Sunday, August 2, 2015

A very progressive week!

It's been a busy week or so for Fleet Calamity/ Half Heart Games!

Let's start with the biggest news, shall we? Well Recently we got a new programmer by the nickname 'Haddy'. He's an awesome hard working individual and we couldn't be happier with him on board!

If you get a chance say hi to him, I'm sure he'd appreciate the love.

So what has Haddy done thus far? Well take a gander!

https://www.youtube.com/watch?v=GoMvmkqrTCQ&feature=youtu.be

That video shows the GUI and initial grid set up. Notice the ships bobbing and the GUI bobbing with it.

https://www.youtube.com/watch?v=sNBY_CjX3C8&feature=youtu.be

This second video shows the camera rotating around the battle field and the additional GUI for that feature. The player will be able to look around the battle field to see it from different angle and reach any hex that might be blocked from another angle.

He is still hard at work on getting the GUI all set up and being able to select, move and basically operate your Flotilla. More on all that next time.


As for the art department we've been busy too with creating Card art and Models for the vessel units.

First up is the card art. This is what the back of the cards will look like. In addition, the star and circles are Fleet Calamity's new logo.


And finally here are some screen shots of the new models. None of them are textured yet, but that will come later.


















 
These models, and others, will form the Machine pre constructed deck. Some of the models seen before will also be part of this deck, such as the Assembly Drone, Giver and Scanner.

Well it's time we get back to work and get some more stuff to show you all.

In the mean time let me know what your favorite model is from the Machine Pre con deck and what you think of the GUI thus far.

Take care and don't forget to follow us
Facebook @ https://www.facebook.com/FleetCalamity?ref=bookmarks
Twitter @HalfHeartGames 
and also, of course, follow this blog to get updated on our updates.


Friday, July 17, 2015

Programmer(s) wanted!

Programmer wanted!

     This is Fleet Calamity. It's a movement based digital card game of strategy for the PC. It takes elements of Magic the gathering, chess and battleships.

Let me explain what I have done thus far; I have created a physical prototype which I have tested and tweaked for months to ensure the mechanics and game play run smoothly. I have created over 400 cards, but only 80 of them are in the pre-constructed decks, which will be used for the MVP (minimum viable product). I have also created over 40 models for the various units needed for those pre-constructed decks and MVP. In addition I have collected several pieces of card art from artists that have helped and I have created a template GUI that will be used and tested in the MVP. On top of all of that I have created a tutorial video that teaches the game, shows how it would ideally work and how it would generally look in the Alpha version. This video uses the models I created and made in Blender and After Effects.

All of what I listed can be viewed further down in the blog, so please feel free to brows and check it all out.


What I need from the programmer:
 I need a minimal viable product that I can use for Kickstarter/indiegogo or other investors. The MVP would consist of the following mechanics (which are also shown in the instructional video):
  • Shuffling a deck of 40+ cards
  • Give player up to 7 cards Discard a card for resources (1 resource per discarded card, unless stated otherwise) 
  • Move unit 1 or more spaces on a hex grid. 
  • Attack enemies/ be attacked 
  • Make 80 cards interact with each other and the game (much like how Magic the gathering cards are)
  • Shared screen game play (for example I take my turn, hand the mouse and keyboard to my friend and then they take their turn) 
  • Create templates for cards to make coding the 400+ cards easier in the future.
Other info:
What engine? I prefer Unity as I have some (albeit little) experience with it.
What language? Deals choice really. As long as the game is made and made well, does it really matter? but than again, maybe my ignorance is showing.


I will be more than happy to work on a contract with the programmer to ensure payment. I can't pay currently, but I want to pay said programmer if the various campaigns are successful. I'd also be happy to pay a higher percentage to the programmer who takes the risk of working on this project. Either way I'm happy to work with the programmer on a contract that we'll both be happy with and that has set deadlines to ensure the project does indeed get finished in a reasonable timeline.

Again, for more information please check out the rest of this blog. All of my progress has been documented here and available for you to brows.


If you are interested Please e-mail me at Matthew@Hagenarts.com

Saturday, June 20, 2015

Instructional video

Hey every one!

Its been some time and I apologize for that!

As far as visuals go its been fairly slow.  I have mostly been working on business plans and financial spread sheets, so it not the most exciting stuff. Its mostly me out lining what the game does, how it does it, what our goals are, how much will it cost and that general info.

However, I do have something I can show off! I had created a video to go with my games pitch that teaches how the game is played out and how it generally looks. This video is obviously not representative of the final product, but instead to show where the project is going, what is done thus far, and like I said how to play the game.

The file is too big for Blogger, so Instead here is a link to the YouTube video!

https://youtu.be/XrR_ta-L27I


If you are interested in helping bring Fleet Calamity to the next stage or beyond please let me know! I'm always looking for help from friends in the gaming industry!

