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Orange Chair Software Development



Portas Aurora: Battleline - Mechanic Terms Explained

Posted by Navyman, in Portas Aurora: Battleline 27 November 2013 - - - - - - · 714 views
Portas Aurora, Battleline, CCG and 1 more...
As with any system there are keywords that allow more complex ideas or actions to be expressed. The following is a list of the terms for mechanics used in Portas Aurora: Battleline so far:

Active Defense: At the end of your turn repair 1 durability of this unit.
Auxiliary Power: Adds extra damage to Maneuvers that deal damage.
Charge: Can Attack on First Turn Deployed (Looking for a different Name).
Disable: Prevents Ship from Attacking or Defending for 1 turn.
First Strike: When this unit attacks its damage is appealed first. If the target is destroyed this unit does not receive targets damage.
Hardened: Ignores 1 damage.
Immobile: Unit can not move.
Indirect Fire: Unit ignores Battleline order when attacking.
Intercept: Forces Enemy Units to attack this unit.
Jamming: Removes all effects on Target unit.
Jump(x): Can move to location within range.
Maintenance(X): X is the amount of resource this is reserved for this unit and can't be spent on anything else.
Nimble: Ship has 1 movement action.
Rapid Fire: Attack Twice
Ranged(x): Can Attack without being adjacent.
Pierce: Damage above target defense is applied to units behind it.
Pursuit: Follows the movement of the enemy unit forward of it.
Scout: Can be deployed in either your battleline or Neutral Zone.
Stealth: Untargetable until attacks.

Deployment: Action that occurs upon the unit entering battlefield.
Final Order: Action that occurs upon the death of the unit.

Today's Progress Chart:
Posted Image
While not a standout day at 4%, 17 cards. I have begun to develop a few more reports to help me find holes in the current cards selection. I have also started to think about lowering the race specific cards from 38 to 34 or 36 and shifted the 14 to 28 card to race neutral to allow for more deck flexibility and diverse game play.
Additionally, I have moved a few cards around between races to better fit the current play style layouts. Tomorrow I will be covering the 7 races in the game.

Development:
I have created a few tools which I will be expanding in the coming days, that will help me zero into possible missing cards.
In Collectable Card Games the Resource curve of both decks and the overall collection is an important component in balance. Therefore, I have added a report to deck construction to help players see this.
The current Resource Curve for the card collection is as follows:
Posted Image
While I think the overall curve looks about where it should be I am debating on a focused increase to the number of 7+ cards and pushing the 3 & 4 cost cards to be at the top of the curve.
My next tool will be designed to look at Attack vs. Durability of units to see where the current cards are lacking in options.

If you have missed any of the series installments check the links between:
Announcing Portas Aurora: Battleline
Portas Aurora: Battleline - Card Types Explained
Portas Aurora: Battleine - Races Explained


Portas Aurora: Battleline - Card Types Explained

Posted by Navyman, in Portas Aurora: Battleline 26 November 2013 - - - - - - · 486 views
Portas Aurora, Battleline and 3 more...
This week I will be delivering a series of posts detailing the development of Portas Aurora: Battleline up to this point. Some data may change and I will do my best to update all entries with new information. So without further delay, here are the current Card types.

As with most Collectable Card Games there are a variety of card types to be learned, and then exploited. Posted Image
Here is a brief overview of each card type in the game.

Maneuvers: A Maneuver card has as an effect and then it is placed into your Wreckage Pile, which is your discard pile.
Tactics: Are cards that are only revealed if they are triggered. Therefore, they operate like a delayed Manuever. Tactics are designed to alter the way your Commander plays, the way your hand plays, or even the abilities your units enter the battlefield with. A Tactic card is placed to the left of the player's Flagship and remain in place until destroyed or their durability is reduced to 0.
Units: Units fight for you. They are deployed on to a Battleline and can be used to attack or block. Each unit has Attack, Shield and Durability.
Equipment: Are similar to Maneuver cards, but only affect the unit they are deployed on. Some Equipment have Durability, while most are effects focused on altering single ships.
Crews: Are similar to Maneuver cards, but only affect the unit they are deployed on. If you are familiar with Magic: The Gathering there are comparable to Auras.
BattleField Mods: BattleField Mods bring their own rule to the game. Battlefield Mods are selected by Player 2 at the beginning of the game. They affect the Battleline they are deployed in or the whole battlefield. They have Durability, therefore they can be destroyed by units or Maneuvers.

