October 2017 Update

Time is still ticking towards our Alpha release. We are fairly confident we should still be able to hit our Fall 2017 release timeframe, and it will likely be around December 2017 – assuming no major hitches in our planning.

Code update for Alpha 6

Alpha 6 is the version number we will be on when the Alpha goes public. We plan on inviting players in batches, with oldest subscribers first. Once we make sure everything works well we will then batch in the next group. We will go deeper into the details of this process once we get closer in a month or so.

Right now, we are mainly working on the following code-related tasks:

  • Player profile enhancements
  • Game lobby and room UI
  • Basic matchmaking logic – to ensure new players tend to find other new players when creating/joining games
  • New card overlays for full-art formats
  • New weapon effects, explosions
  • Sound design
  • Final touches on single player scenarios, tutorials
  • Game patcher Mac/PC testing and design

Discard for Research – GONE

We tried out a mechanic for a good few months where you could discard any card from your hand for one research point. While it did a good job of addressing access to higher technology options on smaller maps, it led to two negative consequences that we decided were not worth the trade off. Namely it encouraged heavy hand-deck manipulation as a strategy, which is a very min-max type thought process, while detracting you from the core of the game: which is focusing your choices in your hand & the ships on the map.

You could easily spend the majority of your turn discarding and drawing large numbers of cards to find a particular solution, which is not necessarily something we want as core gameplay but also a very high-level thought process. Our game already has a very high skill ceiling and this ability as a core-feature for all decks just meant that the skill ceiling was even higher than it perhaps needs to be. Players who discard heavily just win against players who don’t. We were not promoting intuitive gameplay by doing this, players are not “used to” throwing away all their cards to draw new ones, especially when they are learning and don’t know why a different card would be any better.

The ability to discard for research may very well return, but if and when it does, it will be in the form of an ability you can deck build around and progress up to as you play, rather than an innate way of playing.

We should give a shout-out to Jean-Michel from Abrakam / Faeria – who also mentioned this concern on a podcast we had earlier this year.

Video Production

Our team is now also busy working on two videos, one of them will be the intro-lead for our game when it launches. It will convey the big-picture story behind the game of the game and where things begin. The other will eventually attach onto the first as continuation where we unveil the video elements of gameplay, but from the perspective of our characters story. We will be utilizing these videos as part of our upcoming crowd-fund campaign next year.

Art Licensing

Recently we have been focusing more on securing specific artworks from our ~35 artists rather than seeking out new artists to work with. We’ve got licensing agreements finalized with 4 or 5 new artists in just the last few weeks, totaling more than 35 secured artworks.

Meanwhile Eko Putek continues to produce commissioned artwork for our commanders and our upcoming lore video. You can see on our last blog post the two pieces he did for our commanders.

If you haven’t noticed it yet, our Twitter and Facebook pages also have new blue-green back art that was a lot of fun to make and incorporates 3d and 2d art from 5 different people all together in a larger space-scene.

Recruiting

The main positions we need to fill currently are:

  1. Community Manager(s) – Timeshares
  2. Social Media Manager / Specialist – PAID
  3. HR / Admin – Timeshares
  4. QA Testers (especially testers with Mac OSX) – Timeshares

Let us know if you or someone you know would like to join our international passionate team!

Crowdfund Alpha release – this Fall!

If we could harness excitement into electricity, the GalaCollider team would’ve been the equivalent of a lightning storm over the last couple of months! Everyone has been working at full throttle to get the game ready for you guys, and it’s shaping up very nicely. You can expect to play GalaCollider yourself this coming Fall, but in the meantime we have some updates to share with you.

Crowdfund this Fall

GalaCollider is just about ready to release as we approach the end of our Alpha development cycle. It’s been nearly two years since our first crowdfund campaign, and we’re coming back for round two. While we’ve come a long way in the last two years without funding, we’re at the point where we still need a small sum of capital to secure licenses for artwork. We’re still working on an exact date, but we’re aiming to launch this Fall, 2017.

Best of all, our Alpha release will coincide with the crowdfund! This means that it will be possible to play GalaCollider while the crowdfund is ongoing.

Design Updates

If you’ve been following our social media channels, you have likely seen some behind-the-scenes images from our design team. More emphasis is being applied to the art shown on cards by reducing the amount of text and numbers displayed. We are shifting this information to be more contextual and displayed around the cards themselves. The goal is to make the game feel more elegantly-minimal without necessarily reducing any of its intuitive usability.

