AtG Update: June 2018 – Playtest Finale

Hey all,

First off, I wanted to let you know that starting in July the updates from here on out will mostly focus on the specific changes that have been in the past month, and every post will now include a full change log.

Furthermore, the game will enter design lockdown on July 15. A new build will be posted for alpha testers shortly after that date, and from that point on all of my time will be spent collecting and making use of playtest feedback, iterating on/polishing what’s already in the game, and taking care of the final boring-but-necessary elements a game needs to ship (making sure the last bits of art make it in, programming an options screen, replacing placeholder text, graphics performance optimization, creating a final installer etc.).

The next update will be posted after we’ve hit the July 15 milestone, and from this point on I expect all future updates will go up mid-month-ish. Gonna keep this one short though so I can get back to programming.

We’ll pick things up in July with a lot of details – for now though we’ll wrap up the playtest report we started a couple months ago. Back soon!

March 5 Group Game Playtest – Turn Log Part 3/3

61 ... Area 3

Where we left off.

61 … October … The horsemen assault Clan Ingel, which barely holds on and is now down to 70% health. I decide to roll the dice and send Clan Einar into the fray in hopes of breaking the enemy’s morale and crippling them, as the bandits’ power is equal to Einar’s (3.6) which won’t be the case for long after their morale recovers. The result is… victory! Einar is bloodied but successful in their attack. Much as I’d like the hobbled-but-still-standing Ingel to follow up and eliminate the vile riders their morale is too low and they refuse, so I instead reform my small army in preparation to finish the job next turn. I tuck Clan Adelbert (Farmer) under the army, as my willingness to take chances with them has lowered dramatically. Speaking of bandits, a captive Miner appears on the far eastern frontier, posing quite an opportunity. With the western bandit threat mitigated I steer Clan Ewout (Archer) back around in hopes of snatching them. My Timber supply is starting to dwindle fast, and even my Woodworks will only slow the bleed. I want to get an Apprentice there and on the Gold Mine, so I switch my research to Woodsplitters so I can start making my own rather than relying 100% on caravans. With only 15 Timber left and -11 per turn I disable both of my Coal Makers to reduce this to -2, which I can afford since I have a pretty healthy supply of Coal. I send the Settlement far to the west, leaving 1 move in order to unpack. I start training Clan Ulfert (Coal Maker) back to a Lorekeeper in order to get my Woodsplitters finished faster.

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AtG Update: May 2018 – Playtest Report 2

Hey all!

Back from a trip to Japan to relax a bit while the weather is improving. This update and the one which follows will continue the playtest report we began in the April 2018 update and conclude with me triumphantly founding my kingdom (spoiler alert!). From then on the updates will shift back over to describing recent progress on the game.

 

March 5 Group Game – Turn Log Part 2

 

Where we left off.
Where we left off.

 

44 … Bayan of the Avars and Attila of the Huns both pop up asking me to stay away from their territory, and I promptly tell both to take a hike. [This behavior comes from the old diplomatic system and will be replaced in the new system.] Clan Askan is now producing Stone Blocks from Coal… well, sort of. They will once they have enough Coal, anyways. Right now they want to produce 2 Stone Blocks from 3 Coal every turn, but Clan Ulfert is only producing 2 Coal per turn, so I need to get another Coal Maker online. Will have to wait until the Woodworks is up and running though. Nothing to train this turn, but a new clan shows up next turn so it’s a good opportunity to move my settlement to the east and get it into position for that Woodworks, so I pack up. I wake Clan Ingel (Archer) up from garrison duty to the SE and move them onto the berries, making sure my move is protected.

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A Preview of AtG’s Revolutionary UI

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Hello again from the Conifer team!

At long last, we’re finally back with a new edition of ‘Jon rambles for too long about some esoteric game design topic (and along the way mentions AtG once or twice)’. Today’s lucky recipient of this most distinguished spotlight is the game’s user interface, or “UI”. I know this topic might sound roughly as exciting as watching paint dry, but I really do encourage you to stick around because once you’ve seen things with your own eyes I think you’ll understand why our bold claim of AtG’s UI being “revolutionary” isn’t just pre-release marketing hype.

It may also come as a relief that this update is actually a 3-for-1 deal where ‘Jon waxing poetically about his eternal love for UI and the beautiful soul it hides from the big, bad world’ is reinforced by two additional features.