Each of these posts will also include a card lineup progress chart (This will not be updated each post to track the pattern of development).
Posted Image
A bit sad that there was only 3% bump in the completeness, but that is 10 cards and I was mostly working on the first turn mechanics for balance issues.
If you would like to see the current collection of cards you can view them all at the Library page. You may see a fair amount of Eve Online references, hope you enjoy them.

If you have missed any of the series installments check the links between:
Announcing Portas Aurora: Battleline
Portas Aurora: Battleline - Mechanic Terms Explained
Portas Aurora: Battleine - Races Explained
If you would like to have a card type explained in more detail please leave a comment or message me.


Announcing Portas Aurora: Battleline

Posted by Navyman, in Portas Aurora: Battleline 25 November 2013 - - - - - - · 548 views
Portas Aurora, Battleline, Space and 4 more...
Portas Aurora: Battleline - A Collectable Card Game centered on space combat.

Battles in PA: Battleline will currently be between 2 Players, each fielding their selected Commander along with 30 card decks containing no more than 2 of any card. The main objective is to destroy the opponent's Flagship. At present there are 7 races each with 1 commander providing their own unique style of play and Commander Abilities.

The design of Portas Aurora: Battleline's gameplay is to allow flexible and creative strategies in destroying their enemy's flagship.
I am hoping to achieve this by delivering a wide array of cards that make full use of the rules and a break that break them.
It is planned to launch with 390 cards total, granting each race approximately 38 cards tailored to their battle style with and additional 124 race neutral cards to help flush out and amplify combos players find.

Progress to Date:
It is often said the last 10% of a game's development encompasses 90% of its lifespan reaching the 90% complete status can be a long journey by itself. Therefore, I am using a fair amount of numbers to track progress, because the proof is in the numbers, or at least they let me sleep more soundly.
Posted Image* Unsorted Cards are cards that have not been assigned to a race.
Over the last week I have been averaging about 6% per day with some nice spikes of 9%. However, this is only measuring the completeness of the content and not the functionality of the game as a whole. I am planning to launch the game on Android I have a Dev suite that is web-based and may lead to a web-based release as well.

While I made a brief overview of it in my returning post, I want to give Portas Aurora: Battleline its own announcement post.


Death by 1000 Toothpicks

Posted by Navyman, in Business / Marketing, Portas Aurora: Battleline 23 November 2013 - - - - - - · 589 views

Hello GameDev.net,

After a 3 month break from this site and mostly all game development I have forced myself to return. I commented in my last Journal post, the one before I left, I had been "slammed by the normal things that derail developers," when I made that statement I thought the worst of the misdirection waves were behind me. However, the fact that there zero followup posts should indicate that I was wrong and they were more like pre-quake tremors. Still I am very happy to be back and hope that I can carry on thru the holidays with little to no issues arising.

Recap:
  • EvE Online Website - I did work on a website Corporate Dissension that worked very closely with the EvE API. It handled Corp Research and Production schedules. Additionally, second business turned up during its development and that quickly overtook the site. The site became a service to scout and buy intel about corporations in the game, mostly focusing on their "in space assets". The site generated over a 1.2 Billion ISK worth of service payments, logged over 850 Billion assets and is credited with the destruction/looting of greater than 39 Billion ISK.
  • Portas Aurora - The game or micro-sims proved to be fun, but slowed to a crawl due to the lack of massive updates to the shipyard systems. I found that I was busy patching and correcting the economic sim more than anything else. I have suspended the project for now because I want to flush it out more in the areas people were telling me bottle-necked the gameplay.
  • Portas Aurora: Battleline - Yes, another Portas Aurora title game. I really like the lore that another writer and I have put together and want people to have the chance to experience it as well. After suspended Portas Aurora micro-sim the demands of real world work heated up and as a most developers can understand the need to eat and stay housed are fairly important to game development. Therefore, I starting tinkering with the idea of a game that I could design and develop under the new demands of my work and the idea of a TCG/CCG, Trading Card Game and Collectable Card Game, came up and seemed like the clear winner with the other ideas that were on the table. So off I sat to create Portas Aurora: Battleline. The game is moving along at an "okay" pace I have just under halve of the cards I want to have at launch ready.
I am seriously looking at starting the Vblog for my development as a way to gain addition motivation for completion, but I was wondering if anyone had first hand experience of Mac Screen capture apps that they would share.

Thank you.


