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About this blog

We are experienced indie video games developers based in Santiago, Chile, and this is our dev blog!

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ACE Team

Hi everyone, 

The wait is finally over! We are so happy to release yet another game which we are super proud of having created. We thank all the people that have stuck with us over this rather long development cycle and we really hope everyone enjoys the game. 

Thank you again!
The ACE Team 

More info about the game and links to Steam, Xbox One and PS4 store pages can be found on the Rock of Ages 2 website.

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What is Rock of Ages II: Bigger & Boulder?

Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.

Follow ACE Team:

ACE Team

Hi guys! We've finally set the release date for Rock of Ages 2; August 28, which is just around the corner! Check out our latest "Rockin' Trailer" to get a preview of what we've been working on all these last months. 

The title will release for $14.99 and as a bonus we're throwing a free 'Binding of Isaac' themed pack for all purchases made the first 4 weeks from release (huge thanks to the awesome guys at Nicalis/Edmund McMillen).

The game will be available for purchase on the 28th. We'll also introduce a few purchasing options for people that already own RoA1 (get OST and 'Classic Pack' for free!).

Enjoy the new trailer and make sure to share the news with your friends!

And check out a brand-new RoA2 website! There's more information and details about the game, pricing/bundles and other media. http://www.rockofages2.com/

 

---

What is Rock of Ages II: Bigger & Boulder?

Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.

Follow ACE Team:

ACE Team

Gunpowder Boulder review

Hi guys,

We wanted to drop by with another cool blog post that describes one of the new boulders featured in the game. But before we get in to this, we just wanted to briefly mention that we should be announcing the release details very soon. We're currently working on a bunch of updates to go with the upcoming announcement, so please stay tuned. We're at the very end of the road here.

large.5968dc2e0bebe_GunpowderBoulder1.jp

And now back to our boulder details! The Gunpowder Boulder as you might have guessed is an explosive weapon with a very high risk/reward ratio. This boulder deals considerable damage to the opponent's gate, but managing to get it to the very bottom of the course can be quite challenging. 

The gunpowder boulder has a short fuse mechanism that is popping out, and every time the boulder rolls over it the explosive contents receive a charge. As long as the boulder is not hitting the fuse the sphere quickly cools down, but if you roll enough times over it: BOOM!

large.5968dc2fd12c5_GunpowderBoulder2.gi
The more the boulder glows red the closer it is to bursting.

Ways to avoid overheating is making sure the fuse is not aligned with the floor when rolling or jumping as the bomb gets hotter. 

Offense alternatives

The explosive boulder is also a great tool if you want to wipe out a heavily armed area that you are having problems getting by. The explosion radius can take out multiple units with a single blast.

large.5968dc314dd5a_GunpowderBoulder3.gi
Mass destruction!

To manually detonate the boulder the player can also rest on the fuse just for a few seconds and KABOOM! Everything is decimated. 

What do you think of this new offensive weapon? Let us know in the comments below!

Finally; if you haven't noticed yet make sure to check out our updated Store Page with new information and a lot of cool animations.

---

What is Rock of Ages II: Bigger & Boulder?

Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.

Follow ACE Team:

ACE Team

[color=#b22222][size=7]Impressionist Art in Rock of Ages 2, using Unreal Engine 4[/color]


People who have been following our blogs will know by now that we're putting a lot of effort into creating distinct visual art styles for the different art periods of the game. Of all the work we've done, the most radical and unique is most definitely the real time rendering of impressionist type levels in Rock of Ages 2 (Siggraph worthy stuff here!).


The following image is not concept art aEUR" it is an actual in-game screenshot of one of the levels in the game:

gallery_241356_1134_237076.jpg


Edmundo developed the technique we use to make Impressionist art, and the method is not based on a post-process that we apply over an existing 3D scene. The assets are all custom-built into the game using a creative way of mixing 3D assets, with 3D brush strokes that are aEURoehand placedaEUR? by the artists in 3D Studio Max.


Below is the first Impressionist level we developed and our source inspiration; a painting of Monet:

gallery_241356_1134_390985.jpg


In very simple terms, the way this works is that we custom paint simplified base models with a variety of brush strokes, similar to how hair is placed on characters in current video game development. We use the vertex colors of our mesh and brush strokes to determine the colors of the aEURoepaintaEUR?.

gallery_241356_1134_127466.jpg


Baba Yaga, are you in there?


These painted strokes use a special shader in Unreal Engine 4 which does many things, such as lighting, aligning the strokes properly to the camera, and also allows us to control the width and thickness of the brush strokes. This allows us to make the art seem as if it was painted by a very thin paint brush or a very thick and larger paint brush. (See image above)

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Here you can see the technique applied to some assets and a comparison to regular models. (Note: The models on the left are not the same models than the ones on the right. They are completely different assets)


While we mostly use this rendering technique for static meshes and world geometry (re-creating all units in the game could be done, but would be too much work) it can be used on skeletal meshes with bones and animations. The technique is also compatible with lightmapped objects. Here is another example of a level using the Impressionism rendering style:

gallery_241356_1134_341705.jpg


There is a lot more that can be said about our implementation of this art style, but we try keeping these blog posts short so that they are appealing to everyone. We will probably re-visit this subject in future trailers or maybe another post. For now you can watch the Rock of Ages 2 trailer if you want to see a brief glimpse of how the art style looks in the game itself.


Who said games aren't art? Our Impressionism levels would make Vincent van Gogh proud :P

gallery_241356_1134_69540.jpg


(Note: This is a screenshot of a custscene aEUR" it is not using the implementation discussed in this blog post. It is purely 2D art)


[rollup="What is Rock of Ages II: Bigger & Boulder?"]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.

Official website

Steam store page

[media]

[/media]

[/rollup]


[rollup='Follow ACE Team']

ACE Team

[color=#b22222][size=7]Unit review: Da Vinci tank[/color]


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360 degree firepower!

