Since this is the introductory run of the development blogs, here is my introduction to anyone out here reading: my name is Jacob, I remember why our logo is a lawn chair, and I do a lot of technical/system design for No Sleep. I’ve never written a blog, or much of anything before, outside of English class, and I was never much of a writer even then. With that in mind I’ll do my best to share what’s going on inside my head every few weeks.
What’s new? Our last public showing of Radio Violence was at CGX and we were pretty well along then. Notable additions to the game have come in the form new towers. There are now five towers in the game instead of two, and players can choose their own load-outs at the start of the game.
Towers And Loadouts
New towers in the loadout panel.
Let’s go over these new towers, and how they interact with the game.
Area of influence for needlenose tower.
The needlenose tower has longer range, but a smaller area than directional.
It also has an inverted rate of change, meaning the end of the point captures faster than the nearest part.
Finally, the needlenose has influence higher than one, meaning it will overpower a single area or directional tower, allowing players with this more specialized tower to carve into enemy territory easier.
Needlenose tower carving into directional.
That said, the needlenose has an influence near one, which means in an arrangement like this it will capture those tiles very slowly. Still a good offensive tool.
If you want to talk about range, here it is. With the longest range in the game, high rate of change, and higher influence, the sniper gets you places.
Sniper with its absurd range.
Sniper with it’s high influence and RoC, poking holes in other territories.
Bunker is an interesting tower. It does half a point of influence on tiles, unless there is a tower on that tile, then it does two points. This makes it the strongest and weakest tower in the game simultaneously.
This means it won’t get you land.
Two bunker towers overlapping on blue’s territory won’t overpower even one area tower standing guard here.
It breaks enemy towers.
Once you get the bunker in range, it will do a lot of damage to enemy towers.
Influence is Radio Violence’s term for “strength” or “damage”. It is what determines who owns what, which tiles change hands when a tower is built, who wins skirmishes and games. In the past we have heard people are unsure of where to play because they don’t know where the best place is to build their next piece. To alleviate some of that difficulty we give you a change in tile color based on the influence of a player on that tile.
This is a very sharp and slightly unrealistic look at what that means for you. Here is a more realistic example.
As with most things in the field, it’s a little less clear what is happening. This graduation of color does make it easier to determine where a players strength lies however and I think that goes a long way to helping people make sense of our board.
The heatmapping stuff still needs to be tweaked, and if we’re doing that we may also play with the color palette a bit. There have been some heated discussions about gray and pink.
Pink and gray, with places people get confused about colors highlighted.
I wish I could spend more time on this project, it’s a lot of fun to work on. I can’t wait to see the new art on the way make it into the game, our board is surprisingly pretty and looks even better with the new heatmapping changes I think. So here’s some other shapes and stuff.