3 Week Recap

Posted by Navyman, in Portas Aurora 01 August 2013 - - - - - - · 823 views
Portas, Aurora, EVE ONLINE, POS and 4 more...
While I was slated to post an entry covering the Economic Simulation within Portas Aurora three weeks ago, I have been slammed by the normal things that derail developers. Posted Image
I am now finalizing an entry detailing the Economic Micro Sim. This particular micro sim was more complex then originally envisioned mostly due to a desire to include information not stored, but generated by other micro sims. I will expand on this in the actual post.

A note from a previous entry about Vblogs I believe going forward with this would be a good idea both due to the posted reasons and the idea that the Vblog would require me to create content on a more schedule cycle.

Furthermore, I have been modifying one of the micro sim for Portas Aurora to handle POS installation management of Eve Online. It have tested some of the extreme features that I had planned, but required a few days to learn how to use the Eve Online API. I am a huge SciFi fan and I enjoy Eve Online and thought that a tool like this could aid in making a POS more profitable and allow corpations to pool their collective skills more effectively. If anyone is interested in seeing it I will be opening it up for more public testing early next week. If it is popular I will add a minor journal section to cover its development. Additionally, if people have advise for working with the Eve Online API I am all ears. :)


To VBLOG or not?

Posted by Navyman, in Business / Marketing, Portas Aurora 09 July 2013 - - - - - - · 828 views
Portas, Aurora, Orange, Chair, 4X and 2 more...
I have seen a few people start video blogs or VBLOGs covering the development of their projects. While I have thought of doing this before I was wondering if there was really and following behind this type of VBLOG? If so are there any prime examples?
As I said I have thought of doing one before it would be mostly talking about the development of the game with game test and code editing in the video with me and the other developer talking about the game.
Hype and following behind a project, in addition to monetary compensation, help to motive developers. At least it is a form of motivation for me. The more people have seen the project and commented means that there are more people that want to see it complete.

If anyone is up for sharing some insight, thank you in advance.

As for the status of the Portas Aurora project, I have been working on the economy simulator. However, after a few minutes of writing code I realized that I would need to divide the code into 2 Sims. The first one simulating the economy of planets and a second one encapsulating the first simulating the economy of the player's empire. I hope to have a post about the Economy SIMs in the next 2 days.


Sector of Space Generation

Posted by Navyman, in Portas Aurora 04 July 2013 - - - - - - · 858 views
Portas, Aurora, Space, Game, SIM and 2 more...
Sector of Space Generation Due to the fact that the game currently in production has very few graphics this Journal will feature more discussion and description of pieces of the game. The newest Micro-sim in the Portas Aurora collection is the Sector Sim.
Sector SIM:
Sectors are currently the largest map players can view. Sectors have a standard area of 256 (exact units have not been decided on).
There are 3 levels of of star system density.
  • Outer Arm - The lowest Density of Star Systems the in the Galaxy (0.3-0.4 => 77-102 stars)
  • Mid Arm - Medium Density of Star Systems (0.4-0.5 => 103-128 stars)
  • Center - Highest number of Star Systems in the Galaxy (0.5-0.6 => 128-153 stars)
After the total number of Star Systems are set the sector is populated with stars selecting each star based on a weight system designed to emulate the real universe.

The above is an image generated to display the following Sector Map Data:
Center Sector Star Density
Total Star population 150
110 M Type Stars
19 K Type Stars
4 A Type Stars
11 G Type Stars
6 F Type Stars

Possible Additions:
I am thinking that later I will add space anomalies to be generated as well. Some anomalies I am thinking of are Black Holes, Nebulas, and maybe Wormholes. Any suggestions about improving the game are welcome.

EDIT:
The next item on the development list is the economic engine. Still debating whether it will require 2 different sims or if 1 will be able to handle all of the data.


Encapsulating Smaller Pieces

Posted by Navyman, in Portas Aurora 02 July 2013 - - - - - - · 592 views
Portas, Aurora, Sim, 4X, MUD and 1 more...
I had hoped to post a journal entry on Monday announcing that I finished the first version of the Portas Aurora container. However, this is not the case.

Bring together several independent programs into one working container was a challenge. It required a fair amount of additional coding to fill up missing elements. However, this could be expected the real issue that came into play was that after adding the current micro-Sims to the container there was a lack of gameplay.

While the experience granted a lot of insight to the missing components that would be required before people could actually have something to test and to provide feedback over, I am still release a link to the current container to see how people react to the process of creating their own race for the game.

Some features that were added during the process were:
Sector Density: This allows the user to select how many star systems are in the galaxy sector. Currently there are only 3 levels of density: Low, Medium, High.