Also, don't forget to like us on Facebook @ https://www.facebook.com/FleetCalamity

Or follow us on Twitter @HalfHeartGames

Feel free to leave comments!

Sunday, March 29, 2015

3/28/15 Play test

Greetings every one!

I've been hard at work trying to plan out the GUI for Fleet Calamity. I want to get several options and see what best fits the game, what is the easiest to use and what is the most visually appealing. I've got a few ideas down, but I want a couple more. Then I will be presenting the ideas to various people on Facebook and Twitter (Links to those below). I'll let the community pick what is the best.

Now for news on play testing!

Yesterday, 3/28/15, I had a group of people come over. I knew them all from my previous college, but two of them I more or less just met. In general I don't often get to hang out with this group, so I was thrilled that they would dedicate time to Fleet Calamity. The group had never played the game before and only two of them really knew much about Magic the Gathering.

What does that mean?
Well Fleet Calamity borrows several aspects from Magic and thus if you know Magic then its easier for you to get the hang of the game. However, I need to be able to teach people about my game without using Magic as an example. So yesterday I had two challenges, 1.) Teach people to play my game without any prior knowledge of it or anything like it. 2.) Prove my game can be more fun and engaging than a game they already know and enjoy.


Over all I think I did pretty well. They all seemed to get really into the game right off the bat. They did all agree that it was a bit of a challenge jumping in, but by the end of the first game they played it was like clock work.  Less questions were being asked and the games grew more intense.

Some of the issues found
There were many questions on the meaning of some cards due to poor wording. I am thrilled people are finding these and giving feed back on them as it helps improve my game, makes it easier to understand and people can just quickly jump in without guidance.

There was also issues with over powered elements. Hive mind, for example, can grow exponentially and just wreck your opponent. So a few options have been presented and I'll be testing them out as we move forward.


Other responses
The group was very responsive of the game and eager to give feed back. This was really good for me because I felt they were genuinely invested. One of the members even commented on that after his first Flotilla ship was destroyed he could really feel the intensity of the game and every decision he made. Another agreed, adding that she would get a hand of things she would love to play, but knew that her  survival hinged on the right choice, which made her sacrifice playing a card she thought was cool for one that might defend her better, or otherwise assist her.
One individual I was concerned about. she didn't speak much, except to ask questions about cards, and generally kept to herself. I thought it might be due to her disliking the game and just going through the motions, but she later revealed that she is a more intense player and was playing to win. She kept her cards close to her chest and focused on her goal. (By the way, she destroyed her opponent!)



Survey
After the duels I asked every one a few questions about the game. Some key points they mentioned were making the key words more accessible to ever one, such as a cheat sheet for all players. They mentioned they would enjoy altering the fog of war to make it last longer, bring it up later or otherwise manipulate it via cards.

One key things I was concerned about was play time. the first few times we tested the game people would play for 3 hours and not destroy one flotilla. However, I have changed the game a lot since then and made it faster and more intense. So with new people learning the game I was concerned they might get board from not doing enough or just from playing too long. I had no idea how long new players would take. Well turns out they both won their games in about 2 hours and 30 minutes. When I asked them if they felt like it was a long game they replied that it felt right. They felt engaged and thus time was no longer a factor for them.






I'd like to personally thank the testers again for their awesome feed back! I'm glad they had such a fun time and I can't wait to test with them again. Maybe next time they will make their own decks and we can break the game with them!

If you have any questions, suggestions or comments please leave a comment below!
 
Make sure to follow us @
https://www.facebook.com/FleetCalamity
https://twitter.com/HalfHeartGames

Tuesday, March 17, 2015

First Milestone met

We finally hit our first big milestone today. We wanted to model all of the minimal viable product ships which include all of the vessels and flotilla of the Human and Machine pre-constructed decks. Well today we finally did it!

Below is the various Flotilla ships to show what they look like. Without further delay lets take a look at em!




Above is the Human Civilian ship



Above is the Human Battle ship



Above is the Human Resource ship



Above is the Machine Battle ship



Above is the Machine Resource ship



Above is the Machine Civilian ship

Now that they are all modeled and we played around with some textures we will narrow down a coherent theme for each faction. Right now they look as if they were built by different companies or something.

Also, with these models complete we can start putting together an example of play for investors to see. We plan on making a video similar to that of Table Top (hosted by Wil Weaton). We will have two people playing the game and show examples of play with the models moving where the players tell them to. This will help give an idea of what the final product will look like. That is the plan for the next big milestone.

Keep a look out for more progress and don't forget to follow us on Facebook and Twitter for early looks at art and progress.

FB: https://www.facebook.com/FleetCalamity
T: https://twitter.com/HalfHeartGames



Friday, January 30, 2015

Alpha Brawler

Greetings every one!

I just wanted to give a quick update as I have new art to show!

First off, Let me update you on progress since last time. I have created two new decks that should be easier to learn and pick up for new players. They are currently being reviewed to ensure they aren't too complicated and that they are potentially balanced. 