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The Da Vinci tank was one of the first new unit ideas we decided for the sequel, but it was also one of the very last units to reach its final design because we iterated with it many times before reaching a mechanic with which we were all happy.


We quickly identified and fell in love with Leonardo's 'fighting vehicle' machine, because the radial design was ideal for a defensive structure that could attack in any direction without having to rotate, something that would set it apart from most of the other offensive defenses. However, getting the actual unit to work properly proved to be a challenge where movement and projectiles were the two key areas that kept us iterating the most.


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Cannons, cannons, cannons...

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With a radial array of cannons the unit immediately targeted all approaching boulders from any orientation, but the initial firing patterns and the actual projectiles where not turning out to be very effective. With so many cannons covering all possible angles we expected that a regular straight cannonball would be enough to make it quite powerful. However in practice, the tank missed almost every single shot because even if a boulder was at close range the overall stiffness of the cannons meant it couldn't really aim with any of these. We tried to address this by making the three most closest cannons fire in a sequence, but this still proved to be ineffective.


Our final solution was to implement an instant spread burst (much like a shotgun) so any boulder in the vicinity would receive a set amount of fragments depending on how well aligned it is with the cannon making the shot. This solution made the unit immediately useful.

gallery_241356_1134_2749202.gif


Boom, boom, boom!


Just like the real thing each cannon works independently. The reload time is suggested by the smoke coming out of the barrel, so if any particular cannon is releasing smoke you have a couple of seconds to approach from that angle.


The final projectile design was so effective we had to nerf it a couple of times because you could dominate a match only using tanks.


Considering how limited the unit was by straight shots we really have to question Da Vinci's vehicle effectiveness. Maybe when they prototyped it during the Renaissance they bumped in to the same problems than we did and that's why it never was produced on a mass scale. :-)


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Mobility

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The next thing we had a hard time tackling was the movement patterns. The first idea was to have it rotate like a turret, but that was immediately discarded since many of the units were already stationary and we didn't want to add another one with this limitation.


Our first implementation allowed it to roam freely, trying to reach the player so it could aim from a closer range. This also generated several complications. The tank is so wide and covers so many tiles that it had a really tough time navigating the environment. Also, by looking in to its interior you can see that it wasn't really designed to turn:

gallery_241356_1134_50931.jpg


Look at all those fancy details you never get to see in-game!


So our final execution is a middle point between 'stationary' and 'free-to-move'. We decided that the tank will only travel along a straight line in either direction that the wheels spin. This movement pattern requires you to plan the layout of surrounding units with care, but not everything you place near it will necessarily obstruct it's path.

gallery_241356_1134_55678.jpg


The central line indicates the movement restraints and the outer lines the range of the cannons.


A nice detail we added is a cue which suggests which direction the unit will decide to follow. The soldier commanding the tank has to open the hatch to look where he's going, so whenever the soldier is leaning out that is an indication of the vehicle's 'forward' direction.

gallery_241356_1134_31550.jpgI can't see a thing in here!


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And that's it for this update. Hope everyone enjoyed the details behind this unit's development. Until the next blog post!

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[rollup="What is Rock of Ages II: Bigger & Boulder?"]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.

Official website

Steam store page

[media]

[/media]

[/rollup]


[rollup='Follow ACE Team']

ACE Team

[color=#b22222][size=7]Level comparison: Bologna vs L'Aquila[/color]

Hey guys. Apologizing here again for the lack of updates. The recent Game Developers Conference trip has generated a lot of interesting developments regarding our upcoming projects and there's also been some cool new stuff happening with Rock of Ages 2 that we'll be sharing later. Small team here and so much to do as usual...

On this occasion I'll be sharing our new take on the Renaissance level that features impressive jumps.

gallery_241356_1134_16313.jpg
Bologna on the left (Rock of Ages 2), L'Aquila on the right (Rock of Ages).

Unlike Scotland vs. Wallachia, where we essentially revamped the same layout, for this particular map we wanted to bring back an extensive slope that ends in a huge leap, which was characteristic from the L'Aquila level from the first title. The concept behind the level was cool, but we weren't so happy with the layout, so we decided that instead of modifying it we'd completely redesign the circuit.

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The slide

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Featuring a section where you can gain a considerable amount of speed that culminates in a big ramp was the main idea behind this level. In the original game, the L'Aquila level didn't technically feature a ramp since the area that holds the giant bull accidentally served to propel the boulder in to the sky.

gallery_241356_1134_26701.jpg
Above: Rock of Ages2. Below: Rock of Ages.

The first noticeable change is the amount of ramps featured in the new level. If the concept is fun, why limit it to a single time for every descent? In Bologna players will have to traverse through a series of giant slides, each featuring a large jump at the end of the path.

Something else we decided to change is the defensive unit tiling. The center area which features a stream of water does not allow you to build there, so players can always gather speed during the slopes. Defenses will be required to be placed on the borders of the circuit. However, descending through the stream will slightly affect your speed, allowing players that risk the path on the sides to gain an advantage.

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The cannon

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Our first tests with this new level were designed so that players could cover a long distance by simply rolling off a ramp after having reached maximum speed. However, one of the things that has changed in the new game is that boulders cover less distance when jumping, (less than in the original Rock of Ages). The configuration difference seems small in a regular jump, but on a giant ramp like this it was clear that the boulders were not covering as much distance as we wanted. Thus, we decided to include a form of propulsion to enhance the jump at the end of each slope.

gallery_241356_1134_268826.jpg
To the skies!

We really missed the giant cannons from the DaVinci and Cherub bosses from the first game, so this seemed like an ideal scenario to bring these back. At the end of each slope the player must aim at the barrel of the cannon to get blasted through the air and reach the next platform. Total speed is still taken in to account, so if the player blasts through the cannon at a speed that is not sufficient he still won't cover the distance.