Planet Type Bonus: Each Planet type has 1 major bonus, 1 minor bonus, 1 negative effect.
I would add a graphic to this post, but the game is as near graphic-less as I can get it and therefore, provide few opportunities.

EDIT: Updated with the features that were created/added during the process of creating a Sim container.


Portas Aurora's Idea Behind its Development

Posted by Navyman, in Portas Aurora 27 June 2013 - - - - - - · 867 views
Portas, Aurora, Kickstarter and 5 more...
Portas Aurora came about after a failed Kickstarter and team members shifting to other projects. I wanted to use the original IP, but understanding my limitation I knew continuing the Arrival project was out of my realm. Therefore, I realized that I would have to design another game that could be broken down into much smaller pieces. The idea I came up with was to create a game that did not rely on graphics and was a collection of a lot of micro simulators. Hentze, Portas Aurora was born.

I began in May by creating a Dev Doc for the game and followed that up by looking at how I could divide the game up into pieces that I could create in a micro simulator in about a day each.


Sector Star System Generator
This was the first micro-sim I created. its design was to populate a sector of the Galaxy with Star Systems. It would not select Star type or what planet types were in each Star System. However, it would control the number of planets in each system. I created a weighted system to reflect a balance between today's current knowledge of average planet number per Star System and increasing playability.
Planned Updates: Generate the location cords for each Star System and set a range for number of Star Systems in each sector based on the distance of the sector from the center of the galaxy.

Star System Generator
The second micro-sim to be created. Its design was to select a Star type, the number of planets, and select planet types for each. In a more recent update it now selects planet size and Non-Planet Objects (NPO). The generator uses a copy of the weighted planet slot number system
from the Sector Star System Generator to allow for similar results in the number of Planet Slots in the Star System. A second weighted system is used when assigning types to each planet slot and a third weighted system is used to assign size to the planet slot. I say planet slor because after introducing the idea of NPO's all objects in a planet slot are treated the same.
Planned Updates: Link the micro-sim to the Sector Star System Generator and have it control the number of Planet Slots in the system.
Possible Updates: Generate planet richness. Moving the production bonus calculation from Planet Surface micro-sim to this one and have the Planet Surface use it as a flat bonus to tile information.

Racial Trait Selection
This micro-sim, currently on display and usable on the Portas Aurora website, has zero random number generation. There have been about 10 version of this micro-sim, mostly due to how the user inputs their selections and the feedback that they should receive after each selection.
While this the original version took about a day to create, thankfully that the information for the traits was already written out, it took more than a week to achieve its current state. It has a system to handle trait group display, current trait selection, interlock between paired traits, overview, and trait point calculations.
Possible Updates: Some ideas are to improve the right side display, add more explanation to the menus, add more traits to the current list. However, any of these are going to be based on feedback.

Planet Surface Generation
This micro-sim can be seen in a previous journal entry. divides the planet into 16 tiles and displays the biodiversity and mineral deposit of each.
Currently this micro-sim does not take any outside input. Users can click on any of the tiles to see a more detailed selection of information about a tile. This was designed to be more of a prototype to the Planet Surface Construction micro-sim.
Planned Updates: Link racial trait bonuses, and Star System inputs to create a more accurate view of the planet.

Shipyard
This is the most recent micro-sim in development. I knew that this one would take more than a day to create and so I had pushed it back, currently it is setting at 8 days. However, part of this is due to the information for the Shipyard is not up to a level that testing can catch enough bugs and that the ideas for the shipyard are a tight balance between creative and functional. I will do another journal entry on this later to see if I can get additional input.

The current plan is to develop a container that can use all of the micro-sims and allow a few people to test out the first version of the player interface. If there is anything you would like to see please leave a comment and I will do a journal entry over it.


Prototyping New Features

Posted by Navyman, in Portas Aurora 23 June 2013 - - - - - - · 688 views
Portas, Aurora, MUD, Planet
Prototyping New Features The newest feature of Portas Aurora is the Planet Surface resource Display. Currently it is still in the early stage of development and getting needed data is more important than look at this moment. Each planet's surface is divided into 16 tiles and their individual levels are display. The idea is to show the 100% baseline production.

Tile values:
  • Sparse - 50% production value
  • Poor - 75%
  • Abundant - 100% the baseline
  • Rich - 125%
  • Saturated - 150%
Biodiversity will effect food production and Mineral Deposits will effect industrial production.

Features that are also in development are:
  • Shipyard
  • Planetary Construction
  • Terraforming
  • Empire Resource Management







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