Visual wave

Greetings friends, much has happened in the last few weeks!

MagFest

GalaCollider was selected to present at MagFest! We’re very excited to have a new opportunity to show the game to the world. We’re working hard to get a nice humble booth all organized and prepared for the event.

UI Progress

We have made tremendous progress towards getting the UI of the game improved. We still have a lot to go but there is already a world of difference in the game.

Screen Shot 2016-01-19 at 5.11.24 PM

We’ve also been working on various kinds of visual feedback for different game effects, like red spirals to show a planet is being raided or flowering purple-blue rain when an ability reveals a sector at range.

Screen Shot 2016-01-11 at 10.41.09 PM

Sectors now have colors that are more clear to show ownership, the core world glows brighter, sectors that are not selected have various visual indicators disabled.

The half way point

Alpha4 isn’t done yet, but we’ve decided to make a mid-way marker in the development. Our goal in the next two weeks is to make a stable build of Alpha4 in anticipation of MagFest. We will also use this stable way-point as a means to get everyone on the team playing the newest build too.

Only a few actions remain that can’t be undone with our new Undo button – which has proven to be such an essential feature.

It’s also very easy to load custom decks into the game now, and we’ve got 16 new ships and another half dozen or so other new cards in the current pool to play with.

Progress on the single player mode is currently hampered by a few last features we need to finish. Namely we need to code the game to permit us to set the player’s deck, and the order of the cards in their hand at start. Once we have these things, and a few bugs resolved, we can then work on refinement and testing on our puzzle missions.

Planetary 3D models

The game uses 3d models for many things. Everything on the map is 3D but still linked to a card. There were a number of planets added in Alpha3 but they had some problems, pinched textures at the poles, odd colors, rotation problems, or they just simply glowed too much and didn’t match our concept designs close enough.

I’ve spent the last 3 or 4 days going back to the source files and rebuilding all the planets in our game to be a better representation of what we want to achieve.

Tonight I wanted to see all the planets together and measure which ones are too similar and what some of them should be called / renamed into. Here is what I threw together to help me get oversight:

planets_overview_01

Alpha 5 designs, first look

Starting in Alpha5, your hand will hard-cap at 7 cards. If you have 7 cards you just can’t draw more (or you get fewer cards). You can still discard at will, so it won’t stop you from getting new cards if you clear some space. There are many benefits to this change, first it will mean that turns are faster because we never have to wait for a discard phase. Secondly it will also mean we can show more of each card to the player, gone will be the days of only seeing card edges until roll-over. Ghosts on empty slots and lights that glow to show you your hand-spots filled will also make it quick to count and see if you have space in your hand remaining.

We had always planned on having enemy information displayed on an “Intelligence” tab (bottom left corner) – the problem is, that tab doesn’t exist yet because intelligence mechanics (controlled by playing Spies) is a whole world of mechanics that remains in the future… rather than the present.

It’s important to see information about your opponent, especially their star count, so you know if they are about to win. I wouldn’t say this design I made is done, but it’s starting to go in a good direction.

The idea is to leverage the traditional “street fighter” split, me on the left, enemies on the right. I also really like the idea of seeing avatars – you want to identify as much as possible with your side and your enemy. I have ideas in mind for multi-player games, but this current UI assumes a 1-on-1 arrangement.

Finally the menu, done and undo button will move to be more central – I think that makes more sense? But playing and you – will let us know if this indeed true. So here it is, my first draft for Alpha 5 design changes:

Gala_Mainscreen_space_UI_us_v_them_03

Meet the Team – Robert Miedema and Richard Simms

Robert Miedema

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Role: Senior Marketing Specialist

About: I’ve been working in the gaming industry for quite some time now. I work for a game studio in the Netherlands that has developed and published a variety of platforms such as: PC, consoles, mobile, handhelds and most recently: VR games. I read about GalaCollider on IndieDB, where I saw a topic that the team was looking for someone to help out with the marketing of the game. I visited the website, watched a movie about the game and instantly fell in love! I decided to wait no longer and shoot an email over to the team, which eventually led to me joining the team in a marketing role!  

What’s your favorite thing about GalaCollider?: Due to the fact I recently joined the team, I tend to love everything about it. So far I don’t have one favorite thing as of yet, but I’ll let you all know when I have mastered the game!

What inspires you?: Since I was a young dude I was already obsessed with gaming. My father brought home a Nintendo, which led to more Nintendo consoles, PlayStation consoles and eventually a XBOX. When I got older I decided that I wanted to do this for a living, since working in the games industry has so many awesome perks and benefits. Being in touch with the latest technology, making international connections everywhere and experiencing awesome stories by playing games. Making something for the world to enjoy and to connect everyone together, that is what inspires me.  

What is your current gaming obsession?: I’m currently playing a lot of Royal Revolt II on my mobile device, which is an awesome game to play while I commute to my work. On my XBOX I tend to play a lot of Battlefield, but I am looking forward to playing ‘The Division’ which will be released in March 2016! I mostly play games with some friends that live close to my place, so we often organize LAN events at which we play so many old and new games!

 

Richard Simms

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Role: QA Tester

About: I’m a British born nerd. Starting gaming from the MegaDrive, all the way up to the PlayStation 4, games have always been a major part of my life. With a knack for breaking things, being a QA tester on GalaCollider seemed like a golden opportunity.

I’ve worked previously on RetroFish (in development) as a QA Tester, sound designer, and composer.  

What’s your favorite thing about GalaCollider?: I really like the combination of cards, table-top gaming, and a fully 3D map. It feels like the perfect step forward for gaming.

What inspires you?: Nobuo Uematsu (植松 伸夫), a man who basically stumbled into game composing and yet gave us “One Winged Angel”.

What is your current gaming obsession?: In general, I’m always obsessed with JRPGs. I cracked out my old PSP and started finishing Final Fantasy IX and Legend of Heroes: Trails in the Sky.

Currently, I’m 100%ing Metal Gear Solid 5: The Phantom Pain. Also, I hate the stupid leopard tortoise.

Learn more about Richard: https://twitter.com/tamachan87