Note: It's not accidental that the DaVinci giant statue from the first game is featured again in this level (did you miss it from the previous screenshot?)

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The trampoline

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So what happens if you miss the cannon or don't gain enough momentum when reaching the cannon? The level is designed like a giant aqueduct with lower levels, so players that don't cover the distance during the leap of faith (or "blast of faith"?), will fall to the bottom level where there's a trampoline at the end.

gallery_241356_1134_194045.jpg
Pretty sure there were aqueducts that looked just like this in ancient Rome...

The trampoline was designed so that the jump is not mandatory, but taking this path will make you lose valuable time.

And that's it for this latest blog post! Hope everyone is looking forward to playing this level which has been very fun to design and test. Stay tuned for more developments coming up next.

[rollup="What is Rock of Ages II: Bigger & Boulder?"]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.

Official website


Steam store page


[media]

[/media]

[/rollup]
[rollup="Follow ACE Team"]Rock of Ages 2 Steam community hub
ACE Team website(Under construction)
ACE Team group on Steam
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[/rollup]

ACE Team

Welcome to the latest 'behind the scenes' update where we've prepared a special treat for those interested in the music developments of the sequel.

In the following video Patricio Meneses introduces us to the new Main Theme - the piano version (we're still keeping the primary composition secret for now). Here's the feature:

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This video also has a couple of hints to some new stuff in the game. Can you tell what it is?

Just like in the first, the main theme is all original composition, but the rest of the tracks will include brief cameos from the great classics. It will be cool to see who can tell which masterpieces have inspired our levels when we start showing more of the music.

Hope you enjoyed this update! All the music from the game is pretty much ready and Patricio is now starting to work on the Original Soundtrack. We can't wait to show you more of his work in the upcoming weeks. Stay tuned!


[rollup="What is Rock of Ages II: Bigger & Boulder?"]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.


Official website


Steam store page



[media]

[/media]


[/rollup]

[rollup='Follow ACE Team']Rock of Ages 2 Steam community hub
ACE Team website(Under construction)
ACE Team group on Steam
Reddit
Twitter
Facebook
"ACE Team fans" Facebook page
Youtube
Tumblr
Instagram
Gab
Google+
IndieDB

ACE Team forums
Steam Curator
Pinterest
?????????
[/rollup]

ACE Team

[color=#b22222][size=7]Level comparison: Scotland vs Wallachia[/color]



[font=inherit]

Hi guys. Sorry for the delay for this latest update. Starting a new year generally has us busy with a bunch of things and while many of you may be enjoying a nice cool winter, here in Santiago it feels like a furnace outside, which doesn't help too much. But don't worry; we're still hard at work making sure the game lives up to its potential!

Following our regular development blog posts this time we'll be looking at how we've redesigned one of the most characteristic levels from the first game and re-imagined it for the sequel.

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Scotland on the left (Rock of Ages 2), Wallachia on the right (Rock of Ages).

[/font]Same level, re-imagined.

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When we started developing the sequel we decided we wanted to bring back some of the more competitive and fun levels featured in the first game. Most of the levels in the new game are still brand new, but there were a couple of older designs that we thought were worth rescuing, and this is one of those cases.

In the following segments we'll explain what changes we did to improve the existing design and how that should translate in to a better gameplay experience.

Note: In the original game you have to fight Dracula at this point. Even though the level layout looks quite similar, we've decided that this level is now located in Scotland. Why? Just because. 40% less historically accurate, right? Any ideas who you'll get to face here?

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Starting points

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In all of the levels in the original Rock of Ages, the track mirroring is split at the boulder launching area, having both adversaries looking in opposite directions. We thought it wasn't very fun to start by having you give your back to your enemy, so we've tried to set up starting points that are facing each other. [/font]

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Above: Rock of Ages. Below: Rock of Ages 2. Here you have line of sight of your opponent.

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We've avoided placing boulders directly next to each other in the new game. In most cases you should always be able to view your opponent in a 180 degree view radius. In some maps paths will even briefly intersect.

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The narrow section

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Another area we decided to redesign is the center of the level that featured a narrow segment with steps. Many people disliked the steps because they killed any momentum you may have gained at that point (and blocking the boulder should be consequence of unit placement, not level design). So to address this problem we decided to replace this area with a bridge. [/font]

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Above: Rock of Ages. Below: Rock of Ages 2.

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Instead of making steps in this area we made it narrower, which presents its own challenge. But a fast boulder that is able to avoid enemy units should be able to move through this part at a good speed. We also decided to limit the areas where you can place units to the checkered sections, because defending the complete bridge was too easy without these limitations.

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The shortcut

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We wanted to keep the shortcut in the middle section that rewards players that take the "leap of faith" and are able to cover both jumps. [/font]

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Above: Rock of Ages. Below: Rock of Ages 2.

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The smaller platforms are still easy to defend to dissuade players that want to take the risk. The jump is also a little harder for regular boulders, but much easier for light boulders like the giant balloons. Setting up your roster with two different boulders might be a good idea in this level, to cover both paths (take the shortcut or the bridge).

[font=inherit]

Near the castle

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[font=inherit]The final segment that leads to the castle was also repurposed to support more interesting gameplay. This section was fun in the original, but very hard to defend effectively.[/font][/font]

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Above: Rock of Ages. Below: Rock of Ages 2.

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[font=inherit]

The old layout which features several round-like rocks really prevents you from setting up a good defense, because these rocks are easy to jump over/past, invalidating most of the usable terrain.

All levels with good design need to feature areas where defenses can be more effective. We decided to include a stone arch that serves as a choke point, since the entry and exit can be blocked quite easily (you can't build directly below though). Additionally, it's expected that many players will want to set up defenses in the final segment of the level, just before the castle, so we wanted to provide a good landmark to assist with such defenses.

And that's everything for this blog post! Hope everyone likes the changes for our "version 2.0" of the Wallachia level. Stay tuned that we'll be posting some news on Patricio Meneses' music in our next blog post, which should be just around the corner.

