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Hostile Viking Studio Development



Reduce the Scale or Create a Demo?

Posted by , in Portas Aurora: Battleline 29 July 2014 - - - - - - · 942 views
CCG, Battleline
Scale of a project is often the weakest point in a game's development. The game I have in mind to create is no different. Battleline is a Collectable Card Game (CCG) with nearly 500 cards alone scale is a large factor in the amount of time it will take to rocket the game from a design document to a product lighting up screens. Therefore, to allow the public to get a taste of the game companies create demos and vertical slices. I have decided to create a demo in hopes that the limited scope would grant me the opportunity to complete a minor project and a peak into the possibilities of the full game.

After talking to a few people a rough draft of boundaries on a demo emerged. There are 7 planned playable Flagship Captains along with 4 battlefields, and approximately 500 cards. All of this leads to a laundry list of 800 art assets that need to be created and displayed. However, a demo would not need to include everything found in the final game. The goal of the demo would be to display the gameplay mechanics and generate interest into more content. With this in mind I have decided to create a demo of Battleline that showcases two of the Flagship Captains, two enemy AIs, one battlefield and around 90 cards.

Portas Aurora: Battleline Demo:
  • 2 Flagship Captains
  • 2 Enemy AI Settings
  • 1 Battlefield
  • 90 Cards
There has been some debate on whether the opponent for the player need to be their own individual captains or is it okay to just use the non selected Flagship captain as the enemy.

If there are any suggestions or insight into the creation of a demo I am all ears.


Getting Lost Keeping the Lights on

Posted by , in Business / Marketing 09 July 2014 - - - - - - · 707 views

There comes a time, for some more than once, when a single developer or small team looks at their financing and the decision to continue working or increase the available funds must be answered. The last 7 months have been such a time for me. My last post for this journal was early December, after which the assault of the holidays limited productions and funds.

I elected to go back to the creating software solutions for clients and stop development on all projects. The game stoppage was to enjoy I made maximum time for client projects and hopefully increase the overall amount of funding generation. Now coming back to game projects I see the mountain of work left to complete.

Currently Battleline has 300+ cards all of which require artwork. Finding either the time to create all of the images or an artist that is not looking for crazy amounts for the work have not come to light. This reminded me of the hundreds of lost images from previous projects that were lost in the move.

However, with a comfortable cushion of funding I have the time to return and focus on completing a game even if it is not Battleline. I say this because I am fairly good at gauging man hours to complete projects and I do not see Battleline being completed in the next two months without seriously just focusing on card artwork and barebones-ing the interface and controls.

Therefore, the age old debate of releasing something or releasing the game you truly envisioned has begun.





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