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!

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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.

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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

Full game replay 01

Hi folks, today we bring you a full game. Played by yours truly. This is a fairly long game because I spell-out all of my thought processes and decisions related to various options I have on each turn, with no clock timer. If you like commentaries with a lot of strategy talk, this video is for you.

My opponent Trevor decides to push slowly and methodically for my core-world while I make a split decision mid-game to forgo defense in order to push for prestigious victory by collecting 50 stars. With only 8 stars to go to reach 50, can I hold my territory while Trevor threatens to capture and claim my territory as his own?

Sylith 3D model explored

Today we look at our new Sylith Cruiser 3D model and flip between the various modular components. Our models are in low and high poly renders. And every part of it can be turned on/off to create new variations.




Modules and Battles

Today we are going to combine a blog post and a video together. We’ve hinted at ship modules but haven’t really gone too deeply into them yet.

Modules

Syl_Ship_Stinger_miniEach ship can have up to 3 modules, though most will only start with 2 or less already installed. Over the course of a game you will be able to modify the modules on your ships, or to increase their values.

If you add or change a ship’s module set, then all copies of that ship on the board, but also still in your deck and hand adapt and reflect the Mods you apply to them, they are not lost when the ship is destroyed.

We have a zillion modules planned for the game, but you have to start somewhere, below is our current list of modules that are being playtested:

Module list

module-cheat-sheet

There is a wide variety of module types from invasion, colonization and bombardment to mess up planets. To weaponry armaments that give you bonus damage vs. certain sized enemy ships, multi-shots, the ability to pin-down enemy ships to prevent them from escaping, planetary economic harassment, efficient energy consumption and counter-attack batteries.

Free build is a module that will let you build the ship on any friendly sector, even when there isn’t a shipyard. These could be small scout-type vessels, meant to bluff as threats or to explore the deeper territories of the map, or they could be fully capable battleships, whose price tag is inflated by their flexible nature to be built anywhere.

Each faction will have a propensity for some modules more than others, and some modules may even be unique to one faction all together.

Battle in action

Here is a sample battle turn, the Sylith move in two raiders to try and disrupt the opponent’s resource production and slip their faster moving ship past enemy lines.

The Coalition player sits pretty in a well defended position and blasts the raiding ships with their dreadnaught and ground-based laser cannons:

The end result is a lot of dead Sylith but one of the Sylith raiding ships survives and will block all resource production on the enemy planet next turn.

That’s all we have time for this week, stay tuned next week to yet more sneak peak information!

Building Star Ships

This week in our regular video-replay reveal we go into building Space Ships. You’ll need to decide strategically where to best place them on the map. Take out or contest enemy star docks in order to block your opponent’s ability to build their own ships.

Visit our channel to subscribe. Join us next week as we dive deeper into tactical ship-to-ship battles!

First video recording of early-Beta

Hello Gala fans. Today we unveil our new YouTube channel and our first gameplay video.

We plan on doing a lot of these, but first the basics.

In this video you will learn that this is a 4X game driven by an expandable card game. You will also learn that there are 3 main ways to win and what our resource icons represent.