[/font]

[rollup="What is Rock of Ages II: Bigger & Boulder?"]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.


Official website


Steam store page



[media]

[/media]


[/rollup]

[rollup='Follow ACE Team']Rock of Ages 2 Steam community hub
ACE Team website(Under construction)
ACE Team group on Steam
Reddit
Twitter
Facebook
"ACE Team fans" Facebook page
Youtube
Tumblr
Instagram
Gab
Google+
IndieDB

ACE Team forums
Steam Curator
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?????????
[/rollup]

ACE Team

[color=#b22222][size=7]Unit review: The Battleship[/color]


Hey guys. Welcome to a new defensive unit overview. This time we'll be looking at the updated Battleship.


gallery_241356_1134_75628.jpg



Same or not?



The battleship serves a similar purpose to that of the original Rock of Ages. The unit fires in to the air and the projectile briefly lands near you in a mortar-like vertical angle, trying to anticipate your location. However, the cannonball shot features some new dynamics that make it more useful as an obstacle and the visual redesign is meant to reflect this.

Shells or land mines?



The vertical shot is meant to land directly on the boulder for highest damage, but if the shot misses, it can still deal damage in the form of a temporary land mine.


gallery_241356_1134_189106.jpg
Bombarded with 'cannon shells'



The cannonballs that hit the surface burry half way in to the ground. While they are there they act as mines. Boulders that roll on top of exposed shells will cause these to explode. Additionally, buried shots start to gain pressure and explode after a few seconds.


gallery_241356_1134_48400.jpg
Land mine mechanic: Cannonballs that burry in to the ground explode briefly after.



Just like in the first game, when the battleship prepares to fire it will be accompanied by a visual and audio cue. The destination impact point is signaled by an animated reticule so players can attempt to dodge the falling projectile. Falling shots will also leave a trial of smoke so other players can visualize the projectile's trajectory from far away distances.


gallery_241356_1134_165721.jpg
Missed me by a hair!



The visuals



One of the things we wanted to convey with the new design is a more clear representation of the vertical attack. The old unit felt like it "spawned" projectiles out of thin air, and even though this is actually how the game executes the attack, it seemed important to create the illusion that there is an actual mortar-like arced shot.

The massive four cannons that are located on the ship in a radial like pattern show that the unit is aiming towards the sky. The cannon facing the targeted boulder wills always be the cannon that fires. The fire animation is quite dramatic, so even if you're not playing with audio you'll be able to prepare for the imminent reticule to show up.

It's curious that while we were preparing this blog post we quickly realized something was missing from the battleship when comparing it to the older design: COLORS!


gallery_241356_1134_48055.jpg
Battleship from RoA on the left. Battleship from RoA2 on the right.



It's incredible what some nice colors can do to compliment a design. Even if the older unit has less polygons and simpler lighting/shading it looks much more interesting. So the next step will be to complement the existing design with color coding which will not only improve the overall aesthetics but also allow the unit to display your team's color selection.

Look forward to screenshots of a more colorful battleship once we include color coding to the materials.

And that's it for today! We hope everyone enjoys this content update that was a bit overdue. Until the next time!

[rollup="What is Rock of Ages II: Bigger & Boulder?"]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.

Official website


Steam store page

[media]

[/media]


[/rollup]

[rollup="Follow ACE Team"]Rock of Ages 2 Steam community hub
ACE Team website (Under construction)
ACE Team group on Steam
Reddit
Twitter
Facebook
ACE Team fans Facebook page
Youtube
Tumblr
Instagram
Gab
Google+
IndieDB

ACE Team forums
Steam Curator
Pinterest
?????????
[/rollup]

ACE Team

[color=rgb(178,34,34)][size=7]Navigating the battlefield[/color]


Rock of Ages is a race to destroy the enemy castle gates (and then squishing the opponent's puny leader with your boulder), so it is important to design levels that are clear to navigate.

gallery_241356_1134_77726.jpg
Worlds collide!

One innovation we brought to the level designs is that your territory and the enemy territory sometimes intersect. This gives you the opportunity to collide with the enemy boulders on your way down, but it also means we have to give some additional cues so players always know when they are going towards the enemy castle or their own!

The first and most important hint, is of course, the team colors! We do not have a fixed red vs blue palette anymore, so the tracks and many details including units, people, flags, boulders and castles, will all change to use your selected army color and banner. We are starting with 10 colors to choose from.

gallery_241356_1134_201009.jpg

If two players are using the same settings?

We need to do something when two players have the same preferred colors, so if two red armies meet, whoever enters the battle last will have their main and detail colors swapped (in the above example that player would have a yellow banner with red lions).

[subheading]More cues[/subheading]
A great hint we had in Rock of Ages that helped players find the right direction, specially when they fell off the track or got disoriented, was the wind:

gallery_241356_1134_1370424.gif

The wind is not only decorative, but it always blows towards the enemy castle. Even without telling the player in a tutorial, we found it was one of those subtle things that people got intuitively.

gallery_241356_1134_101882.gif
This way please.

Not all hints need to be subtle though... a finger pointing in the right direction just works :)

gallery_241356_1134_108650.jpg

I have an answer for that!

It's because you don't want to win because your enemy didn't know where to go. You want to win because they couldn't get through your cunning defensive strategies!

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Now that we are play-testing very often, we have had the chance to fine tune the level design; block or enable shortcuts, set which tiles players can build on, calibrate boulders and units, etc. We'll continue do this, always remembering that the priority is to make a fair and fun game.

Edmundo Bordeu
Art Director

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15135938_1311043272268612_166876.jpg ?
[color=rgb(178,34,34)][size=7]ACE Team fans[/color]

Hey guys! We've just opened an official fan page on Facebook where people can share their fan art and hopefully find a more personal place to talk about our games.

