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Adventures, Overworlds and the “Full version”

Before I get to cut into the juicy bits of this post, we’ve decided that there’s too much ambiguity and not enough oomph in the way we’ve been naming the two versions of KAG.

We’ve decided that “KAG” and “KAG Premium” are misleading names for the free and paid versions respectively. “KAG” as the free version and “KAG Premium” as the paid version suggests that the free version includes most or all of the content and that the premium version holds a few extra goodies and gives buffs in game or something.

As such, we’ve decided to dub the two versions “King Arthur’s Gold: Classic” and “King Arthur’s Gold” respectively. The classic game will preserve the older, faster paced and less polished roots of the game in the free to play package. This will serve as a demo for players who aren’t sure if they want to buy the game yet. The full version of the game will contain expansive game-mode changes, more classes, items, mechanisms, zombies, and eventually a fully dynamic adventure-cross-fortress-cross-teamplay gaming feast.

For what it’s worth, “KAG classic” is nearing completion and will be feature-locked shortly. The full version of the game is unlikely to be finished for quite a while.

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We’ve made a fairly large decision about the direction we’d like to take the main full version game-mode in. If you’re an advocate of TDM or CTF or any other fast-paced mode of play then please bear with me, as we’ll still be supporting them. For those who want a longer, deeper play experience though (me me me me me) we’ve decided that we’d like to make each game into more of an adventure, with much more character attachment than players get in the current game.

We’re going to do this by rolling out three things:

  • An overworld – each team would set up a base on a randomly generated overworld map. Players could leave their fort to journey out into the world, fighting bands of raiders and wild animals, going spelunking in caves, and even penetrating undead kingdoms to slay necromancers. They could also naturally get a party of allies together to go and lay siege to the enemy’s tower, or form a band of raiders and mug passers-by for their sweet, sweet coins. Each feature of the map would be a “map” in the current sense of the game, with players leaving the map by walking off the edges and entering each map from the overworld by walking into it.
  • Character and team progression. Characters will start the game as a peon with nothing and no-one, unless invited to join the game as part of a friend’s team. They’ll be able to join and leave teams, as well as creating and naming their own civilisation and gathering their own followers. Over time through adventuring, building and much slaughter of zombies and enemy knaves, players will accumulate items and resources enabling them to progress down a potentially deep and complex class tree, becoming a feared juggernaut or a noble lancer. 
  • Persistence and permadeath – A player’s character in a server will be persistent, meaning if you leave the game they’ll still be around, you’ll be able to come back the next day and adventure further. Conversely, if a character dies, all progress will be lost, all items dropped and all ties severed. This makes killing the king (or queen) of a nation a massive event as the whole hierarchy of that team would change, and the whole battle dynamic would be quite a lot more serious because of the massive penalty of death. Obviously we’ll be making higher “level” characters take many more hits to kill than they do in KAG currently to make retreat from a battle a viable option for those that don’t want to lose their characters. We fully understand how much anger permadeath would cause with the current quick and bloody battle system.

    I should note that permadeath will be a serverside variable -> not all servers will feature it, and a player with no currently active character would still be able to spectate the world, so you don’t miss the end of a war just because you died in it.

    You’ll also be able to make a new character if your old one dies (…though there might be a setting removing this option, a sort of “hardcore” mode) so that you can continue to participate.

Here’s a rough concept of how the overworld might be presented:

(yes those are cavalry units in the background)

Obviously in-game it’ll be made of sprites and potentially mode7’d into submission for a nostalgia kick for anyone who’s played an old RPG. Something like this but 1024×768 and with a bunch of characters jogging around (this is a shot of Terrigama, copyright Enix 1995 for the SNES):

These changes will make the default mode of KAG play vaguely like an RPG (though we’d like to think of it more as an action adventure). Hopefully also it encourages playing with people you know and team-play in general. Each server will build up its own history of events and hopefully some epic stories will spring up from each game.

For those that aren’t keen at all, there’ll always be TDM and CTF for you 🙂

As a side note, this means we can have many, many more players per server without a stupidly high increase in bandwidth usage because the players in each map only need to know about the nearby players. Massive sieges with 64 units per side on one map would still lag as bad as ever, but considering not everyone playing a server would be playing at the same time (-> some characters would be sleeping) and players will usually be dispersed around the world, each additional player wouldn’t double the bandwidth consumed, which is a start.

Whew, so that’s that. I’ve left out some of the finer points (including “BUT WAHT ABUT GREFIERS!!1! D:

Next release is slated for ~2 weeks from now, possibly earlier, possibly later. The featurelist is uncertain at this point, more info coming when we have it.

Geti

If you’ve e-mailed me to mm@thd.vg in the last few days and I haven’t replied please send it to michal.marcinkowski@gmail.com. That e-mail broke for some reason and I need to fix it, sorry.

MM

Testing testing

If you don’t know this by now we’re testing the new release constantly for over a week now. There’s a ton of new stuff there, including new menus, loading catapults on catapults and so on. We had to rebalance the whole game because the new features like workshops made some unexpected changes to the fighting classes. We are heading towards perfection, still got to do the menus better – more intuitive. Anyway the new build will be amazing, I’m sure you will love it!

MM

New ingame menus

I got frustrated with not being able to pick blocks as builder when standing on a catapult. So I decided to dig out some nice code from my archives and introduce in-game pie menus. This will really deepen the gameplay and introduce many new features in a nice clear manner.

