This week we got to work on some of the tools we'll need to balance this game. Currently, the numbers in the game related to metacontent - how much a card costs, what your rewards are, how many cards you need to advance to the next level - are all made up completely, with really no consideration whatsoever beyond me wanting to get the system implemented. With our alpha rapidly approaching, we thought we should change that.
Dan has made a handy little tool that allows us to plug in all kinds of numbers and spit out other numbers. Right now, we can assign it prices for all of the cards and it will tell us how many sessions a player would have to win to, e.g., get a specific Lucky Jack ability card that it wants. Next up, Dan is going to add to it so we can ask it the question "how many sessions, on average, does a player have to play to get from Level X to Level Y?" It's a pretty neat thing that beats my old way of balancing for Vidar, which was forcing my husband to play ever possible puzzle option and timing him.
I've also been building tools to help support inevitable balance - we've added realtime logging so we can see what's happening in a session as it's happening. This is using AWS "CloudWatch", and getting it to work with Unity wasn't *too* bad now that I have some experience jamming AWS products into our project. Right now, for each session we're merely reporting the Zone and the Mode, but in theory the system is extensible enough to record anything we want from a session up to the cloud, without having to rely on Unity's sometimes-frustrating logging system. And without having to wait for a session to end.
That's all for this week! If you're interested in joining our community alpha, don't forget to sign up for the newsletter so we can send you a key <3
Oh yeah, a dev blog! Remember that ol' thing? Now that we're back from PAX (that was a thing!) we're going to try to update this a bit more. Here's the quick summary of stuff we've done:
And here's a quick run down of a handful of extra additions to the game:
The reception at PAX was insane, and we're so excited to share the game with everyone that we're moving full speed ahead to alpha. Wanna join us? Sign up on the front page of the website and we'll get you a key as we ramp up this Summer!
Next time, we'll get a little more into the weeds about what we're working on, and what our roadmap looks like.