For starters we've made a compendium of all the fan made art that we've managed to track back to Zeno Clash, which includes awesome illustrations, drawings and even the coolest cosplay. We'll be posting it in small batches in the days to come*.

We encourage people to share any new pieces at the page. We'll probably run contests and other activities in the future, so don't forget to drop by and comment!

*Note: We're trying to credit all the authors of the stuff we've found, but in some cases we couldn't find any references. If you are the author of one of these pieces (or you know who it is) please add a comment!

[rollup="What is Rock of Ages II: Bigger & Boulder?"]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.

Official website


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[color=#b22222]

The Balloon Boulders!

[/color]

By now you may know that in Rock of Ages II different boulders have different attributes, and you can choose unique ones to play in your matches.

Today we will talk about the Balloon Boulders...

gallery_241356_1134_16053.jpg

The main advantage that Balloon Boulders have is pretty clear: They are light which allows them to jump higher. Balloon boulders can jump obstacles that regular boulders would need to go through, losing health & speed.

gallery_241356_1134_171964.jpg

I know what you're thinking: That's OP! One of the big complaints about Rock of Ages 1 was it was too easy to jump over obstacles! But don't worry, there are three things to consider here:


  • In general regular boulders jump less high than in the first game. (So jumping has been nerfed a bit).
  • Many units are taller than in ROA 1 (like the elephant that now has a tower), which makes jumping over stuff even harder.
  • The Balloon Boulder has very clear weaknesses...

    gallery_241356_1134_6608.jpg

    As you can see, the balloon boulder isn't very fast, nor resistant. It's weight class also means it deals less damage to the gate (and all enemies). In a game where speed and strength are incredibly important, having two weak stats is not so good. The balloon boulder is actually a good secondary boulder because:


    • It can get past super well defended areas and clear the path for your friend.
    • It can reach shortcuts that can be much harder to achieve for regular boulders.

      In our current matches people who are depending too much on the balloon boulders are losing most of the time. They are too weak, which makes them very vulnerable to projectile weapons like the Ballista.

      gallery_241356_1134_62076.jpg
      Here are the two Balloon class boulders of the game. What's that on the left? An inflated cow?!?

      The Balloon Boulders are definitely a very fun addition to the game. They add an interesting layer of strategy and decision making when preparing for a war match, and are unique and feel different to the other boulders of Rock of Ages II. But the thing I've enjoyed the most about them is seeing them pop in the middle of the air after I get overwhelmed by a nasty projectile defense. Seeing an inflated cow burst like a balloon has made me laugh out loud several times already, and I hope it will also make you laugh as well.

      Carlos Bordeu
      Game Designer

      gallery_241356_1134_31133.jpg

      [rollup="What is Rock of Ages II: Bigger & Boulder?"]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.

      Official website


      Steam store page

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[color=rgb(178,34,34)]

The unit roster

[/color]

[subheading]Assembling your army[/subheading]
In Rock of Ages 2 we wanted to introduce a wider variety of units for players to choose from. But by introducing so many units we quickly realized that managing such a big roster in a match would be very troublesome. Because we also wanted to introduce new areas where players are required to plan out their strategy, we decided it would be a really good idea to limit the amount of units you can bring to a battle by making players commit to a specific battle plan.

Before each War match takes place you will have to select which units and which boulders you want to bring to the course. Below is the unit selection grid in its default configuration:

gallery_241356_1134_53719.jpg
Campaign starts off with limited options. Looks a little empty, right?

Progressing through the campaign will allow players to unlock and populate the unit selection grid with more boulders and new units. In addition, players will also be able to unlock additional slots so they can bring more units in to a match. The upper grid represents the slots available for your battle plan and the bottom grid shows the complete list of units to pick from.

A completely unlocked list will look like this:

gallery_241356_1134_185998.jpg
We don't want to give away all the units from the game, so we've blurred out some of the icons. Can you guess what they might be???


[subheading]
Marble madness
[/subheading]
You might have noted from the last screenshot that there's something else that is new in the sequel; you can bring more than one boulder to the fight!

We don't want to impose how players want to plan out their battles, so we decided to give complete freedom when selecting the roster. This means you can take as much boulders as your battle plan allows you to. Note that boulders will take up two spaces from the top grid, so choosing too many can severely limit the amount of defensive units you can use. It's all about balancing and making the proper choices for each course.

gallery_241356_1134_175549.jpg
Choose the boulder you will release for the next run. Note that each boulder has its own building time. Tougher rocks will generally take longer to build.

After all players have selected their roster the match can begin. Because the game allows you to choose more than one boulder, if you do so, you will have to first choose which of these you want to start building while you plan out your defenses.

[subheading]Wrapping-up[/subheading]
With a limited selection of units we anticipate a much higher level of experimentation from players that can try out different combinations on different levels. The roster that might prove to be effective on one map may not be as effective on another level, so players will have to choose wisely and develop their own strategies.

We also believe that the more limited amount of active units in a match will allow people to be more focused on setting up defenses that are better planned out giving the game more diversity (you'll never know what you have to face off the next time).

Finally, this formula also incentives more variety of strategic approaches to be used during a match. Some players can use rosters that are clearly more offensive, with more weight on boulder selections, and other players can rely on more defensive strategies with a wider assortment of defenses to protect the course. And since the game now allows players to team up, the expected variety in a match can be exponential, with teams going all-aggressive, all-defensive or mixes.

gallery_241356_1134_58211.jpg
Building phase in progress. Note that in our current build 'banks' and 'thunder cloud' are always added to your roster, but this is still TBD.

We hope everyone likes the new ideas we're developing for the sequel. We can't wait to see what kind of strategies people will develop once the game is out.

Until the next blog post!!

[rollup="What is Rock of Ages II: Bigger & Boulder?"]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.