We need suggestions for a new chat/command menu. Please reply to this topic.

(the KAG Forums use the same account as your game account, so please join us on the forums!)

MM

Just a heads up:

Test build available with a draft implementation of workshops and coins to test and balance. As it is there’s been hardly any attention made to balancing those changes so we’ll be looking for feedback from experienced players on what changes they think should be made based on a few hours of play.

Here’s me atop my freshly created stack-o-workshops.

I was well paid for my efforts building this, netting just over 600 coins I think. That’s probably too much and we’ll need to balance it all, but regardless this sort of building is stupidly useful – anyone standing in the quarters gets free HP over time, arrows on top of the murder-section and beside a bunch of firing ports means archers barely even need to leave the window to stock up and, well, everyone knows what the bomb workshop is for 😉

In summary, get ready to test out how this plays over the next few days, hopefully it’ll be in a suitable state to go live for the weekend!

NO MORE KNIGHT SUICIDE BOMB RUSHES 😀 😀 😀

Geti

EDIT: grab the test and give us your comments in this thread.

A new engine

I’ve been trying to code all the stuff we are planning for the next release which you can read here, like coins, workshops and movable ladders. Unfortunately it has become increasingly difficult for me to add stuff with the current engine. The problem with it is that it is a mash-up of 3 games I’ve been working on for the last 5 years and all of the KAG code is more like prototype code than proper game code. I did this because I wasn’t sure KAG would be a success so I just coded it really quickly without thinking much how that will affect the future.

This method is great and I spent an entire game development lecture last month emphasizing this approach. So if you’re a game developer – please do prototype your games and don’t think much about what will happen later!

However last Monday I just sat for an hour or so trying to add points scoring for digging resources and I couldn’t do it! I couldn’t figure out a way to do it without breaking the existing game elements or completely rewriting the game.

So I decided to actually rewrite the KAG engine completely from scratch. Now this is an amazing opportunity for everyone so please take the time to read what benefits there will be from this change:

  1. New additions a lot faster
  2. Less bugs
  3. Much deeper gameplay mechanics

1) New additions a lot faster

The rewrite will probably take about 3-6 months before it reaches the stage the game is right now. This will take some time and this is the only negative side of this decision. I know you guys are waiting for new stuff!

I decided not to drop the current KAG engine and continue developing it along with the new KAG. This means there will be new updates as usual, it’s just that they will probably happen less frequently (as at least half of my time will be spent on the new engine).

What will happen after these 3 months will be worth the less frequent updates. From then on additions to the game will happen extremely fast. This is because:

  • I am designing the engine in a way so that I can add new stuff very quickly without breaking any code
  • It will be easy for new people to jump in and code with me (Geti is actually designing the engine with me, so we’ll code together)
  • Modding will be even easier than it is now (the engine will use scripts and a plugin architecture from beginning)

2) Less bugs

In the current engine it takes me a large amount of time to track and fix bugs. This is because of the spaghetti nature of the code. With the new engine, bugs will happen less frequently and if they do, they will be very easy to debug.

3) Much deeper gameplay mechanics

What we have presented publicly is the tip of the iceberg of what we are planning. We are redesigning things like building mechanics and the user interface around building and using items. So the game will not only have more stuff but it will be easier to use them.

Wish me good luck. I hope we have an even more awesome game in the next half year. In the meantime expect (a little less frequent but still) updates. This will come as promised probably next week:

MM

    Interview with MM on IndieGames.com

    There’s an interview up on IndieGames.com and Gamasutra.com with me. Half of it is about Soldat and alpha funding, so it’s not strictly about KAG but I’m posting because it’s exciting to have those sites write about us.

    MM

    Go vote!

    So, this little thing:

    http://adrenic.net/?page_id=284

    So, we’re losing on this poll, and they spelled the game’s name incorrectly! Not a great start, but considering there’s less than 200 votes on the board we can turn this train wreck around with your support!

    Voting us up takes ~5 seconds, get in there! Vote KAG! Tell them the spelled the name wrong in the comments for bonus points! Support your country Game! … Oh, and us, too 😉

    Edit: Huzzah! We’re on top and they fixed the name and it’s thanks to you guys!

    Thanks for your support guys!

    Edit2: Yikes, AoS is catching up! If you haven’t voted yet, hop to it! It’d be good fun to win this thing.

    This weeks sneak peek

    Sneak peek into what I’m working on this week all explained in a nice picture.

    Other than that I’ve started exporting the game rules (like what happens on score, how much points for doing stuff etc.) into a script file.

    MM

    Call to arms!

    This from one of our Guards, Neat:

    Red, and blue, the biggest recorded single battle ever yet. We now have a 128 player server. It may have crashed at 60 players the other night but I think it’s worth a try to get as many people, hopefully the maximum number in at once.

    If posted to tumblr and facebook and this forum, I reckon we can get 128 people at any one time and keep it going for a while (presuming it doesn’t crash, they’re going to work on the issues)

    Kag is not tennis, Kag is WAR.

    Help us iron out the networking bugs by tweeting/spamming facebook/mailing your grandma about this and playing on that huge server, we want to see some epic recordings and hear some amazing tales, and most importantly bug reports when it dies detailing when, how and why 😛

    MeteorVPS 128 Slot is the place to be!

    Have at it!

    Geti

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