Dev Blog - August 2017
A post shared by Dream Harvest Games (@dreamharvestgames) on Jul 11, 2017 at 2:57am PDT
This month has been filled with it's fair share of ups and downs from the business side of things. Firstly, the funding we were supposed to be securing at the end of May unfortunately never came through due to the other party changing terms at the last possible minute in such a way that would have put the studio at too much risk upon release of the game.
The good news is that we're currently in talks with a very very large publisher about funding the rest of development and giving us the support we need.
We’re also working with a consultancy firm called By The Horns, whose sole purpose is to help us find funding for the game and studio.
Even without any funding work on Failure: NeuroSlicers hasn't stopped or slowed down and we're now currently working towards a solid build for Insomnia 61 up in Birmingham as well as our approaching Closed Alpha test which will be launching (hopefully) around the end of September.
In order to get involved you're going to need to join our Discord Server and show us how excited you are about the game by getting involved with our community.
We're being super selective with this first round of testing as we really want to work with those of you that are super vocal about the game.
It's all about your input, your ideas and your passion for Failure: NeuroSlicers that will help us create the best possible competitive online RTS on the market. So come join us and have your say!
Justin
Code:
Time to write another one of these again (is someone actually reading this? ;-)
Let’s start with the boring stuff, level loading. Not really anything interesting to write here, currently the levels contains way to much stuff that shouldn’t be part of the actual level and should be separated from the level. This should make our life easier as currently it’s pretty easy to break things when the team are not careful. Also it’s needed so we can have a nice loading screen, a level intro animation, such as the mockup I created a few months ago:
We started working a bit more seriously on the menu UI. I guess I should start by sharing a concept of the deck builder.
Quite a bit going on there and some stuff has to be changed to be actually usable, but you get the idea.
We’re still in the process in properly defining the UI and all the UI elements so I won’t show anything that is currently in-game, except the background of the main menu as it’s not really UI and looks nice:
I also wasted a bit of time with my new Vega Frontier Edition (liquid cooled). It’s really nice to have a GPU with 16GB of RAM, but I haven’t really used it for anything useful yet (and somehow I expect that this won’t change in the foreseeable future and the whole thing was just a big money sink), but it’s really nice to get rid of my old 290x Crossfire setup and replace it with something much quieter.
Beside all that stuff I was also looking if I can find some Raspberry Pi like mini computer to run the whole game backend and game server on so we have something small we can take with us when visiting events. Considering there is quite a lot of stuff that has to run on that thing I concluded a Raspberry Pi would not be a good solution due to the limited amount of RAM.
After wasting a lot of time and not really finding anything, at least nothing that had the specs that I wanted (which were mostly 4GB of RAM) and were available, I decided to get an ROCK64. I don’t have it yet (should be shipped tomorrow, so when you’re reading this it should have been shipped). I’ll share my findings in the next newsletter.
I guess I’ll have some fun with it and add a few useless features to the server. Maybe attach a e-ink display to it, just because it should have some kind of screen to give status information and a normal TFT is not as fun.
Anyone has some other cool/interesting/useless ideas what other ‘stupid’ things I could add to it (don’t forget it’s actually meant as a small portable server for the game), feel free to contact me.
Until next month,
Sven
Design:
The focus of design has been on Levels this month.
Level design provides an interesting challenge, since each level needs to put all the game's systems at their best light. Some would argue that it's better to go the other way around - the game systems supporting the levels/world, but that's another topic. In Failure, the levels are relatively small compared to traditional RTS games, which achieves our main goals of short matches and constant action:
However, we're making an RTS, which means that the levels also need to provide plenty of tactical and strategic decisions for the players: Will early aggression pay off on this level? Can I get away will expanding my resource generation a bit further and where should I place it? What avenues of attack/defence are open after I secure the level objective? These are just a tiny fraction of the questions that we want players to be asking themselves while playing on our levels. That's on top of all the tactical decision of each battle.
