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Infiltration, combat and sabotage! Team up with friends and perform daring raids behind the enemy lines.
Infiltration, combat and sabotage! Team up with friends and perform stealthy raids behind the enemy lines.
Infiltration, combat and sabotage! Team up with friends and perform stealthy raids behind the enemy lines.
663 backers pledged CA$ 86,947 to help bring this project to life.

V-Commandos - April news / Nouvelles d'avril

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**** VERSION EN FRANCAIS PLUS BAS ****

***Reminder: our intention with these updates is to share the creation process with you: most of the images, cards, texts, etc. are not final. We do not share everything we are working on to avoid spoiling too much the final game content.***

Hi everybody,

Here is a little overview of the work on V-Commandos during April. Good reading and do not hesitate to share your comments if you have any.

Worldwide backers distribution

Let's start with the backers distribution across the world using the latest Backerkit numbers:

Latest changes

Here are some of the recent changes following the last playtests at Randolph pub ludique, Stack convention and playtest nights. The objective of these improvements is to streamline the game experience, avoid exceptions and ease game learning.

Enemy reinforcement phase: the reinforcement cards were not easy to understand and required too many steps to place all the enemy unit tokens. After testing a new type of card (brown background, see below, nicer but looking even more complex), we changed the system to simply blindly draw enemy tokens and place one of them next to each enemy entry point (two when the alarm is ringing). All new enemy units are placed in a few seconds and the game experience remains unchanged.

New icons on the tokens allowing to find out at a glance what to do (gas mask is for the expansions):

Playtests & PnP

Yesterday evening we tested 2 Secret Weapons objective cards with a 6 commandos squad. Players managed to complete all the objectives without shooting one bullet (never seen before). Most of the enemy units have been eliminated using knifes (in particular with Butcher character) in the purest commando style. Others had the bas surprise to see a Goliath mini tank coming toward them, remotely controlled by the Intel Officer who detonated it on their tile! Guaranteed result (except for stealth)... 

For information, I will stop updating the PnP Demo. Each new version takes a full day to prepare for a little download amount. I prefer keeping the focus on developing the game.

A card's life...

Here are some images showing some of the steps to create the commandos cards.

After some feedbacks and observing players during playtests, we are testing a solid colour around the character card and tokens instead of a flag. The last test (below): Sapper's card and token with a grey-blue outline and the US flag in the card's background. Objective is to better identify the characters in play. Indeed, for example sometimes we have 3 characters with the same British flag around their tokens and it can be confusing. If we keep this solution, we would have a different colour for each commando.

Do you like it?

See you next month for new updates,

Thibaud.

***Rappel : notre intention est de partager le processus de création avec vous : la majorité des images, cartes, textes, etc. ne sont pas finaux. Nous ne partageons pas la totalité ce que nous créons pour vous laisser des surprises quand vous recevrez le jeu.***

Bonjour à tous,

Voici un petit résumé de ce qui s'est passé en avril. Bonne lecture et n'hésitez pas à nous faire part de vos commentaires si vous en avez.

Répartition des backers à travers le monde

Premièrement, voici la répartition des backers de V-Commandos à travers le monde d'après les derniers chiffres de Backerkit :

Derniers changements

Voici quelques unes des nouveautés suite aux derniers playtests au Randolph Pub ludique, lors de la dernière convention Stack et pendant les soirées de playtests. Ces améliorations ont pour but de fluidifier l'expérience, éviter les exceptions et faciliter la prise en main du jeu.

Phase d'arrivée des renforts ennemis : les cartes de renfort étaient compliquées à comprendre et exigeaient trop de manipulations pour placer tous les pions de renfort ennemis. Après un nouvel essai (carte avec fond marron, voir plus bas, plus jolie mais ayant l'air encore plus compliquée), on a opté pour une nouvelle solution bien plus rapide : piocher directement les pions ennemis et en placer un à côté de chaque point d'entrée (deux si l'alarme sonne). En quelques secondes les nouveaux ennemis sont placés et l'expérience de jeu reste identique.