Card Information display

Here is a sample of our new (in progress) card information overlay:

Animated Cards

Having more space for art also opened us up to consider and create animated cards with special visual-audio effects! Ship cards will have 3D animated scenes, while development and operation cards will have more of a 2D animated design. Each card in our game will come to life before your eyes. You can expect all player-cards to have their own animated versions when we launch our final release.

Game play update

In addition to completed scenarios, tutorials and many UI improvements, we’re going to have Asynchronous Mode ready for the Alpha crowdfund release. In Asynchronous Mode, if you are playing a game without a turn timer, you will be notified as soon as all players have completed their turns, and play will continue. This is ideal for players who want to play various matches at once, or who don’t have a lot of time to dedicate to a single session.

This will bring the modes of play up to three:

  • Single player scenarios
  • Head-to-head play with a 90 second turn timer
  • Head-to-head play without a turn timer

Future plans still exist to add even more game modes like co-op, survival, raids, team battles, 8 player free-for-alls and more.

Team Updates

Antoine Van Lierde, our new sound sculptor, has been working on bringing extra atmosphere to GalaCollider, focusing on creating a consistent ensemble of sounds that reinforces visual feedback and the meaning of different actions, and building dynamic music for the game. Antoine is unique among sound designers in that he can also write code! We truly hope you will find GalaCollider as audibly satisfying as it will be visually.

 

Nick Hill has joined our team as test manager with 10 years of experience. For five of those years, he worked at Blizzard Entertainment, debugging their flagships games like Starcraft II, Hearthstone and many more. We’re honored to have him with us.

 

 

Podcast

We were thrilled to have Jean-Michel from Abrakam, the team behind FAERIA, on our podcast. FAERIA came out in March and is a free to play “PC card battler perfected for mobile.” If you missed the podcast then be sure to check it out below. You can also subscribe to our podcast on iTunes or download past episodes from our podcast page.

Newsletter Rewards

Here’s some great news for all of our newsletter subscribers. As an early adopter, we’re going to offer you tier upgrades on our future crowdfund. Whatever you pledge, we will bump your rewards up a notch to the next level. If you have friends who you think would enjoy GalaCollider, let them know that they should sign up to play before we launch the crowdfund in order to secure this perk for themselves.

Closing thoughts

This is a project we strongly believe in and we want to bring you the best game we possibly can, but we need your help if we’re going to make it.

Thanks for your interest and continued support!

Have feedback? Want to talk with us? Look us up on Discord, Twitter, Facebook or shoot us an email.

See you in about a month with our next update and more specific details regarding our Alpha release.

Expandable Cards in GalaCollider

Disclaimer: Some of the following information offers a sneak-peek into our monetary economy plans and is subject to change as GalaCollider continues to be developed. We’d love to know your own thoughts and suggestions!

Hey everyone! It’s Scotty here to give you a brief news update and to talk about expandable cards in GalaCollider.

First off, it’s an exciting time as we approach the completion of our Alpha5 build, which will include all sorts of great new features! In other news, we had a special guest on our podcast this month, Jean-Michel from Abrakam Entertainment, the team behind Faeria which was just released in March. Faeria is a beautiful, fun CCG that takes the land concept from Magic the Gathering to a whole new level wherein players actually create a board map each game that functions somewhat like mana:

It’s a great game, and it’s free-to-play!

We also released a second artist showcase video, with music by Sam Watson!

 

So, a little bit more on the expandable card game model we’ve been envisioning for GalaCollider. With such an increase in popularity of card games in recent years among the gaming community, the NeoCrux team saw an opportunity to try something new. We want to take a different approach to most current digital card games. By combining the foundations of 4X games with the mechanics of card games, we aim to offer players what we believe to be a unique gaming experience.

Many card games have gone down the route of a collectible card game (CCG) model. While this model does create moments of excitement when opening random packs of cards, it can often create an unfair advantage to the player who spends more money on the game. CCGs are not typically available in complete sets, and some cards are usually more scarce than others, meaning that a significant amount of cards packs usually need to be purchased in order to obtain the exact cards you want.

With GalaCollider, we want to level the playing field for our players. This has been achieved by using an expandable card game model (similar to what is used in Android: Netrunner and AEG’s Doomstown: Reloaded for example). Rather than open random pack after random pack, we give players the opportunity to purchase sets of cards where they know exactly what they are paying for. Individual decks can be created from these sets, meaning that players will still be able to enter battles with their own custom strategies.