I briefly mentioned Level Objectives and I want to talk about these a bit further. Every level of Failure will contain a set of objectives, which players will have the option of going for. Notice that I said that they have the option and are not specifically required to. Players can choose to ignore these if it suits their strategy. The choice is here is important, since we want players to create their own play styles and not force anything on them. By doing that, we create more varied and interesting matches. If we had an objective that was a must have every time, most games will play the same - go for the objective ASAP.
But then you might ask: "Why have objectives at all? Let players fight on their own terms", and many RTS games have done just that with various degrees of success. We think that objectives provide us (the devs) with a powerful tool, which not only brings a fresh and unique feel for each level, but also helps us (as devs) solve problems that exist somewhere else in our game systems.
For example, let's say that stalemates are common on a particular map. We can easily create an objective which breaks the stalemate by having the winner of an objective bombard an area of the map. We can basically apply this principle for any problem we face and are unable to solve any other way.
These is a lot to this topic of Level Design (such as level progression, pacing, balance, dynamic terrain and more) that I don't have the time to go over it here. Rest assured though, we're trying our best to make these as exciting and enjoyable as possible.
Milcho
Art:
Quite a considerable amount of UI work to showcase this month with our first lot of menu UI concepts done in preparation for our first pass implementation of the game systems.
There are a number of UX issues with the above such as a number of different styles for button designs and inconsistent positions of common elements but this was done in order to see different options. Our first implementation of these will be in the demo we're showcasing at Insomnia at the end of August.
In addition to UI art, we've been working on a variety of new level environment designs and level layouts along with global and secondary objectives; specifically seeing how we can have objectives in levels that are very closely tied to their environments and give players a multitude of different battle experiences and challenges to overcome when playing against other players. Here's some of the concept art:
Last but not least, we've been trying to rework the Failure: NeuroSlicers logo; specifically the typography (the illustrated elements will come later. Here's what we settled with for the time being:
Until next month,
Loic
Music:
Hey everyone, Dan here. This month, my friends Pete and Natalie visited me to record some electric guitar and piano parts for the new Security Sector level music that I'm working on.
A post shared by Dream Harvest Games (@dreamharvestgames) on Jul 25, 2017 at 7:57am PDT
My friendship with Pete was born at school over our mutual enjoyment of games – Bushido Blade (Justin Edit - Hell Yea, amazing game!!!) competitions on the original PlayStation were a particular favorite – and that enjoyment has stayed with us both into our 30's. Natalie, who Pete is married to and who I met in my teens, is also an avid gamer and the two of them together have amassed a ludicrous amount of gameplay hours across just about every computer and console format that I can think of; even some of their holidays revolve around games, such as Eurogamer Expo and a recent trip to the arcades of Akihabara, Japan.
For a long time, I've promised myself that, when I started writing my first computer game score, I would invite the two of them to perform on the recording, so they could be involved with games in a way that they haven’t experienced before. It was a fantastic feeling to fulfill that promise as we pitched up in the studio and set about recording some ideas for Alpha Gate.
A few days before the recording, I received a barrage of texts from Pete about how he can't really play guitar and how he was feeling a little nervous, so it was great to see him take to the parts so quickly and naturally. We recorded a few percussive effects, some strummed material, some finger-picked material and some off-the-wall stuff that I could work into unusual, glitched patterns later on — for those of you interested, it turns out that the most musical pen for bouncing upon guitar strings is a Staedtler 0.6 pigment liner.
Natalie, as well as recently picking up the violin, has some low-key mad piano chops, so we recorded a synth line and a rhythmical pattern on a distorted piano to overlay Pete’s guitar part. The synth and piano elements will later be worked up to pulsate throughout the base-state of the music — fading in and out to create a sense of unease; we also recorded a couple of ideas for some of the more action-oriented states, which will inevitably receive a good dose of roaring modular synth too.
Until we meet again,
The Dream Harvest Team













