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@emberconflict
Hey there Tumblr!
The Ember Conflict Dev Blog has moved to another URL.
Please be sure to update your feed reader and you'll keep on receiving updates from us.
Hope to see you there >> http://blog.emberconflict.com
A lot to be thankful for...
Today is the day the holiday season starts. In Northern America it's the day when we have to express to our friends and family what we're thankful for. And also butcher a turkey, which is fine by my book.
If there's one thing we're thankful for, it's the lengths our animator Kenny is going to in order to make sure all our characters are animated to perfection. It's what makes them so alive.
As part of his process, Kenny sends us sample videos in which he shows us what he has in mind for the final animations. Apparently, working on the puglings was a little more taxing than other characters.
So thank you Kenny and enjoy the turkey!
If you collapse from food coma, tape it, it would look amazing...
Specializations!
'Easy to learn, hard to master' is a goal that most developers try to reach when designing and creating games. For The Ember Conflict this is no exception.
The Ember Conflict has a choice of 10 base units for players to get to grips with. These units range from the devastating ranged power of the Siege Beast to the nimble hit-and-run tactics of the Knight. Each of the units available have their own strengths and weaknesses in and against certain lineups.
In a competitive, real-time multiplayer game such as ours, these base units already create a ton of potential combinations and strategies, straight out of the box. However, as players get stronger at the game... it needs to evolve and expand to allow even more freedom of expression (in the form of bloody battles!). This is where Specializations come in.
What are Specializations, how to use them?
When battling on the Ember Isles, your units will gain experience as they master their skills. Upon hitting level 10, they have the opportunity to Specialize, evolving them into one of two new units. These new units typically provide modifiers to the way the base unit is played, opening up niche strategies that you can spring on your foes that weren't available before.
Our goal with Specializations is not to create a more powerful unit, but to provide more nuanced options for those who feel they've mastered the 10 base units.
Care to give an example?
The Ranger is a perfect example of how Specializations will open up and expand your tactics on the battlefield.
The Ranger herself is a formidable foe, despite being available from the very beginning of the game. She is the quintessential ranged unit in The Ember Conflict; providing high damage at the cost of survivability, and rewarding good positioning and support play from more tanky allies.
At level 10, the Ranger can Specialize into the Longbow Ranger or the Crossbow Ranger.
Longbow Ranger
The Longbow Ranger has more range than the base Ranger, with a more powerful attack. Yet her attack speed is slower which gives the enemy more opportunity to avoid her attacks and close the gap. In fact, her overall damage is lower than the Archer, but the Longbow is deadly in the hands of a skilled player who can make use of her extra range and use it to provide positioning advantages they would not have had before.
Crossbow Ranger
Conversely, the Crossbow has less range than the Archer, but with monstrous damage output. Her short-range projectile attack will chew up even the strongest of foes, but with that shorter range she becomes incredibly easy to tie up with faster units. Only the best use of tanky allies will allow her to maintain rapid fire.
Both the Longbow and the Crossbow are definitely more tricky to play than the base Ranger. Our goal with Specializations is to provide these hard to master options to our veteran players while still keeping the game easy to learn.
-- Sam is our very skilled Game Designer. He blogs at Virtu Games and tweets at @SamuelVirtu. He loves any kind of Game Jams, having recently participated in Ludum Dare 30 and the Asylum Jam.
We're going to GDC China 2014!
That's one excited pug posse!
Our Ember-powered backpacks are ready, and a friendly Siege Beast will catapult us to Shanghai next Saturday.
Pin and Xav are taking the latest build of the game and will be meeting with everyone at GDC China 2014, which is happening in Shanghai on October 19-21. It's a great place to chat with Game Developers and have them play a few sessions of The Ember Conflict.
We're bringing a build with reinforcements, so if you're in the area and want to give it a try, drop us a note!
See you there!
Introducing Reinforcements, A Major Shift In Gameplay
After playing with you during the alpha, we realized that our game could be much more fun. That’s good, it’s what alphas are for.
What could be improved?
What’s the most common grief against The Ember Conflict? Cavalry units aren’t attacking! From what we saw and what you told us, it was too easy for one simple mistake to snowball the whole battle, making a strategic victory too hard to reach.
The game was too much about conservative defenses, and not about bold, aggressive moves.
After thinking long and hard about this, introducing reinforcements seemed the perfect fix to this problem.
What are reinforcements?
Instead of starting out with a 4-unit squad, you now choose 6 units before entering the battlefield.
This is how it works:
3 units are deployed right away when the game starts.
Your other 3 units are kept in a reserve pool. You need to have enough resources to deploy them. You can choose to deploy them one by one, or all three at once.
Your resource pool fills over time. Capturing a POC increases the speed at which it is filled. If you lose a unit, you get extra resources as well.