Each release cycle of cards will explore a different theme and showcase new mechanics, opening up fresh strategies for players to discover and master. The metagame will stay novel as strategies must evolve and adapt to the regular releases of new cards, game modes (various team, co-op, solo modes of play etc.) and maps. Needless to say, GalaCollider remains exciting while being kinder on your wallet than your average collectible card game!

If you like what you’ve read, then feel free to sign up to our newsletter. We’ll update you with new developments and let you know when you can try GalaCollider for yourself! Simply leave your email address here.

Spring Updates 2017

Hey everyone! Lots of exciting things have been happening with GalaCollider, and progress is steady! Here’s a brief update on what’s been going on with the game and with the GC team.

Progress of the Save/Load feature is going well – our dev team has been pulling the impossible with this very complex feature. Combining simultaneous play with asynchronous gameplay and accounting for all scenarios is a very complex scenario to code for. This feature will be hands-down the most complex code component in the game to date; but the pay off should be substantial since it will let anyone play anyone they want and just get notified when their turn is ready by email or notification.

We’ve designed some new card information overlays, these will show up when you tap the info button next to a card to learn more about them. For the moment, text in these overlays is just placeholders:

Our creative writing team is now 3 people and they completed renaming all the cards to match all the background lore they’ve written. They’ve also been working out all the details of the future factions the game doesn’t have yet… but eventually will. We needed to figure this all out so we know where the story’s main arc will go, plus it’s important for gameplay design. The creative writers’ next objective is to lay down the framework for the first expansion cycle. So this includes key characters, their appearance, stories and how we plan to connect this to card releases and future mechanics.

Kamil continues to generate better and better 3d models, we can’t wait for him to finish all the core set. He’s been focusing on developments lately:

↑Coalition Mining Station

 

↑Sylith Enclave

In other news, we’ve been making headway on the in-game deck builder, scheduled for completion with our Beta-1 release. We have some great new redesigns for our website and mobile platform that will be coming soon, and we’re making progress on the online and in-game store(s)!

We have a new HR Manager who has been doing a great job posting, interviewing and recruiting new team members. Our Project Manager has been fantastic in coordinating various tasks across the teams. We’ve also begun putting together some short videos showcasing the many incredibly talented artists who have contributed to the game! Check out the first one:

Furthermore, we’ve been working to proofread and validate all of the card text and in-game text and tutorials. We take card text clarity seriously. Even though this is a digital game, it should be clear from reading a card what it does. Our QA team has been hard at work squashing bugs, and has expanded to roughly a dozen people! However, we can always do with more testers, check out our careers page and/or the QA tester page to find out more.

So things are progressing smoothly here with GalaCollider. We can’t wait to finish up the Alpha 5 build, and get the game into your hands! Don’t forget to sign up for our newsletter to be the first to hear about the Open Alpha launch this summer.

All the best!

-The GalaCollider Team

Licoricefish has entered the game

Hiya!

My name’s Elijah aka Licoricefish, I’m the Community Manager for GalaCollider.

A bit about me:

I’m a musician. I play mostly the acoustic bass (standard, not stand-up) but I also compose using MuseScore (mostly for school). I’m a huge fan of RPGs, scifi & fantasy, tabletop and video games. I’m Canadian and yes I play a lot of hockey.

Here’s me↓

I was brought onboard about a month ago, and I can honestly say I’m thrilled to be a part of this team! There are passionate and talented people working on this game, and I think people will feel that when they play the final product. For me, GalaCollider brings together many elements that I absolutely love in tabletop and video games. To name a few:

  • Ever-changing maps
  • Resource management
  • A wide range of strategies
  • Customizable deck-building (very excited about this one)

I’ve learnt a lot in this past month. I’ve engaged with many online groups trying to spread the word about GalaCollider. Impulsively I wanted to post to as many places as possible, but I quickly learnt that it’s a fine line between self-promotion and genuine engagement with a community. There are so many thriving scifi and indie game communities online, what I need to do is find what excites me about them so I can not only spread the word about GalaCollider, but also encourage reciprocal engagement across these great communities!

So I’ve been pushing myself to find groups that genuinely excite me. Now, I check kickstarter weekly and become giddy when I see a new game that appeals to me. I’ve been playing games with elements similar to GalaCollider (I’m loving Faeria), to get a feel for what is out there right now. I’ve been watching Unity3D tutorials and reading up on both tabletop and video game design. Already I feel like I’ve become a more engaged member of the online gamer community. Not because I have to be, but because I want to be.

