The Road Ahead

Well, we’ve finally reached the end of this amazing journey everyone! If you'd be so kind as to help spread the word in these final few hours you'll have my gratitude!
Honestly, knowing this is the end is a bittersweet feeling. I'm sad that such an amazing experience will soon be over, but I'm also incredibly excited to get back to full-time development on the game.
I’m truly humbled by your incredibly generous support. Had we just barely cleared our goal it would have been sufficient to finish the game as we’d originally outlined, but now at well over 200% of our target we’ve added many more great features to our plate, from extensive modding to new platforms to extra leaders.
But let's keep things in perspective. This is an important moment for AtG, but in reality it's just one important landmark on a long journey, and we’re not even at the halfway point yet. So where are we now? And who's driving this bus anyways?
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Returning to Reality
As I discussed in more detail in an earlier update, my life have been consumed by the Kickstarter campaign for the entirety of the past two months. It's been a ton of fun, but I’m not gonna lie - at this point I’m pretty exhausted.
So for the next couple weeks I’m going to do my best to disconnect, unwind and return to a (more) normal schedule. I’m sure my friends and family will very much appreciate that!
I finally managed to beat Derek Yu's incredible Spelunky a few weeks ago on try #998, but I have my eye on winning the hard way. Before my schedule became crazy in early January I made it about 60 hours into Persona 4: Golden. There's no doubt I'm going back to finish what I’m convinced is the best JRPG ever. After that, it's time to get back to work!
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Back to Business
The aspect of AtG’s development that I’m most excited to return to is, of course, design. I've received a number of great suggestions over the past month that I can’t wait to dig into.
One interesting one is having "movable" resource deposits, such as herds of livestock. Right now all resources come from fixed structures, which ignores that several tribes were herders that crossed the landscape with their animals. I like the idea of adding new viable strategies to the game, but it would be a big change that also has art implications, so I'll have to do some brainstorming and see what might fit in with the existing mechanics.
Another feature I’ll be ruminating on is the victory system. As I noted in my article from earlier this week I’m not 100% sold on the current design of “gain 1000 glory and then capture a Roman capital,” and will be considering some alternatives.
One that seems promising is having two different “phases.” The first would be the buildup typical in 4X games, with the second being the dramatic conclusion as the barbarians attempt to take down Rome. I have no idea how you would transition from one to the other, but there might be some potential here.
The last big design topic on the agenda (for now, anyways) is nailing down the specific effects of pillaging. My original thinking was that torching an improvement would destroy it forever. I’ve started to question this approach, as it's quite harsh - a single loose enemy could completely dismantle your economy in short order. The softest penalty for pillaging could be disabling the improvement for a few turns, but this doesn’t have nearly the same “punch.” Suffering this fate would be annoying, but not something you dread. Another alternative would be a middle-of-the-road approach where an improvement could be pillaged twice before being completely destroyed.
So I'll have to sit down, figure out what impact I want pillaging to have on the game, then decide which mechanics best achieve that goal. And I'm sure we'll iterate on it five or ten more times - such is the nature of design!
On the art side, our biggest task is nailing down a style. We like the clean, saturated 2D look, but are considering different twists on that basic concept. The watercolor landscape and leader paintings are very attractive, and we might try to push the in-game art more in that direction.
Now that we’ve committed to extensive modding, Jonathan and I are going to have perform a major reorganization of the code to make this possible. Classes will have to be moved to new projects, and wrapper layers added to allow them to communicate with the rest of the game.
Once everything is in the right place, our next tech objective is to add serialization, which basically allows for games to be saved out and loaded. There are some iOS-specific concerns to take into account here, as players can shut their device off at any point, and I’m pretty sure folks wouldn’t be too happy if their 5-hour game disappeared forever!
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The Long Haul
That covers what we have on our plate for the next couple months, but we also have a long list beyond that. I’ll cover the highlights right now.
The AI is still very basic. In fact, we don’t even have A* pathfinding in yet. After our immediate goals have been taken care of this is the corner of the game that Jonathan and I will be focusing on heavily. The more time you have to spend on the AI the better a strategy game will end up, so we’re hoping to really get that ball rolling in next month. Improving the AI and playtesting will occupy the vast majority of my time from here until the end of the project.
Once we've fully committed to an art style the next order of business will be animations. A large part of the funds raised on Kickstarter will be used to pay art contractors, and unit animation is the bulk of that. Every unit needs a full walk cycle for 4 different directions, plus loops for fighting, dying and others that seem appropriate (e.g. Laborers building something). This is all going to take quite a while, so like the AI animation work is likely to conclude near the end of development.
We also want to animate the map, although the exact scope for what is possible here has yet to be determined. Our hope is to add waves to the ocean, blizzards in cold areas, smoke coming out of chimneys, etc.
Our list of miscellaneous engineering tasks to be knocked out is pretty crazy, so I won't go into detail. Just think things like hotkey systems, minimaps, notification queuing and unit cycling logic.