Nouvelles icônes sur les pions permettant d'un coup d'oeil de savoir quoi faire (le masque à gaz concerne les extensions) :

Playtests & PnP

Hier soir, nous avons testé 2 nouvelles cartes objectif de Secret Weapons avec une escouade de 6 commandos. Les joueurs ont réussi à terminer tous les objectifs sans tirer un seul coup de feu (je n'avais jamais vu ça avant !). La plupart des ennemis ont été éliminés au poignard (notamment avec le personnage Butcher) dans le plus pur style commando. D'autres ont eu la mauvaise surprise de voir arriver un de leurs mini tanks Goliath, contrôlé à distance par l'Intel Officer qui l'a fait exploser sur leur tuile ! Résultat garanti (sauf pour la furtivité)...

Pour info, je vais arrêter de mettre à jour la version de démo du Print and Play. Chaque version me prend une journée complète à préparer pour un petit nombre de téléchargements. Je préfère mettre la priorité sur le développement du jeu.

La vie d'une carte...

Voici quelques images illustrant certaines étapes de la création des cartes de commandos. 

Après plusieurs retours de joueurs et observations pendant les playtests, on est en train de tester d'avoir une couleur unie autour des cartes et pions de personnages et non leur drapeau. Dernier test (tout en bas) : la carte et le pion du sapeur avec un contour bleu-gris et le drapeau en arrière plan. L'objectif est de mieux identifier les personnages en jeu. En effet, il arrive qu'on ait 3 personnages avec le même drapeau Britannique autour de leur pion par exemple, ce qui peut générer de la confusion. Si on conserve cette nouvelle solution, on aurait une couleur différente pour chaque commando. 

Qu'en pensez-vous ?

Rendez-vous le mois prochain pour la suite...

Thibaud.

MadMartigan, eracer68, and 6 more people like this update.

Comments

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    1. Triton Noir Creator on May 6, 2015

      @Schmidt: yes (a few months ago): too much confusion with commando tokens (some of them have a red border too) and we needed a solution to have different types of enemy borders for special units while still being able to indetify them as enemy units. We will use only black and white for enemy token borders: no confusion with commando tokens and lots of German insignias were B&W.

    2. Schmidt on May 6, 2015

      Did you also remove the Nazi swastika for the enemy tokens?

    3. Missing avatar

      Caractacus on May 2, 2015

      Please please keep the flags - I love them and the 'grey' background is very boring by comparison.

    4. Simon on May 1, 2015

      @Triton - I personal loved the overwhelming feeling when, of the 4 spawn cards, I had to place to place 10+ enemies. kinda' a jaw dropping moment. We could in the unfortunate case draw 12 units. Now only 8 and always 8 if the alarm is sounding.

      I do see that now the units your a drawing are more "dangerous". As they are all the same "strength" to kill I still feel the fear of being overrun was greater.
      This new mechanic is something I will just have to try out.

      Have been loving the updates and proud to be one of the 3% of Australians to back V-Commandos..
      Simmo

    5. Nathan McCullough
      Superbacker
      on May 1, 2015

      @Triton - ah, awesome, thanks for the info!

    6. Triton Noir Creator on May 1, 2015

      @Simon: I hope my last post will reassure you. I really wanted to keep the same "unknown" feeling, just streamline the process.

    7. Triton Noir Creator on May 1, 2015

      @ Nathan: I didn't want to go too deep into the rules to avoid too much text, but here are some additional info:
      Before: you could have 0 enemy entering / Now we have "0" tokens.
      Before you could have up to 4 enemies entering at the same time / Now we have special units and the standard enemies equiped with masses (better at breaking down locked enemy entry points).

      Here is how we raise the difficulty during the game: each time you draw a "0" token, you definitely discard it and you add 1 additional "special unit" token in the enemy reinforcement bag, so the more you play, the less you draw "0" and the more you draw "special units".

      I hope this helps.

    8. Simon on May 1, 2015

      tldr: Please don't removed this the card spawning mechanic.

      Loving the updates and cant wait for the production version.