You call them in. They are deployed at a fixed point: the starting point of your army on the map.
With reinforcements, small tactical advantages no longer result in a free win. Instead, a commander must exploit that advantage to win. Knowing the situation on the field, you can now respond accordingly by choosing which unit to deploy. Battles now have much more back and forth– they have a story to them.
We’re having a blast with this new version of the game, and can’t wait to let you guys play it as well!
How we create our characters
Following the #gamedev hashtag on Twitter, I realized we see lots and lots of great game developers (designers, programmers, artists) post their day-to-day progress, and it's great! Yet it is rather difficult to get a "big picture" view. It's especially true for newcomers to the indie scene, who might be wondering "How long would it take me to make a game?" or "how should I proceed to create 'X'?".
Our Art Director Dan recently shared with me the whole process for creating a unit in The Ember Conflict. On each character, three different artists would be involved: 2D artist, 3D artist and animator. I'll be using our newly unveiled Phalanx to illustrate the process.
Conceptualize the idea
Our concept artist Diego Candia has a knack for creating amazing characters.
In the very first stage Diego takes the basic idea of what the character will be (in this case "an uber-tanky unit with two shields, that can move like a wall and protect other units") and come up with various ideas.
After a few rounds of feedback from Dan, the concept is refined, and the character gets its final look.
At this point, Diego would usually paint a few color concepts. This helps Dan to make a final decision on the direction he wants to take. Some times though, when it's already clear enough, this is not needed.
Building the model sheet
This is one of the most important documents Diego creates.
It helps our 3D artists to match his model to the concept art as closely as possible. This sheet is imported into their 3D program to match up anatomy and scale.
Going 3D!!
A few steps are involved in the creation of the final 3D model.
The 3D artist (Dan or Dayantha) first builds a base mesh. This is a practice that Dan picked up in his previous jobs, as it allows him to match up the geometry perfectly to the concept. It also gives a nice clean model, on which the zBrush details will be attached to.
This mid-poly model is usually around 3000-4000 polygons [triangles], which gives plenty of detail to sculpt in zBrush.
The next step is to create the UV Map. It's much harder to create a clean UV Map with a high resolution mesh, so it's better done now. One thing you might have noticed: since the character is symmetrical, deleting half of the character and only UV Mapping this area gives more texture space for cleaner textures later on. As you can see in the picture above, only half of the face/body/arms/shields are visible on the UV map.
The next stage is to add details to the character by sculpting on the base mesh made previously. Most of the time it is easier and faster to separate the model for this step, ie. sculpt the body separate from a weapon. zBrush is an amazing sculpting tool, and adding those details is really what brings our character to life. A shadow map is then created from this sculpt, and applied to the mid-poly mesh created before.
Final steps: Color map and optimization
The color map is the most important part of low-poly game modeling. You can have a great model, but without really great and well-lit textures it will feel unnatural. This is the step where you need to fake everything (shadow, light, glow, specular) and make the character as lifelike as possible with no lighting. A few things worthy of note here:
The texture looks like it has lighting and shadows. The shadow map created earlier helped with this.
Little touches like extra shadows and small highlights help to pop out the details
The texture is constantly checked on the model to make sure everything looks good
Now the only thing left to do is optimize the model. Right now the model is around 4000 triangles and we need to get it down to 1200-1400, depending on the character. Some of our squads -the Berserker for example- are only composed of one unit, so we can keep more details. Others, like the shield guards, have three members, so we need to be uber-careful not to have too many polygons in a squad. While an iPad Air could run a game with a lot of polygons, slower devices like the iPad Mini would struggle a lot here.
In this particular example, Dan got it down to 1300. Good job!
What next?
In a coming article, our animator Kenny will run us through the steps necessary for rigging and animating this beast, ultimately leading to this amazing death animation!
As a treat, here's the Hi-Def illustration made by Diego, that you will see in your army management screens.
We've got new units being done constantly, you'll see new things coming soon!
Why You Should Learn From Starcraft When Balancing Your Multiplayer Game
Fans of competitive online gaming know that balance is everything in a PvP game.
Not only can small mistakes in balance break a sense of fairness and ruin a game, they can render entire strategies ineffective. When a player is serious about winning in a PvP game, they often eschew personal style in favor of the dominant “meta”, or what is widely considered to be the best and most effective way to win. That’s bad.
With The Ember Conflict, we want as many strategies, unit combinations, and play styles as possible to be effective in competitive play. Good balance = healthy meta.
Range of Power
When it comes to balance, my ultimate reference has always been Starcraft. Not only are there a plethora of viable strategies and styles (balanced between 3 substantially different races), but every unit in the game feels absolutely awesome.