Official website


Steam store page

[media]

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[color=rgb(178,34,34)]

Rockin designs: The Medusa Boulder

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Today we are sharing the design process for Medusa's Boulder.


gallery_241356_1134_448255.jpg
Where's that face?

In Rock of Ages 2 we have a greater variety of boulders, so we figured we could associate one new boulder to every character you find in Story mode. Every time you defeat a new army leader you win their boulder which you can later use in your next matches.


gallery_241356_1134_107811.jpg
A scene from 'Clash of the Titans'...

The Medusa boulder is made of unfortunate greek heroes who were sent to kill Medusa; they all of course looked at her and turned into stone. It's funny to imagine how Medusa would arrange for soldiers to petrify in specific poses, each one like a puzzle piece she can use to build a giant boulder.

...And to solve the soldier puzzle ourselves, we used M.C. Escher's repeating patterns as a reference.


gallery_241356_1134_317021.jpg
Left image: M. C. Escher

By designing a couple of interlocking tiles, you can repeat the pattern as much as you like.


gallery_241356_1134_234824.gif

To make these types of repeating patterns, it is helpful to start with just the structure and then complicate the edges. It has to be said that it is easier to make these type of patterns today because you can have your software modify all the rotated copies of a tile simultaneously as you are working on just one. Doing this without a computer would have been way more challenging!


gallery_241356_1134_85666.gif

Finally, we used a simpler tile structure because the previous one was not designed to wrap around a sphere... oops!

Here's how the final result looks like:


gallery_241356_1134_192589.jpg
Dramatic screenshot!!!

Enjoyed this new boulder? The game will feature a wider variety of new boulder designs, some which will have unique special properties (more on this in a future post). We'll keep on covering new boulders and more units in upcoming updates.

[rollup="What is Rock of Ages II: Bigger & Boulder?"]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.

Official website


Steam store page

[media]

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[color=#b22222]

Navigating levels: The boulder AI design

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So here's a crazy simulation showing off the result of dozens of AI boulder players trying to navigate a level simultaneously.


gallery_241356_1134_1488913.gif

Cool, isn't it? So if you wish to know how we're getting these results... read on!

One area which ROA1 could have been better was the boulder's AI. As we went into ROA2, we had to find a system that was both efficient and also easy to use for level designers. After trying different approaches we ended up implementing a path system in which a human player navigates a level to record speed and jump values of how to finish an empty level (no obstacles). The resulting information can be seen represented in the following spline:

gallery_241356_1134_45263.jpg

As you can see this level (which happens to show a nice preview of the Renaissance art period) has a few jumps and turns and can get quite narrow for a boulder attempting to navigate at top speed. This path shows the most obvious and "safe" path to complete the level, where no risky/difficult jumps have been taken during the recording process.

gallery_241356_1134_107558.jpg
In the spline you can see how the green vectors are representative of the direction and velocity (given by the vector's length).

However we want our AI to sometimes attempt shortcuts, and for this we record play sessions with riskier routes that require better timed jumps and control, as can be seen in the following two examples.

gallery_241356_1134_186137.jpg
gallery_241356_1134_48785.jpg

When the game is running, the AI boulder doesn't simply move through the paths we have predefined - these are there as markers which give a hint to the computer of when to jump and what speed to move. With more prerecorded sessions (done by a human player), the AI has more information to help it know how to navigate the level properly. When knocked away, or even when falling off the level, the AI can re-adjust and use this navigation map to properly move through the level, and that result is the animation at the beginning of this post, which I share here again.


gallery_241356_1134_1488913.gif

The way the boulder evades obstacles is a different system that works in conjunction with this ...but that is a topic we can talk more about in a future blog post. Hope you enjoyed this quick insight into the development of ROA2. Remember this post when you play the game later on and the AI beats you ;)

[rollup="What is Rock of Ages II: Bigger & Boulder?"]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.

Official website


Steam store page

[media]

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[color=#b22222]

Unit review: Cows

[/color]



gallery_241356_1134_28805.jpg


Cow goes moo

Hello community! In this second developer post where we look at the changes made to defensive units we'll be evaluating the cow to see how it has transitioned to the new game.

[subheading]The new design[/subheading]
In the first Rock of Ages, the cow was the 'tier 1' walker unit, grouped with the elephants and the mammoth. In Rock of Ages 2 we got rid of tiers so that every unit has its unique behaviors. So now the cow is no longer linked to any other entity/group.

Actually, the cow has a completely new purpose in Rock of Ages 2. When thinking about the upgraded cow we came up with a new concept: "sticky cows"!

Check out the following video to get an idea of how this mechanic works:

gallery_241356_1134_1263604.gif
I can't shake them!!

Cows are now grazing indifferent to enemy boulders. If a boulder happens to come in contact with a cow, the cow sticks to the boulder like glue difficulting the boulder's movement. The more cows the boulder runs over the more 'lumps' the boulder has to struggle with.

gallery_241356_1134_182774.jpg
Hoping PETA doesn't see this...

Cows are an excellent way to obstruct boulders, but they are best combined with other units that will push the rock into the herd.

Placement:
Because cows work best in clusters we decided to deploy them in a 3x3 array in groups of 5. This way players are not forced to individually place every cow when trying to cover larger areas.

gallery_241356_1134_37174.jpg
Cows are evenly distributed in a 3x3 area.

Note: The sticky mechanic is not persistent. Cows lumps can only resist a limited amount of contacts on the surface before they fall off. Still, getting tagged by a cow will considerably slow down a boulder making it a much easier target for other units.

gallery_241356_1134_293008.jpg
Jeronimo!

---
Hope everyone likes our new approach to cows in this new game. Stay tuned for future posts where we'll be looking at other defensive units and their specifics.

gallery_241356_1134_255742.jpg
Until the next time!

[rollup="What is Rock of Ages II: Bigger & Boulder?"]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.

Official website


Steam store page

[media]

[/media]


[/rollup]
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[font=georgia][color=#b22222]

Henry crafts!