I’m currently working on exploring new avenues to find playtesters for GalaCollider. Reddit has been really responsive to our posts, we got a lot of good feedback there after our Alpha Event. Our forum posts about the game have had many views but little responses. I’ve joined a bunch of gamer and game dev Facebook groups, but have found it a bit trickier to make a mark there. As GC continues to develop I hope we can garner more interest and support from those groups. I’m now looking for further places such as GooglePlus in the hopes of finding more playtesters.

If you’re reading this, then I challenge you to a duel! Give us a shout if you’re interested in becoming a playtester! I’ve been having a blast playing the current build and can’t wait for a complete Alpha5 🙂

This is the first game team I’ve had the pleasure of being a part of. It’s been a learning experience for me and will continue to be. I believe GalaCollider has incredible potential and I’m looking forward to helping develop and strengthen our community over the next many months.

Post Alpha Event Round up

Well it sure was an awesome weekend! We had a lot of fun playing everyone. It was great to see so much activity on our stream and new Discord channels as well.

great-treeMy favorite play was rushing a Sylith dreadnaught onto Sid’s core world by turn 5 or so. Something I never did before and it won me the game in record time (sorry Sid!)

😉

Our stats show that around 100 people tried the game out over the weekend. Most of you like to play on Friday and Saturday. We think you make yummy BBQs or go to church on Sundays, since you play less games then.

Streams

Screen Shot 2016-03-24 at 6.02.17 PMSanosuke Hitori and Power to Mario did a great job streaming games on our channel. Big thank you to them! But also to our entire team for making our weekend smooth and so much fun.

Press

Screen Shot 2016-03-24 at 5.55.07 PM

We got some nice press coverage from several sources, but most notably a front-page article on Touch Arcade. We did also get a lot of great feedback, a nice up surge in sign ups for our newsletter and a large number of interested players in Playtesting.

GDC

Meanwhile 3 of our team members went to GDC, we talked there with potential publishers and sponsors. As you may know we are actively seeking seed funding and/or a publisher at this time to help us get the last few miles from Alpha to a Beta release. Wish us luck!

What we are working on now

Screen Shot 2016-03-09 at 5.34.06 PMBeyond preparing presentations and materials are hard at work on Alpha5. We coded this week a turn timer clock and some new maps. We’ve also begun preliminary work on the first expansion of the game [shhh]. However I really must get back to coding our single player tutorial mission and finish it. We’re mid-way through making a level where each aspect of the UI enables itself progressively as you learn more about the game.

It’s an interesting challenge because the game is intuitive once you know how to play, but it still requires some educating to understand the nuances of the minimal UI.

We’re working on two future conventions, but really we’re just dead focused on development and potential investors / publishers.

So if you’ve missed it, check out our new Discord channel. I really like Discord, no login, just jump and and start chatting! You can reach us there anytime.

Subscribe to our Twitch and YouTube pages for live games. Follow us on Twitter and like us on Facebook.

Hang in there as we pull the curtains closed again to brew your next galactic evolution.

MagFest 2016 decompression

IMG_7269Hello everyone, we had a great MagFest. It was the first time I went to an event that was a mix of music and gaming and I really had zero expectations of what this meant. We got to show case our game AND dance to live gameboy music… how cool is that?

IMG_7247The event takes place in the GayLord resort in Maryland. In other words: A fun time in wonderland.

Our booth ended up looking really nice, we had 4 stations with chairs to play full games and two kiosks that stood at the edge to invite players in to give our game a go. Our three roll up banners added some nice ambiance.

Sid was with me and did a spectacular job of drawing in the crowds and pitching the game. We enjoyed many nights of eating pizza and pasta. I learned about phenomena of local area anonymous chatting: Yik Yak, and got a glimpse of a yet more digital life.

IMG_7257I liked being able to walk through free arcades at any time of the day and night, but most of all I enjoyed sharing GalaCollider with those who were interested enough to come by our booth.

We had times where we were over capacity. It isn’t easy sunning a booth with just two people when you have 6 computers. I wished I had more time to check out the other indies but I did get to play a few great games. I was inspired by the massive battles planned in Camelot Unchained.

IMG_7267Quite a few people came back to play again, one person even came back 6 times! [okay… technically he played 5 times, but still!] – Second place was a 3 time returning guest. It was nice to see a good number of people getting really deep into the game. We collected a good number of signups for our Alpha event and/or as new play testers. This week we are preparing a few things to get ready for their arrival and then I can’t wait to see even more activity in our game.