Each unit –in the right situation– can feel overpowered. A single Dark Templar in Starcraft can slaughter an entire army, but with detection an enemy can kill a squadron of them with a handful of basic units. From a swarm of Zerglings to a well-positioned Siege Tank, every unit has unique applications that make you as the player feel powerful.
Psi Storm is so OP. But it's still balanced in the big picture.
Starcraft has what I call a large range of power. You can think of this like a kind of gameplay contrast: just as an increase in contrast can make a picture more visceral and clear, so can a large range of power make each play style feel effective and clearly differentiated.
Take the Rangers from The Ember Conflict, for example. New players often react to their damage output with “WOW! the archers are strong!” or “These archers are so OP!”. But when confronted with the cavalry, these archers suddenly don’t seem so great.
When you have a large range of power, you need to balance with weakness. Many game designers will tell you that not only is adding weakness a good way to balance, but a good way to generate good ideas.
This is how we came up with the “Stand Together” ability for our new Phalanx unit. We started with the idea of a unit that only had a special bonus when it was standing still.
The fallacy of Rock-Paper-Scissors balance (Or why hard counters can be bad)
No, replacing scissors with a shotgun is NOT the fix
I really don’t like rock-paper-scissors balance in games. Hard counters can often scare users away from playing a game in new and interesting ways. That’s why soft counters are much better.
We found this while trying out an “anti-cavalry” Pikemen unit, which made even choosing a cavalry unit seem like a big risk and/or pointless guessing game. Since then, we’ve avoided direct buffs or rebuffs against specific unit types. Instead, we provide soft counters like the upcoming Prideborn unit, which has increased speed in trees for the advantage against annoying forest campers (you know who you are!).
We do have a general rock-paper-scissors relationship between our basic units (cavalry > ranged > infantry > cavalry), but with multiple units in one army players can use position to cover up weaknesses. Even a bad army match-up is winnable.
This won’t stop you from getting absolutely crushed with some strange setups though:
That’s OK. Generally, you want extreme strategies to have more hard counters, with moderate strategies having less counters. This way army choice can be about personal play style and not just “what’s popular” in the meta. What you definitely don’t want as the game designer is a player customizing their army based only on what the opponent might have, with the result of a battle determined as soon as both armies are revealed.
Making shit feel awesome
Sometimes supporting this concept is more about focusing on certain parameters. We decreased the attack speed while increasing the damage of our Hashashin unit (we call it “the ninja”), and look at the result:
Same damage over time, but one feels awesome. Awesome is good.
Jaime Griesemer from Bungie had great insight into balancing while preserving the core fun of each weapon with his talk: GDC Vault - Halo 3 Weapons. If you are an aspiring game designer this is a much-watch video!
How we balance
When it comes to games, there is only one way to properly balance and that’s to play the game again and again and again.
We try to have gamers, ranging from casual to pro, drop by our office and give us feedback. We play the game as much as we can. We even plan to stream the top-ranked games live in our office after we launch so we can keep tabs on the meta.
Hope this gives you some insight into how we approach this important topic for PvP.
Cheers, Pin
Dude. That was embarrassing
Chris, our faithful developer, after getting his army utterly destroyed during our Alpha Hours.
And this is how the Alpha for The Ember Conflict comes to an end. We've had a blast during this crazy month, and we'll be working like crazy now to improve the game and deliver an amazing experience to you all.
As John Watson (not this one), creator of The Banner Saga said (and I'm paraphrasing here), it is not ok when my enjoyment is secondary. This is a philosophy we share at Substantial Games and why we're commited to bringing you FUN, first and foremost.
We have a (relatively) short way before us, so you'll forgive us as we dive straight back to designing the new features.
Among the cool stuff happening, can you guess what this is?
Dramatic music... check. Superfluous effects... check. Oblique one-liners... maybe?
Looks like we're getting better at making trailers! Who knows what we'll have by the global launch?
Don't forget, you can still join our Alpha here
Hi everyone,
Now that our game has been submitted to Apple, I’ll have a few opportunities to tell you more about The Ember Conflict: its universe, how it came to be, who are the twisted minds responsible for this, etc.
Today I’m bringing Qiao Li on board, to talk about the World of Ember, and the creative process behind it..
Qiao is a talented Chinese-Australian writer and director (head over to Vimeo for a look at some of his work) who spent several years in Beijing. Toward the end of his time in China, he was looking for opportunities to get involved in the vibrant indie dev scene, and when he heard about the Ember Conflict he jumped at the chance to contribute to the world building and storytelling.
The Origins
Very little is remembered about the cataclysmic events that led up to the fall of the Great Spires and the emergence of Ember on Earth, thousands of years ago.
Our game intro gives away hints and teases to the past, but the past still lies shrouded in mystery.
What about now?
The Ember Isles are in the midst of a devastating civil war. A rebellious band, led by a former leader of the Queen’s Guard, is now fighting the ruling families over control of Ember, a rare and expensive resource.