      Having created the PnP version, the one mechanic I absolutely loved was the "unknown" volume of stress about to be put on you in the spawning phase. This really got you off your seat when playing.

      Simplifying this mechanic I feel takes a lot away from the game. Almost making the spawning phase more sterile.

      If you still feel is confusing for new starters I would like to suggest you publish both rules? like beginners and intermediate/advance rules.

      Please don't removed this the card spawning mechanic.

    9. Triton Noir Creator on May 1, 2015

      Thanks for all your messages.
      @ Bradley: thank you, my experience in the video game industry really helped me to learn the process of games creation. Players and other game developers feedback is key (you can imagine I know some of them here in Montréal). And this is one of the most interesting aspects of game creation.

    10. Nathan McCullough
      Superbacker
      on May 1, 2015

      In the update it said it doesnt change the balance of the game, but if the number of tokens is less (1 or 2 always) as opposed to up to 4 new enemies. Does that mean that at most only 2 new enemies comes out when an alarm is on? (Sorry I can't read the rules at work)

    11. JKP
      Superbacker
      on May 1, 2015

      Triton Noir - "I would say that less than 5% of the players are confused at the beginning of their first game."

      I have news for you Triton Noir, I'll be confused regardless of what the borders are :) I'll bet 5% of players would be the same. So stick with flags!! Please :)

    12. bradley coleman on May 1, 2015

      I'm glad to see you guys getting lots of different players from many places to test and tune your game before the final print, I think many other game company's I have played in recent months could benefit more through this process and I would spend less time on board game geek looking for clarification. With that said the game looks great and the borders are cool with the flags but I'm impartial either way.

    13. Missing avatar

      Claude on May 1, 2015

      Salut,
      Please, please, please leave those flags! I find that it adds a lot to the ambiance of the game.
      Merci!

    14. Schmidt on April 30, 2015

      I like the colored flags on Character Cards & Tokens also keep it

    15. Triton Noir Creator on April 30, 2015

      You know what, I prefer the flag too ;), I just wanted to see what you thought. This is not a big issue, I would say that less than 5% of the players are confused at the beginning of their first game, then everything is OK. I'll keep an eye on this anyway, an try to see if I can find a smart solution by keeping the flags. Thanks for sharing your thoughts. ----------------- Vous savez quoi ? Je préfère le drapeau moi aussi. je voulais juste savoir ce que vous en pensiez ;). Ce n'est pas un réel problème d'après moi, je dirais que moins de 5% des joueurs peuvent être un peu perdus au tout début, ensuite tout rentre dans l'ordre. Je garderai un oeil là-dessus quand même pour voir si j'arrive à trouver une solution élégante en gardant les drapeaux. Merci d'avoir partagé vos avis en tout cas.

    16. KoriandR on April 30, 2015

      Really like the colored flags on Character Cards & Tokens !

    17. eracer68 on April 30, 2015

      Thanks for the update.

      Another option Instead of changing the border colors could be to assign a class code and number to each character and then have these codes on both the character card and corresponding token. For example, S1 for the sapper, O1 for the officer and MG1 for the mortar gunner. If there was enough room, they could even be shaped like dog tags. I'm not sure if this would gain you anything over your current proposal, just another idea. My only concern about the colors is that you may run out of distinctive colors if you end up creating a lot of characters.

      Cheers!

    18. MadMartigan on April 30, 2015

      Salut Thibaud
      I like these updates... It's great the way you share not only these infos, but the creation process itself.
      Merci pour l'expérience

    19. Casus Belli
      Superbacker
      on April 30, 2015

      J'avoue que, moi aussi, je préfère la version avec les drapeaux. Ça rajoute une touche historique.

    20. JKP
      Superbacker
      on April 30, 2015

      Really liked the flag borders.

    21. hebus on April 30, 2015

      Rendre uni le bord des cartes et pions perso est des plus triste.
      Je trouve vraiment original et esthétique l'ajout des drapeaux. Je trouverai dommage leur suppression.

      La suppression des pions renfort par une règle plus simple est vraiment bien trouvé.

      Beau travail.