The biggest challenge will be multiplatform support. With the help of MonoGame we were able to get Linux and Mac versions of the game running fairly quickly. (There is an issue we’re having with screen resolution in Ubuntu though, so if you are or know an expert with MonoGame or Linux, please direct the relevant parties this-a-way!)
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The iOS version is a whole different kettle of fish compared with the secondary PC platforms. Unfortunately, Jonathan and I weren’t able to perform a full functionality test because the new version of MonoTouch is not only quite expensive but also requires a yearly license. But given the success we had with the Mac and Linux versions, we feel there shouldn't be any serious technical hurdles. The smaller ones are likely to be confined to the interface and performance - phones and tablets don’t have quite the horsepower of modern PCs.
I’ve been a heavy iOS user from its birth and at heart I'm a user interface/experience junkie (it’s probably what I would do if I weren’t in games), so I’m confident we’ll be able to make a solid mobile version of AtG. But there are obvious limitations that come with smaller screens and a lack of keyboard/mouse. The fact that tooltips are basically impossible makes me weep.
I like the idea of incorporating gestures heavily, but given the precision required in a serious strategy game like AtG I’m unsure as to whether we’ll be able to go beyond the simple stuff. If anyone has any good examples or articles for me to read I'd love to take a look.
Oh, and what about game design? Well, if you've been following my articles you already know that this aspect of development really never ends! I’m sure I’ll be brainstorming right up until the last day of the project, always hunting for improvements floating out there in the ether. I'm sure most of the topics I’ll be contemplating in a few months will be news to the me of today!
So where do our generous backers - you guys - fit in?
As promised on our Kickstarter page, we’ll be starting alpha testing for AtG sometime around June of this year, and beta testing in January of 2014. If you want to get ahead of the game and haven’t done so already, head over to our forums and register an account. We're eager to get the game in front of a real playtesting group!
For those of you not in one of the testing groups, there will be regular updates for AtG posted here every few weeks until the game is finished, so keep an eye on our Kickstarter page or my personal website. A week or two before the release date we'll be releasing a full demo.
And although the Kickstarter campaign may be over, you can still contribute to the tiers listed here us directly by using PayPal over on our website. I've you've already contributed at a lower level and decide you would like into the beta or alpha you can simply contribute the difference. We'd love to have your help!
Alright, I think that about does it for now. I have some sleep debt to make up!
Thanks again everyone. Don’t be strangers now.
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Email: Jon.Shafer@ConiferGames.com
Twitter: @JonShaferDesign
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Feb 6, 2013 -
Mar 8, 2013
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- First created · 13 backed
- Jon Shafer 332 friends
- Website: ConiferGames.com
Pledge $1 or more
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● Our sincere appreciation for your support, along with a digital hug... act now, while supplies last!
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● A digital copy of 'At the Gates', five dollars off the planned release price. ● All of the above rewards.
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● A digital version of our 100+ page manual/strategy guide, including designer notes (to go with your digital copy of 'At the Gates'. ● All of the above rewards.
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157 backers
● An invitation to the 'At the Gates' private ALPHA testing group. Starting July of 2013 (approximately), you will receive alpha builds of the game through the Internet and be granted access into our private testing forum. ● All of the above rewards.
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● A autographed boxed copy of 'At the Gates' ONLY available by contributing to our Kickstarter campaign. Also contains a 100+ page manual/strategy guide with designer notes. *See “Reward Tier Details” below. ● All of the above rewards.
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13 backers
● Name one mountain range AND river AND lake which will be added to the ‘At the Gates’ random map generator. *See "Reward Tier Details" below. ● Your name or online handle will be added to the special thanks section of the credits, upon request. ● All of the above rewards.
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● Name a CITY belonging to one of the barbarian factions, which will be added to the 'At the Gates' name generator. *See “Reward Tier Details” below. ● An invitation to an exclusive Skype chat Q&A session with the development team. One session is scheduled for a weekend in April 2013 and a second for a weekend in May 2013. Should you be unable to attend either you'll instead have the opportunity ask questions via email. ● All of the above rewards.
Estimated delivery: Jun 2014Pledge $750 or more
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● An invitation to the 'At the Gates' release party and the opportunity to hang out with the development team. All travel arrangements are the responsibility of the backer. ● Name one SEA, which will be added to the random map generator. *See "Reward Tier Details" below. ● All of the above rewards.
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● The development team will write a 1000+ word article on a game design topic of your choice, to be posted on on the official 'At the Gates' website and Jon Shafer’s design blog. Your name will be credited as the inspiration for the article, upon request. ● Name one CONTINENT, which will be added to the map generator. *See “Reward Tier Details” below. ● All of the above rewards.
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● Design the visual look, gameplay traits, etc. for one of 'At the Gates' barbarian factions and its leader. *See “Reward Tier Details” below. ● All of the above rewards.