We are very grateful to MagFest for having selected us to be at the event, thank you to all at the MIVS crew for doing such a great job! We hope you will have us again next time.

Now to get the game ready for our Alpha test event! Only a few weeks left till then.

IMG_7248

Gearing up for MagFest

Less than a week and we will be at MagFest!

IMG_7165

2016-02-10 18.13.18

We’ve been working around the clock on code, design and booth preparations and were pretty happy with where things are landing. There is still a ton more to do, but the game is fully playable and will look pretty nice on our Kiosk stands we bought to showcase the game. We’ve also got nice black floor tiling, and new roll up banners that should arrive [fingers crossed] today on Friday to liven up our area visually.

We were hoping to have both Android and iPads on display to go with our Mac and Windows laptops but sadly the Androids didn’t get here in time to demo the game.

That said we should have 7 devices with us, 2 for playing tutorial missions, 4 for playing full games and 1 for showing off an image gallery and collecting visitor email addresses.

Turns out we will also be getting some cool chairs sponsored by Yogibo including a mini and an ipad case to go with it.

Game Progress

There’s been a ton of updates over the last couple of week to the game, so many that I struggle to even remember what is new anymore. Just yesterday we added 4 new UI buttons to the game so that you now have more than one way to colonize a world, send troops, attack and reset your attack choices. Here are some shots of these new UI buttons:

colonize button

The buttons for information were also moved to the sides of the cards and enlarged to make them easier to tap on tablet devices. Below the “I” button you can now see buttons like the blue icon for colonize, or the red cross hair for setting a target in battle.

We still want to improve the UI further by adding similar buttons and contextual highlights for a lot of other aspects of the game like movement, but

Set Target

this will have to wait now until after MagFest since we need at least 5 days now of stability testing to make sure there are zero bugs remaining.

Tutorials (Puzzles)

Screen Shot 2016-02-12 at 9.10.20 AM

We’ve got single player tutorials in the game now! Seven so far, these are set up like puzzles with tips to get you started. Completing all 7 of them should give you a pretty good basic understanding of the game so that you are then ready to play vs. another player. We plan on making at least another dozen puzzles as time goes on that will increase in difficultly while simultaneously showing off the more refined level of thinking you can achieve in the game. Our AI opponent logically fights, invades and brutalizes you on these puzzles but they are all set up to last a maximum of 1 to 2 turns. So they are intentionally short and very focused, think chess puzzles you might find in a news paper.

Interviews, Streams and Pod cast

Since we last spoke we’ve also had an interview on eXplorminate and a live game stream-interview with Space Game Junky. Plus on our own Podcast we also had a quicker recap of last months progress too.

Alpha Test Event

After MaScreen Shot 2016-02-10 at 4.39.15 PMgFest our next big milestone is the big public Alpha test event we want to schedule for mid March. This is going to be your chance to play the game in what hopefully should be an active weekend with a full lobby of players. You’ll be able to play the game as a single-player vs. the computer to learn the basics and then online vs. other players and us on Twitch streaming live if you want to play us or ask us questions. So please sign up to our Alpha event to let us know you are interested and tell your friends! Everyone can join in, we want it to be extra fun.

New Cards

Yes we have new cards we could show you! But I’m out of time for today, so I’ll leave that update till next time. Until then don’t forget to also jump on our twitter and subscribe to our twitch if you want to catch us in the act of playing and jump in for a game.

Space man out, Seb.

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

Version Alpha-3 released

Hi everyone and happy holidays! Right before Thanksgiving, we got version 3 of GalaCollider approved and out of the gate from our QA team and into the public eye. Version 3, in the end, was a complicated version to get stable as the addition of the replay engine increased the complexity of the simultaneous transaction system.

But the worst is behind us, version 3 is here and version 4 is already well underway! [Cake and tea time!]

Version 3 is a huge improvement for the game since we now have a separate map editor. This means we can easily create new custom maps, new special sectors, and planets for you to discover and experience a dynamically rich universe. Our new map editor will also be what we use to create solo mode puzzles to both teach and challenge you in the next version 4 release.

Playtest with us?

ContestedWe have a small team of alpha playtesters, but we really would like to expand that team further. Version Alpha-3 offers a lot in the ways of replayability, so try and help co-create our new custom maps! We are promoting version 3 as a means to get more alpha testers now over the next 4 to 8 weeks.

If you would like to playtest our game, let us know. Being a playtester means being a part of our chat group, reviewing cards and maps, discussing features in the game and giving input/feedback into new mechanics and ideas before anyone else gets a chance to experience them.