I also have reached out to a few schools, a college and a high school to see if I can do testing there with new people who I have never met before. The college has been getting back to me fairly regularly and its seeming like a sure thing. I still have yet to hear back from the head of the departments though.

Lastly people have been signing up for play test sessions on a more regular basis and I've been scheduling people as they ask.

Now, with out further delay I'd love to present to you another art piece for cards. 



This is the Alpha brawler from the human faction. The wonderful and talented artist is none other than Taylor Payton. He will provide more art in the future as his schedule clears up.

Thank you for stopping by!

Don't forget to follow us on twitter @ HalfHeartGames and like us on facebook @ https://www.facebook.com/FleetCalamity

Take care!

Sunday, January 25, 2015

1/25/15 Playtest session


Hello my friends!

I'm eager to report about our latest play test session as it was a huge success and tons of fun!

So lets jump right into it.

Testers:
First off, the turn out was amazing! It was the largest group as of yet. Best of all we had 5 new people playing the game. Having fresh eyes on your game is a must in my opinion, so I'm glad I got a good number of new people mixed in with some vets.

With that said there was too many people! I'm thrilled so many showed up, but I unfortunately didn't have enough boards for people to play on. I also was stretched pretty thin as far as answering questions and being on hand to assist people. Luckily I had a few of my friends who knew the game pretty well there to help out. (Shout out to Matt and especially Kyle! you rock!)



So what did we learn? Mostly keep it to small groups, but as often as possible. We obviously need to play test constantly. Every day if possible. However, I need to be there and ready to help any one who needs it. From now on I'll try to keep it to four players a session to ensure I'm always right there and able to help. We may increase that number as more people really learn the ins and outs of the game, but for now We'll keep it small.

Instructions:
I had revamped the instructions to the game so that it covered more information and explained more of the game that I had earlier forgot to mention. constantly updating this document really helped every one understand how the game works and what your turn generally looks like.

 At the end of the play test we was given more feed back on how I should present the instructions as to not overwhelm new players.  In the future I will Introduce Sector mode (the large scale view) and turn order. Only after a battle has occurred will I explain the Combat mode so the information isn't too much.

We were also given Plenty of feed back on wording in cards and how some could be explained better. Thus, for the next session I'll have to print new cards. More on this to follow.

New decks:
After playing with the per-constructed decks for a while we decided that they should be replaced. Instead of having a wide variety of cards that show off what factions can do we will instead use very basic cards. These basic decks will have special abilities, but they will be fairly rare as to not over whelm a new player. This is to get new players better acquainted with how the overall game works before upgrading them to a more complex deck.



 In addition to those basic decks players that have been playing the game for a while may now create their own decks from the database we created. We have planned out 200+ cards and gradually make more. The plan is to have a massive selection of cards to win and choose from in the final product. However, we are starting small for the programmers. We need to ensure the foundation of these cards are solid and easily handled before we overwhelm them with possibilities.

As for the people making cards, they will be given a guideline document that explains what is required for each faction and what is not allowed. Its a general guide line, but we will be checking all of their submissions and making changes as needed so they aren't OP or anything.




Card changes:
While playing two of the testers had come up with a great idea. But first let me explain the issue they are solving.
When in battle you may encounter a Flotilla that has no vessels in it. Thus the player of the empty flotilla will generally choose to warp out immediately. This results in longer games where no damage is dealt and no one feels like they are progressing.
So whats their solution? Simple. They want to add another stat to all cards that represents movement. currently cards have an attack stat and an integrity stat which is basically damage and health. This move stat would be given to all cards, but generally cheap cards costing 1 or 2 will have higher movement speeds. They are weak cards so they can't deal much damage, but they can potentially reach an opponents Flotilla and deal some quick damage before the opponent warps out.
This also helps another issue. Before this stat introduction cheap cards were always just thrown out because people wanted a heavy hitter all the time. Makes sense, why fill up your Flotilla with a pea shooter when you could have a tank.
This stat addition will make weak ships more useful to give that quick shot in, but will be easily crushed by stronger, slower ships.




Conclusion:

It was a great turn out with tons of great feed back. Every one had a blast playing the game, which of course made us feel great. With all the improvements from the last play session I could really see the increase of player retention. The games were also faster resulting in a few actual wins.
A few testers even had come up with a few card ideas already that we really liked and can't wait to see in action.

A side note though, I need more dice. With so many people I had to go back to folded paper to represent Flotilla, Vessels and Traps.

Lastly,  a note for those who are planning their own play test sessions. Get a big area and get some food. People always love food and drink!

I'd personally like to thank all the testers for helping us out on this adventure. I can't wait to see all of your decks and see who is our next winner.

Don't forget to follow us on Twitter @HalfHeartGames
also, Like us on Facebook @ https://www.facebook.com/FleetCalamity

And of course keep checking in here for the latest updates on the progression of Fleet Calamity