If you would like to learn more do not hesitate to have a look at the full Lore Q&A Thread on our forums!
What's Next?
We are constantly working hard to flesh out the world of Ember and reveal its secrets. Where did the great spires come from? What is Ember? And seriously, what's with all the pugs!? All these questions and more will be answered.
Enter Qiao: Writing a story for a video game
This was my first time working with a development team on a video game. Being a life-long gamer I was very excited about the creative possibilities but didn't really know what to expect when it came down to process. Being in the studio with the team and observing them in the element was really helpful for me to get a better understanding of what their priorities were and what needed to be addressed in the storytelling.
After a few initial brainstorming sessions with Pin and Dan I decided that one of the most important things for me to do was to try and help them bring all of their ideas for the story and the universe and shape them into something that felt real and cohesive. There were all these great ideas flying around and I wanted to make sure that they were all heading in the same direction. I also realised that since a lot of the game was still in the process of being made and a lot of their ideas were still being defined that it wouldn't help for me to be writing stuff that was too concrete. Instead I would write backstory and character profiles in a way that could build on their existing ideas feed into what they were working on at that particular moment. So an example would be taking a draft of a piece of character art and expanding on that in prose so that the artists would have a springboard for their revisions.
To help define the team's ideas I created a story bible for the team that had descriptions of every narrative element in the game, from level descriptions to world building to character profiles. Bit by bit I'd add to each section and there was constant editing and revisions as one idea fed into another. By the end of the process we had a nice fat document that felt creatively cohesive and true to the vision of the game design.
This was a unique experience for me to work with a creative team to help bring their ideas to life. There was a flexibility that you have to embrace because everyday the game and your ideas are changing and that's quite different to the process in other mediums. I got a real buzz out of that constant evolution and enjoyed the collaborative nature of the creative process. Ultimately my contributions are just one part of a bigger puzzle so I'll be interested to see how much the ideas may have changed by the time the game is released.
Hi,
Since The Ember Conflict has been submitted to Apple, we've had some time to work on some side projects around our game.
What have we been up to exactly? Well last week Pin put the final touches to our new website, and we also got our forums ready.
So head over to the new redesigned website if you still haven't registered for your early access, and join us on the forums to ask us anything you want.
What do you think of our new website design?
Early Access Release is on its way!
Hey everyone,
First of all, I'm Xavier, latest addition to the Substantial Team. From today onwards my mission will be to make sure we answer your messages fast and keep you up to date with our progress.
It’s been a while since our last update, so it’s definitely time to catch up. We’ve been working day and night on the Ember Conflict, finishing up and polishing the game. On the bright side, this means that everyone who signed up for an Early Access on our website will hear from us very soon. Make sure to add [email protected] in your Safe Senders List!
My first bit of news is pretty exciting; we’ve submitted the game to Apple today! Now everyone but Pin and I will take a well-deserved holiday, as we’re waiting for Apple to approve our build. The Batpug is keeping close watch on them, and will bark when we get a green light. We’ve promised him loads of bacon for his assistance!
Fingers crossed, that means the Ember Conflict will hit the Canadian App Store in a few weeks, so all of you Canadian players get ready, remove a few boring games from your iPads, and warn your boss you'll need days off.
If you’re outside of Canada, worry not; you will receive a unique download link via the email you provided when you signed up on our website.
This is still an early build and far from what a final product will to look like. We’re putting it out now there so you can have a taste of what's to come.
We’ve been playing the game quasi non-stop for the last few weeks, and I have to say, we're having a blast! We can’t wait to have the opportunity to play against all of you.
I’ll come back very soon to let you know a lot more about the whole universe: What are the Ember Isles? What’s led to this state of perpetual fighting? Stay tuned for answers to these questions, and much more!
Cheers,
Xavier
Alpha Footage, Android Version & Dev Update!
Hi, I’m Pin, the CEO of Substantial Games. I’m super excited to begin sharing with you the process behind creating The Ember Conflict. We’re making an effort to be more open about development– about the progress we make, the lessons we learn, and the incredible fun we have building this game. We love to hear from our fans and fellow indies, so leave a comment or tweet at @emberconflict!
First things first, everyone asks us what state the game is in. We’re getting closer, and here’s some proof: our first release of alpha footage.
Archer kiting is OP!
We’ve been crunching to get an early release ready so there are still a few bugs here and there (at least there was dubstep).
Additionally, we’re happy to announce that The Ember Conflict will be coming to Android on select tablets this fall!
As mentioned, the team is hustling to get an early release with limited content ready. If you want to be notified when this version is out, be sure to sign-up for our newsletter at our website.
We’ll be back soon with more dev blogs. Let us know what you'd like to hear about!
Cheers, Pin and the team at Substantial