Estimated delivery: Jun 2014
Comments
Creator Jon Shafer on March 21
@S.W. Leefers:
Good AI is more of a time thing than a money thing. It's already going to be my #1 priority from here until the end of the project, so it'd be hard to focus on it much more heavily than that! :)
- Jon
Creator Jon Shafer on March 21
@Pol Stafford:
Anyone can contribute to AtG on our website through PayPal in order to get into the alpha or beta test groups. The end of the Kickstarter isn't the end of that opportunity!
- Jon
Creator Jon Shafer on March 21
@Karl Friedrich:
Thanks for the feedback on the art. We'll definitely be mindful of how everything fits together. No matter what direction we go the in-game art won't look EXACTLY the same as the paintings, so I wouldn't be too worried. No matter what we want to ensure the art is always clean and understandable.
- Jon
Creator Jon Shafer on March 21
@Isaac Milo Imholt:
It is definitely a goal of ours to get AtG on Steam. We'll let you know down the road if that's something that pans out.
- Jon
Creator Jon Shafer on March 21
@S.W. Leefers:
We won't be worrying much about non-functional animations until we're close to the finish line. Something we'd like to do, but it won't distract us from other elements of the game.
- Jon
Creator Jon Shafer on March 21
@Taragon:
That's an interesting idea for how to handle pillaging. I kind of like it, although I worry there might be some unintended issues hiding behind a corner, as it seems like a mechanic that could get fiddly. Definitely worth considering though - I've put it in my toolbox of ideas!
- Jon
Creator Jon Shafer on March 21
@Ace Gopher:
I have actually played Valkyria Chronicles. I agree, it's a great game, and it's a shame it didn't do better here in the West.
- Jon
Creator S.W. Leefers on March 9
@Ivan Budget is exactly what I was thinking of, as Jon said that lots of money would go to designing animations! For me personally, that isn't worth much above what we can already see. But more money towards AI? Yes, please! Either way, I'm sure the game will be a success.
Creator Joseph Miller on March 8
@pol stafford
According to the pledge levels, the beta testing stage starts January of 2014 (approximately). Alpha testing starts around July 2013 (approximately).
Creator Pol Stafford on March 8
Hey, is there still going to be a beta invite?
Creator Craig Miller on March 8
Congrats on making it!
This has been a great series of articles exploring the design process. I love peeking behind the curtain, analyzing not only what was done, but the why. As a novice designer myself that is tremendously useful to see the insights about the process. I look forward to hearing more on how your game evolves.
P.S. Am I the only one who, whenever they see a picture with bookshelves, tries to figure out as many as they can? Surely not.
Creator Karl Friedrich on March 8
Hey, good luck for the final push :-).
Concernring the art style, I love the style of the units and tiles right now (actually more than the watercolor paintning style of the portraits/landscape pictures, sorry). Might be just me, but perhaps have a watchful eye that you're not making things worse there.
Creator Ivan Yagolnikov on March 7
@S.W. -- since art assets and AI/programming are done by different people, having better graphics won't hurt AI. There are budget considerations, of course, but I trust Jon took that into consideration :)
P.S. Eclipsed $100K! Would be nice to reach 3,000 backers.
P.P.S. More people need to update to $30 level! That seems like a great value.
Creator Isaac Milo Imholt on March 7
hello
I couldn't find any info searching the webs, but will AtG be coming to steam?
Creator Jason Smith on March 7
It's been a lot of fun being a part of your kickstarter and I will definitely continue to follow your blog and podcast. Unfortunately I can't afford to pay for the "privilege" of testing your game for you, but I will certainly check out the forums once in a while.
Creator S.W. Leefers on March 7
P.S. What I mean if, emulating a board-game look—so with mostly static pieces—would be great and perfect if you ask me! Of course changing a unit's icon while it is carrying out a certain activity is very different: while hard to do in a board game, it is essential in a game like this (still not sure you would actually need animations for that, though...)
Creator S.W. Leefers on March 7
Yay! As to animations, are you sure you need them for things like moving units and chimney pipes, which are not really functional? Since this game isn't going to focus on graphic prowess anyway, I don't think non-functional animations would add anything for me—sounds like you could use the money for other things? I would much prefer a better AI. But then other people might have different considerations.
Creator Taragon on March 7
also herding sounds pretty awesome
Creator Taragon on March 7
what if when the enemy pillages an improvement, it turns to ruins which provide no benefits, however they could be repaired by spending resources. if the ruins arent repaired in something like 3 months, theyre permanently destroyed
Creator Ace Gopher on March 7
Speaking of JRPG's, did you ever play Valkyria Chronicles? It's a tactical turn-based war game frosted with elements of a JRPG, with a story line, characters, etc. I think many players didn't know what to make of it... the strategy gamers didn't know what to make of the strong story-line, and the JRPG's didn't know what to make of the tactical war-game elements.
I found it a wonderful gem of a game, and thoroughly enjoyed my time playing it. Not that you need any more time sinks! You need to get working on AtG :-).