Tyrfing dev blog - TyrLog

Aug 02

[video]

Sword & Scroll Alpha 1.0.3 -

For everybody who doesnt trust random anon’s links and is wary of it being malware; here’s also a way to get the game from a trusted source (indieDB).

Aug 01

Sword & Scroll [Alpha 1.0.4]

A month late, but better now than never. This is the first _alpha_ release of Sword & Scroll for the public.

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You can grab it here: www.swordscroll.com

It is still unstable, but features the core game mechanics and also (unstable) multiplayer. The mobile version is available here

or grab it via qrcode

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If you have any problems, feeback or feature requests just file out a ticket at my bugtracker

These are the milestones I intend to tackle in the upcoming versions:

  1. Stability. This is my current core focus. The aim is to get rid of crashes and also possible networking problems due to client<->server not being synchronized.
  2. Intuitivity. The player should be aware what he’s doing, as whom he is playing and what’s going on. I haven’t done much yet for this department despite this being really important. Also the UI needs to be as informative and user-friendly as possible. Many grand-strategy games fail this part, imo.
  3. Basic balancing. Currently game values for income, build costs, production times are just things I took randomly. These badly chosen values lead to gameplay deficits which I intend to get rid of.

Art and game content will be focus in future generation. Tho, in regards to art I am currently considering to search for an artist to team up with since my art skills are kind of limited and at the same time there are many technical things requiring my attention, pushing art improvements far, far down into my TODO-list. I will probably write a more detailed post about this at a later time.

Jul 31

University has finally calmed down a bit (I still have exams, but the hellish ones are over) and my schedule has regained enough normalcy that I can dev again without sacrificing my sleep for several days in a row (I tried to keep it up in june despite university requiring my time and it kinda started to hit my health, dont do this guys, seriously. Better a nodev than a deaddev).
Anyway, currently working on an intermediate server that can spawn new hosted games depending on the number of players and also provides a listing of the spawned games. So you only need to connect via IP for games hosted by friends or something. Eventually LAN games will also be listed here, I guess.

University has finally calmed down a bit (I still have exams, but the hellish ones are over) and my schedule has regained enough normalcy that I can dev again without sacrificing my sleep for several days in a row (I tried to keep it up in june despite university requiring my time and it kinda started to hit my health, dont do this guys, seriously. Better a nodev than a deaddev).

Anyway, currently working on an intermediate server that can spawn new hosted games depending on the number of players and also provides a listing of the spawned games. So you only need to connect via IP for games hosted by friends or something. Eventually LAN games will also be listed here, I guess.

Jun 06

Working on UI improvements and debugging stuff. Adding tooltips to everything so that the player precisely actually knows what his actions do/what requirements they have.

Working on UI improvements and debugging stuff. Adding tooltips to everything so that the player precisely actually knows what his actions do/what requirements they have.

May 30

Spent more time on debugging and fixing multiplayer issues. I want players to be able to join/leave/rejoin a game however they want. This is still being a bit problematic.
Also figured out how to use Ant and made my build scripts (the game is written in java, but the OpenGL binding libraries are platform dependent).
I may consider releasing some sort of prealpha demo in the near future to make some more extensive multiplayer tests.

Spent more time on debugging and fixing multiplayer issues. I want players to be able to join/leave/rejoin a game however they want. This is still being a bit problematic.

Also figured out how to use Ant and made my build scripts (the game is written in java, but the OpenGL binding libraries are platform dependent).

I may consider releasing some sort of prealpha demo in the near future to make some more extensive multiplayer tests.

May 24

Multiplayer mostly works now. Currently working on improving stability and doing some work on the selection menu.

Multiplayer mostly works now. Currently working on improving stability and doing some work on the selection menu.

May 20

Working on the beast called multiplayer. Basic connecting/sending stuff works. Implemented a simple chat to test things. Currently working on synchronizing the world state.

Working on the beast called multiplayer. Basic connecting/sending stuff works. Implemented a simple chat to test things. Currently working on synchronizing the world state.

May 15

MSAA, more terrain, no more black backgrounds and so on.

MSAA, more terrain, no more black backgrounds and so on.

May 03

Technology

The current week has be and will be dedicated to working on technology stuff. In this post I want to elaborate on how technology will work in Sword&Scroll.

First of all, the idea is, that as often in games technology is a game mechanic on a macro level and its main purpose is to add a long-planning quality to the game.

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The game will have 1 initial tech tree available for everybody. I intend to add at some later point further (small) tech trees which will be unlocked upon researching all techs of a specific color.

Research is mainly gained from scholars and also libraries which are a new  unlockable building. Also like with the other buildings, building libraries also increases the attractivity of a holding, in this case, in regards for scholars. So by building more libraries than your neighbours, you can make their scholars switch move over to your place.

Technology requires not only research but also a certain amount of gold funding. In addition to this, technology can spread. Only slowly between baronies, but pretty fast between holdings within a barony. Taking this into consideration, you may also go a route where you do not research the technology by yourself, but have your vassals (if you are lucky to have a vassal focusing on technology) research it and then gain the advantages by having is spread to you.

So why should you even bother researching? In order to entice competition each technology has a discovery bonus which can only be  gained by the first House to research this technology in the entire world. This bonus does not spread and collecting many of these discovery bonuses gives you a pretty big advantage.

Lastly, an interesting topic may be which eras I intend to cover with the technology in Sword&Scroll. The first tech tree will be focused on Early medieval age/Late Iron Age.

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I have not yet decided how I willl design the other trees as I intend to implement them at a later time, but my ideal would be that the final technologies would cover innovations from the very beginnings of the industrialization.