Development Update - Mar 2024
DEVELOPMENT UPDATE
Michael Vasquez - developer/designer
3/31/20244 min read
The month of March has been full of technical development updates to Frontline Fantasy. The most noticeable being new game assets and resolution sizes. There has also been fundamental changes in the battle mechanics, plans for new mini games, new characters and animations, and much more. Though our goal for a vertical slice this month was not accomplished, Frontline Fantasy is more polished.
What we Accomplished this month
Asset Updates and Full-screen resolution
The number one point of feedback I received was from the resolution size. The game was being developed for the 4:3 aspect ratio but after feedback and research, the aspect ratio was changed to 16:9. The 4:3 resolution was originally chosen based on outdated experience (I previously always made my games 800x600 when creating them). All assets have been updated using the new art style and to work with the 16:9 resolution, though the game will adapt to others.
Additionally, the world map, user interface, mouse icons, and everything else have been redesigned and updated using the new art style. Pixel art is a crowd favorite, but the new vector/hand-drawn art style better aligns with the vision of the game and is more clear during busy battle scenes.
The game no longer contains AI placeholder art. The title screen has been updated with a new background, logo, and layout.
Potion System and Shop
The potion system and shop were added the the following potions:
1. Health potion
Heals units
Good for large battles
Will be useful for players who don't want to include priests in their build
Enables players who want to do less micro-management during battle in the new battle mechanics
2. Special Potion (Name is WIP)
Activates a unit's special ability - i.e. A knight can usually only attack one cell in front, but when given a special potion, the knight performs a sweeping strike hitting units adjacent to its target
The castle is used to access the shop for now with plans of it becoming a street scene with different shops (post vertical slice).
Saving and Loading games
Games are automatically saved after buying from the shop and after each battle is concluded, win or lose. The previously saved state can be accessed from the title screen by clicking Continue.
Fishing! (Mini-game)
The fishing mini-game was added to the game as a way to earn gold for potions, and is unlocked after taking back the bridge in "Battle for the Bridge". Players can now use the fishing rod and patiently wait for fish to bite or use dynamite to speed things up. Fish killed by dynamite dissolve pretty quickly in the water so you have to manually collect them before that happens.
What we missed
Player and Enemy Animations
Player units and enemy assets were not completed until March 29 and animations have not been completed.
Reason: Decision to switch to the new art style for the vertical slice. It was a hard decision whether to focus on the mini-game vs completing the assets. In the end, the decision was made to add the mini-game since it ties directly into the ability to buy potion and is a gameplay mechanic that should be available to test earlier.
Resolution: The decision for the art style will be made upfront which will result in better planning to reduce the need to make this type of decision.
Trailer and Marketing Assets
Since characters are not completed, the trailer and additional assets for the Steam page were not completed.
Reason: Also the decision to switch to a new art style for vertical slice. I believe the new art style is better overall for the game especially when it comes to trailers and screenshots.
Resolution: Aside from deciding the art style early, it would possibly help to enlist contract work or other help earlier in the process to get this. Showing off the game earlier would also give the necessary feedback to gauge how the game is perceived by others based on the art style.
Mountain Zone
The Mountain Zone was not completed and has been removed as a requirement for the vertical slice.
Reason: The mountain zone is not necessary for the vertical slice. The full game will include it (and many other zones), but for a vertical slice, the "Battle at the Wall" and "Battle for the Bridge" will be the only zones and should allow the player to understand the core concepts and game loop.
Resolution: Look at the core concepts of the game and only include the necessary things to showcase each concept before announcing what will be in the vertical slice.
Goals for March 2024
Complete all animations for units and enemies
Implement the new battle system (see next section for details)
Create the Steam page - with teaser/trailer and screenshots
Vertical Slice completed for testing
New Combat System
The previous combat system had the following elements that were tedious and did not add any value to the game:
Mining gold manually as a resource needed to build units
Cutting trees manually as a resource needed to build units
Building the camp during battle before a combat unit can be built
After deciding to change the combat system, I came up with the following things that I believe make combat fun:
Playing combat units
Deciding on the position of the units as a strategy
Deciding on what units to use as a strategy and as a preference
i.e. If you want an army of knights and want to exclude mages and priests, then it should be allowed.Deciding the placement of units during the battle and swapping units to maintain a healthy frontline
This led to a complete overhaul of the combat system. The new system is a lot less like Plants vs Zombies, and more like a more forgiving Warcraft 3. There should now be a lower bar of entry and a satisfying skill ceiling. Those who want to micro-manage units and save gold can do so, and though who want to build up resources and watch the battle without micro-managing can also do so. This system is still a work in progress, but keep up on Twitter for updates and screenshots. The new combat system is what we are using for the vertical slice.
Conclusion
Missing the goal for a completed vertical slice was a hard pill to swallow. I knew once I decided to add full-screen and the new art style that the goal was not going to be hit, but I still attempted to finish the vertical slice until the final days of March. I will not become one of those games that constantly push release dates, but at the same I want the game to be at a level of quality I am proud of.
For an update on Upbeat Galaxy Games, check out the Monthly Memoires March 2024, and be sure to follow on Twitter @upbeatgalaxy for more updates.