[/color][/font]

gallery_241356_1134_202486.gif

[font=georgia]I always wanted to make a puppet of a Rock of Ages character, and behold! Here I am sharing the character sheet I used so you can print and make your own too.[/font]

gallery_241356_1134_964343.jpg
[font=georgia]Click here for the hi-res image (4634x5958, 5.3 MB)[/font]



[font=georgia]Enjoy dancing Henry below...
[media]

[/media][/font]


[font=georgia]
[subheading]The process:[/subheading]

1) I printed him on 30 X 40 photo paper, which I found rigid enough to work pretty well.
The character sheet is in very good resolution, so you could make a much larger puppet if you wanted to.

[/font]
[font=georgia] [/font]

[font=georgia]gallery_241356_1134_20591.jpg[/font]

[font=georgia]2) Then came the most time-consuming step; cutting all the pieces. I included two versions of the head (one with movable eyes and jaw, and one full head) because I knew it might be difficult to cut those tiny eye sockets precisely, so I wanted a backup head in case I messed up.

3) I wasn't sure if I wanted an articulated paper puppet or if I wanted a poseable fridge magnet character, so I ended up making a combination of the two.
For the arms and head I glued flat fridge magnets behind the back pieces, and glued little strips of metal to the front pieces. His head falls off occasionally if I am not careful, but since Henry was pretty fond of beheading I think it is appropriate.[/font]

[font=georgia]gallery_241356_1134_44790.jpg[/font]

[font=georgia]4) For the rest of the joints I could have used brads (you know, those tacks/fasteners with two flexible legs?) which would have made an easier to pose and more resistant puppet...

5) ...But I wanted the joints to be invisible, so I made the holes with a needle and connected the pieces with string that is taped to the back of the front pieces and goes through the hole of the back pieces.

Next day I have an urge to do a crafts project I might make a little stop-motion movie... or sculpting stone to make an actual Rock of Ages!... or maybe I should go back to working on the game :)

Edmundo Bordeu
Art Director[/font]

[font=georgia][rollup="What is Rock of Ages II: Bigger & Boulder?"][font=georgia]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.[/font][/font]

[font=georgia][font=georgia][font=georgia]

[font=georgia]Official website[/font]

[/font][/font][/font]


[font=georgia][font=georgia][font=georgia]

[font=georgia]Steam store page[/font]

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[font=georgia] [/font]


[font=georgia][font=georgia][font=georgia][media]

[/media][/font][/font][/font]


[font=georgia][/rollup][/font]

[font=georgia][rollup="Follow ACE Team"][font=georgia]Rock of Ages 2 Steam community hub[/font]
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[/font]
[font=georgia][/rollup][/font]

ACE Team

[font=georgia][rollup="What is Rock of Ages II: Bigger & Boulder?"][font=georgia]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.[/font][/font]

[font=georgia][font=georgia][font=georgia][font=georgia][font=georgia]

[font=georgia]Official website[/font]

[/font][/font][/font][/font][/font]


[font=georgia][font=georgia][font=georgia][font=georgia][font=georgia]

[font=georgia]Steam store page[/font]

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[font=georgia][font=georgia][font=georgia][font=georgia][font=georgia][media]

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[font=georgia][/rollup][/font]

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[font=georgia][color=#b22222]

First look at the Greek art style in ROA 2

[/color][/font]

[font=georgia]One of the most unique levels of Rock of Ages were the starting levels that were set in the Greek art period. In ROA2 a few levels will also be set in ancient Greece, but for the sequel we wanted to achieve a more authentic look and feel to the Greek art seen in vases and ornaments of the time.[/font]

[font=georgia]gallery_241356_1134_78317.jpg[/font]


[font=georgia]WIP Greek Level - Rock of Ages 2[/font]

[font=georgia]The main problem with Greek art is that it is very flat and "2D", consisting mostly of good use of silhouettes and designs to create an image that is usually monochromatic in color.[/font]

[font=georgia]In the original Rock of Ages there was a very distinct separation from the foreground and background in our levels, where the "skybox" was using a very illustrated art style, but the main environment was made of more realistic rock textures. The main challenge for us here has been to match the background and main environment using a non-photorealistic rendering style that simulates Greek art.[/font]

[font=georgia]gallery_241356_1134_78716.jpg[/font]


[font=georgia]Greek Level - Rock of Ages 1[/font]

[font=georgia]A game that excels at doing Greek art is Apotheon (which is awesome and you should check out). But in our case we had to do something similar in 3D. For this we came up with a pretty "old school" technique that used to be implemented in games to try to simulate a cartoon shader.[/font]

[font=georgia]gallery_241356_1134_19771.jpg[/font]

[font=georgia]We basically create geometry with two layers, where the second layer has all the polygons of the base mesh overlapping but inverted (facing inwards) to simulate the stroke effect for the geometry. With a shader we control how much we "push" the reversed polygons based on the distance to the camera so that we can keep the stroke intensity consistent for all the image. The base material is unlit, so basically we have an extremely performance friendly implementation that has the following benefits:[/font]


  • [font=georgia]Lightmapping is almost irrelevant (can reduce memory because lightmaps aren't really necessary)[/font]
  • [font=georgia]Very basic textures / materials are needed (the effect is given by geometry rather than textures - no normal-mapping, specular textures, etc).[/font]
  • [font=georgia]Despite having to double the geometry for the stroke effect, the models themselves are pretty low-poly since you only care about the silhouette of the object.[/font]

    [font=georgia]Here are a few more examples of how the art style is turning out using this technique:[/font]

    [font=georgia]Click to enlarge[/font]


    [font=georgia]gallery_241356_1134_122519.jpg[/font]

    gallery_241356_1134_12270.jpg

    gallery_241356_1134_42444.jpg

    [font=georgia]So, I hope you guys enjoyed this brief insight about the game development process of Rock of Ages 2. We will have more blog posts like this over time as well as articles about gameplay, mechanics, new features and more. Stay tuned![/font]

