It’s been a bit over a month since we all sat in front of our computers willing the dollars pledged to tip over the $68,000 mark. We made it thanks to your generosity, excitement and belief in Tahira.
We took a couple of weeks to get our sanity back and to catch up on a month of lost sleep. Since then we’ve been back in the office, working hard to get things moving again and it’s high time that we let you know what we’ve been up to and what the plan is going forward. Other than getting a great game into your hands of course.
One of the exciting things about having a successful Kickstarter is that we have all of you to talk to and work with as we develop Tahira. You can expect an update roughly once a month with any important or exciting news and a round-up of what we spent the month working on. If there’s anything in particular you’d like to hear about let us know in the comments and we’ll see what we can do!
Surveys and Reward Fulfillment
Apart from making a great game, we owe you guys some killer rewards! We’ll be sorting out the surveys over the next couple of months so keep an eye on your inboxes.
Pre-orders Up and Running
Do you have friends who missed out on the Tahira Kickstarter? They can now pre-order Episode One of Tahira on our website – tahiragame.com – using the Humble Widget. Just like all of you they’ll get a DRM-free copy and a Steam Key. Spread the word and let them know it’s not too late to be one of the people who were into Tahira before it was cool ;).
(We’ve re-designed the Tahira website, jump on and let us know what you think!)
This Month’s Work
That wraps up the housekeeping for this month’s update. Time to get into the fun stuff!
One of our priorities was to revisit the combat system. Those of you who played the Alpha played our first implementation of a lot of the systems and we were really looking forward to iterating on what we had. We’ll be continually testing and adjusting the combat until launch, but we’ve made some big strides in the last couple of weeks. A couple of the changes we’ve made so far:
- We've replaced the defense stat with a new one called Guard. Guard represents a character's ability to defend itself in a fight.
- When a character takes damage each point of damage has a % chance to hit HP instead of Guard, based on the % of Guard that character has already lost.
- Guard replenishes slightly at the start of a characters turn and can be replenished by spending willpower.
- If a character's guard is lower than the incoming damage its guard is broken and can no longer be replenished.
The aim with these changes is to create more interesting tactical choices for the player. You now have to manage the damage your units are taking and to decide when it's time to get them off the front line. It should also make Guard (previously defense) a lot more grokkable.
Willpower and Heroic Actions
- Willpower is now gained for each unit you kill.
- A unit who takes a Heroic Action now gets to choose a buff to either Attack, Movement or Guard in addition to getting the next turn.
- You can now spend willpower on Special Attacks, Heroic Actions or to Boost your Guard.
As above, these changes are based around giving you more tactical choices.
We got a lot of great feedback about our UI during the Kickstarter and we’ve started working on addressing it. The first priority was to put all of the important information you need to make combat decisions in the centre of the screen. We already have the action buttons there, but now you can see your HP, Guard and Willpower on the character you have selected. You’ll also see the damage you’re going to do to your opponent on the confirm attack square. There's lots more polish to come but it's already making a big difference.
Peter S has been working hard on our character animations. The rotoscoping process is very time intensive, with each character taking a little over a month to animate. He’s been working away on the Knight’s animations and they’re looking pretty swish.
Peter C, Peter S and Tom