Back porting

As new features from version 4 get done, we also plan on back porting them to version 3 whenever possible. I know for a fact that the loading of custom decks in version 4 is nearly finished and this will open up a whole new level of game play since players can then go to our online deck builder:

http://db.galacollider.com

Pick the cards they want to use, and then load them into the game.

Deck building status

Speaking of db.galacollider.com, our deck building site is also mid-way to its next update where you will be able to craft decks online and save + share them on your profile. This will be very notable when combined with in-game deck building!

New video

On the media front, Cedric has done a great job refactoring and recording all new material for a new “What is GalaCollider?” video. We are using this video for promoting our game at events, conventions, publishers and potential investors.

New faces

We’ve also got many new people joining, and our website is barely managing to keep up! We still have more people to add on our team page but we just posted yesterday our latest “Meet the Team” with 3 new faces: Connor, Thomas, and Cedric. All three of these gentlemen have been doing great work running our outreach, QA, and video production teams. Warm welcome to them!

Next steps

ColonizedIn the next week QA will begin on deck building of 4.x and an array of new cards. We will also start coding our very first single player puzzle level. When the time comes we’ll do a full blog post on the puzzle levels since they are quite an interesting topic.

Until next time!

Sebastian.

 

 

 

 

You can find the full patch note list here.

Podcast the GalaCast

Hi Folks,

GalaCast

The big news this week is that we started a podcast that will go behind the scenes of GalaCollider. We start off with Trevor and Sebastian the game developer and game designer behind GalaCollider, but you can expect in future episodes more from other members of our team, like lore and programming:

Once we have a few more episodes we will get things up on itunes as a real “podcast”.

Balance changes for November 1st

Our cards have also just undergone another bigger balance change round and we’re moving some of the current cards in the demo/starter deck out from the demo deck and to the core set while putting some cards planned for the core set into the starter deck. Some cards are even switching sides! (a topic for another time)

Deck building and game length

We’ve also been having fun with deck building lately, just with plain text files that we load up into the game. This did uncover some issues with game length where stalemates can happen between high level players on maps with abnormally low star counts. To address this we are experimenting with stars being generated rather than claimed and also a smarter map system where the star values of each map are now calculated based on the map generated rather than a fixed number based on the number of sectors.

We want most games to last around 30 to 60 minutes, unless you opt for a really large map (and therefore know what you are getting yourself into!) – these changes should be a step in the right direction to ensure that game length does indeed remain within these constraints.

You can watch a recent game where I ran a custom deck with lots of frigates and the map had too few stars on it to trigger a star victory. The result was a really fun game, but it lasted too long for what we want the game to do.

Granted this is with zero turn timer in place, which will really help to speed up the game, but even so a game like this needs to reach conclusion in fewer turns:

Other news

Over the last week we worked out the last of the critical bugs on 3.x and now we are just knocking off all the final major and minor bugs before we begin work in earnest on 4.x.

Work on the deck building part of db.galacollider.com has begun.

Sebastian has been busy getting the graphics ready for the giant design overhaul in 4.x.

Finally we also submitted our game to IndieCade, Magfest and IGF recently. Wish us luck!

Looking for

We are currently looking for:

  • More Alpha Playtesters
  • QA Testers
  • Marketing analysts / social media / strategists
  • Unity3D VFX animators

Thanks for tuning in!

Updates and self reviews

Hi everyone,

Screen Shot 2015-10-17 at 2.21.47 PMWe are now done with new features on demo3 and doing only bug fixing on it until it is stable. The key features in Demo3 will be:

  • new replay engine shows you the moves and cards played by your opponent
  • tool tips tell you about the game when you play for the first time
  • new graphics for sectors you haven’t revealed yet give you more information about what to expect
  • custom maps including random and reflected layouts. Each sector can now have its own mini deck!
  • lots of balance changes, in particular tech2 and 3 curved down and colony ship costs adjusted

Outreach

Sebastian wrote a Gamasutra article that reviewed what went well and not so well on our recent Kickstarter.

Screen Shot 2015-10-23 at 11.52.02 AMJayce Stock and Cedric de Leeuw have been added to our team. Jayce is our new voice on twitter and Cedric you will know as someone who made an amazingly cool fan videos for us. Cedric is helping us to make a nice video for competitions and to send to investors.

Investors is our biggest focus right now, and getting the core game completed sufficiently enough that we can present it and submit it to various conventions for prize considerations.

Otherwise we have a podcast recording done! So by next week this should start appearing.