The tank backfired
Hi all - theres been some time since the last blogpost here. and there are a perfectly good reason to why that is - so bear with me here, this will be a long one.
From the last post; “Back on track - i mean, wheels!” - there were mentions of new adaptations regarding innovations and new techniques when it came to scaling. This is where the problem(s) started.
You see - scaling a game that has been developed to function in a certain given resolution - yeah, that is by no means a small effort. The game was (is) mostly done when it comes to level design, UI and layout in general. It was. Until it wasn’t. The newly applied changes ended up creating a better experience in a lot of ways (no more black bars, etc) - at the same time, it totally broke the game.
Scaling wasn’t the only issue though, because with scaling and taking different screen sizes into account, there is a need to anchor elements as well (this element will stay to the left, this one to the right, etc). Which with scaling, made it both easier and harder.
ToW has gone through some really - really, huge changes from it’s first closed beta session, as the blogposts will document. There have been a total of three critical implementations into the game, that broke - yet reforged, the game:
Variable refresh rate
Anchoring
Scaling
All of these - has in some way required a close to fully redesign requirement of a multitude of systems; logic, UI and level design. Which has not only delayed the game - but also led to a stright re-focus period of the entire studio.
As this might sound grim - which it indeed has been at times - i am here to say that we’re doing great, and that the changes has been applied; and works really - REALLY well!
Some of the more recent additions have been an alteration of the logic regarding progression. Progression, that is done through getting gold coins scattered throughout the map, then using said coins to buy new tanks and maps - this have received a massive change. You see - previously, you’d get to keep all the coins you gathered - if you exploded, ran out of fuel or won. Now - that’s changed. You only get to keep your coins if you win the map. You run out of fuel, or blow up: No coins. Sorry!
With this as an incentive, the player now actually has a reason (a need) to finish the map - that’s when you get “paid”!
But the progression system of the game isn’t the only thing that has seen some changes; as a direct change due to the scaling - the UI has seen an overhaul as well, making it more suitable and ergonomic for both phones and tablets alike. We believe that we’ve hit a sweet-spot with this, and hope that you’ll be happy.
The development crunch has been frustrating - but indeed very educational and interesting. We’re left with a ton of knowledge that we’ll be sure to apply to our future projects. We are so - so close!
More news are to follow - cya around!