    [font=georgia][rollup='Follow ACE Team'][/font][font=georgia]Rock of Ages 2 Steam community hub[/font]
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    [font=georgia][/rollup][/font]

ACE Team

[font=georgia][rollup="What is Rock of Ages II: Bigger & Boulder?"][font=georgia]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.[/font][/font]

[font=georgia][font=georgia][font=georgia][font=georgia][font=georgia][font=georgia][font=georgia][font=georgia]

[font=georgia]Official website[/font]

[/font][/font][/font][/font][/font][/font][/font][/font]


[font=georgia][font=georgia][font=georgia][font=georgia][font=georgia][font=georgia][font=georgia][font=georgia]

[font=georgia]Steam store page[/font]

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[color=rgb(178,34,34)][font=georgia]

Unit review: The Catapult

[/font][/color]

[font=georgia]Hey Rock of Ages fans! Continuing our development posts, on this occasion we'll be looking at the catapult and inspect what tweaks and changes have been applied to the basic shooter unit.[/font]

[font=georgia]In the original Rock of Ages, the catapult was perhaps one of the most important defensive units because of its great effectiveness when used in larger clusters and its low cost. We're making sure that these benefits are part of the new design, but we still wanted to do some tinkering.[/font]

[font=georgia]One of the catapult's limitations was its inability to target boulders outside of its view cone, so we added the possibility for these to rotate left or right so they can still seek for boulders that get past them.[/font]

[font=georgia][font=georgia]gallery_241356_1134_2908499.gif[/font][/font]


[font=georgia][font=georgia]Now those wheels have a purpose![/font][/font]

[font=georgia][font=georgia]For best effectiveness players should still try to place catapults facing the boulder path because the rotating action can take a few seconds. Whenever the catapult no longer senses a nearby boulder it will return to its original orientation.
[subheading]
Old vs new
[/subheading]
[font=georgia]Here's a comparison between the old and the new design. The areas covered with colored cloth will display the player's team color selection.[/font][/font][/font]

[font=georgia][font=georgia]gallery_241356_1134_12841.jpg[/font][/font]


[font=georgia][font=georgia]Original RoA catapult on the left. Bigger and Boulder catapult on the right.[/font][/font]

[font=georgia][font=georgia]------[/font][/font]

[font=georgia][font=georgia]Hope everyone enjoyed this update. We'll continue inspecting many other units in future posts to come, so stay tuned for more updates![/font][/font]

[font=georgia][font=georgia]Here are a few more screenshots of the new catapult. Click to enlarge.[/font]
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[font=georgia][rollup="Follow ACE Team"]Rock of Ages 2 Steam community hub
[font=georgia][font=georgia][font=georgia]ACE Team website [/font][font=georgia](Under construction)[/font]
[font=georgia]ACE Team group on Steam[/font]
[font=georgia]Reddit
Twitter
Facebook
Youtube
Instagram
IndieDB[/font]

[font=georgia]ACE Team forums[/font]
[font=georgia]Steam Curator[/font]
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ACE Team

[font=georgia][rollup="What is Rock of Ages II: Bigger & Boulder?"][font=georgia]Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game.[/font][/font]

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[font=georgia]Official website[/font]

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[font=georgia]Steam store page[/font]

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Personalizing your army

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[font=georgia]Hi everyone. Now that the cat is out of the bag, we want to start sharing and elaborating on the new additions and changes we are working on for the sequel, so we will be posting regular updates that include information on new features, comparisons with the original title, etc.[/font]

[font=georgia]In this first entry we'd like to talk about one of these new features, which is the ability to personalize your team through colors and banner icons.[/font]

[font=georgia][subheading][font=georgia]Customization[/font]
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[font=georgia][font=georgia]After developing the first title, we noticed that customization was something that was cool, but very limited since players could only select boulder skins and avatars. In the sequel, we wanted to expand on this concept by allowing players to customize not only your avatars, but also your defensive units. Therefore, we have enabled the possibility to choose from a list of banners and colors to personalize your army.[/font][/font]

[font=georgia]Here's an example of different outputs you can obtain in the game:[/font]

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[font=georgia][font=georgia]*Customization allows for an interesting variety of alternatives.[/font][/font]

[font=georgia]We're making sure that all units feature 'color coded' areas that can display your team colors and banners. Players can select from two color slots to determine their team color and banner color.[/font]

[font=georgia]Boulders will also display team colors, should the player decide to customize these with different paint patterns (more on this in a future post).[/font]

[font=georgia]For banner icons we'll offer a variety of possibilities. Here is a small preview of some of the icons that will be selectable to customize your team:[/font]

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[font=georgia][font=georgia]*Preview of our banner 'masks'. We will feature a much larger diversity of icons in the final game.[/font][/font]

[font=georgia][font=georgia]Finally, we're currently looking at the possibility of including more options than simple flat colors for the color picker. We'd love to have available some extra options like gold and silver paint. This can add a really cool look to some customizations.[/font][/font]

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[font=georgia]Hope everyone enjoyed this first sneak peek of the new features in Rock of Ages II. Stay tuned for the next blog post where we'll be discussing other improvements about this exciting title.[/font]

[font=georgia]Cheers,[/font]
[font=georgia]Andres Bordeu[/font]

[font=georgia][rollup='Follow ACE Team'][/font][font=georgia]Rock of Ages 2 Steam community hub[/font]
[font=georgia]ACE Team website [/font][font=georgia](Under construction)[/font]
[font=georgia]ACE Team group on Steam[/font]
[font=georgia]Reddit
Twitter
Facebook
Youtube
Instagram
IndieDB[/font]

[font=georgia]ACE Team forums[/font]
[font=georgia]Steam Curator[/font]
[font=georgia]?????????[/font]
[font=georgia][/rollup][/font]