently on lower-end machines Updated model instantiation to be much more efficient and display much more smoothly Increased line of sight performance Fixed several bugs pertaining to loot abilities, duplicate, clone, drawing cards, text parsing, and resource conversion ...
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A journey of 1,000 miles…

A journey of 1,000 miles…

Intro January came with many small and, if we're being honest, banal but important updates. We'll let you read those, but in the meantime, here are some of the more interesting changes we made to Crystal Companies this month: 1. Card Art We overhauled card art--i.e., the cards now have images on them that sorta look like the thing they're supposed to represent! More to come on this front... 2. Guided Tutorial Pretty self-explanatory (and awesome, right?).   3. The Rest Balanced attributes and abilities of various creatures and spells. Made power cards are more tank-y while increasing towers' synergy with each other. Toned down the power nature's spell cards. Extended demo version to provide multiplayer online gameplay. Changed Mt. Mordt to Mountain Town that acts as a marketplace to trade resource and contract mercenaries. Quality of Life: Updated general events and actions (combat, techniques) to be smoother and more efficient. Fixed many bugs with animations, conditions, and hex highlighting logic. Upgraded performance of resource loading...
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