The second member of our update trifecta is a fairly detailed bullet point outline of what’s new and cool with AtG’s UI, and provides the most bang for your buck if you only have a couple minutes to spare. I’ve attached it to the end of this article, so to check it out just scroll to the very bottom of this article and then back up until you see “UI Feature Outline” in big, bold text.

The real the star of our show though is this hands-on video preview of the UI (total of 66 minutes, split into 2 parts roughly a half hour long):

 

 

The old “seeing is believing” mantra sums up UI perfectly, and so much so that even a designer and UI fanboy like me can’t do it justice simply by describing it. So even if you don’t normally watch game videos I strongly encourage checking this one out. If you’re in a hurry skip ahead to the 11-minute mark, as that’s when we introduce AtG’s secret weapon.

The rest of this article makes up the final member of our trifecta, and is a dive deep into a number of UI-related topics that include: why good UI has never been (and never will be) the kind of ‘sexy’ bullet point that helps sell magazines, why in spite of that developers should still care, what makes UI design so difficult, where the idea for AtG’s Adaptive Tooltips came from, some of our UI design ‘rules’, and a look at the design process behind a few UI features we’ve put a lot of thought into so that players won’t have to.

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AtG Update + New Let’s Play Video

Hey all, I’ll try make this post short and sweet (by my standards, anyways!), as I just posted another massive “let’s play” video which does a better job of showing off what we’ve been up to than I can with words alone:

Weighing in at a whopping 3 hours this video is by far the longest yet, but don’t let that scare you off! I’ve broken it up into six 30-minute parts that should be much easier to work through in multiple viewings. Much of Part 1 covers the recent changes I’ll be talking about below, so if that’s all you’re interested in feel free to pass on the other five parts. If you prefer text to video though, well, read on!

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AtG Update: Economics, in Ink

A few of AtG’s new professions.

Hello again from the Conifer team!

We’ve been hunkered down working hard on At The Gates these past winter months, and I figured it was finally a good time to come back up for air.

If you’d like to stay completely up-to-date with all things AtG we’re still posting updates every few days on the Twitters, but I know there’s at least a couple of you out there who enjoy my 20-page treatises. And should you enjoy updates in the form of colors and shapes moving around we’ve also just posted a new ‘Let’s Play’ video (2 hours long!) covering much of the same ground I’ll be talking about below.

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Daily AtG Progress Updates

Because it’s usually a month or two between major updates (and when they do finally appear they tend to be… a little long) I’ve started providing daily progress updates via the official Conifer Games Twitter. In case Twitter isn’t your cup of tea I’ve added the feed to the AtG website and also post everything to our Facebook and Google+ pages.

The daily updates offer a new way to stay plugged into all things AtG, but we’ll still be posting beefier updates for those who prefer reading consolidated, high-level summaries. Speaking of which, one should be up in a couple weeks covering what we’ve been up to since posting the ‘Let’s Play’ video. ‘Til then!

– Jon

At The Gates ‘Let’s Play’ Video

Hey all, I’ll keep the post short because you’ll hear me talking plenty more in the video! I’ve embedded it below, but make sure to watch in HD so that the art and text aren’t garbled by whatever Kickstarter/YouTube defaults to.

– Jon

AtG Update: Progress, Pacing & People

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A few months ago I hinted at the possibility of some big changes – well, said “possibility” has turned into reality, which means some exciting new features to talk about. But before getting into the details I think it’s best to explain why we have “big changes” to talk about at all.

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Iterative Design – Not Just a Buzzword!

I’m sure some of you are thinking “What do you mean ‘big changes’? Wasn’t the game supposed to be done by now? Has AtG succumbed to feature creep? Has Conifer run out of money? Do you guys have any idea what you’re doing?”

Given the state of Kickstarter these days I begrudge no one for having perfectly-justified concerns of this sort (hell, I’m in the same boat with quite a few still-unreleased projects I’ve been looking forward to!). Thankfully, I can state with zero reservations whatsoever that AtG is in great shape. There are no gaping holes in the gameplay that may or may not ever get filled, nor dark clouds portending a studio closure looming over the horizon. The game is fun, all features are at least roughed in and we still have plenty of money (mmm, ramen…).

Make no mistake, we’re going to overshoot the projected release date I came up with back in late 2012 by a pretty healthy margin, but I’ve never by shy about the fact that our one and only priority is delivering a great game – regardless of how long that takes. I know I sound like a broken record here, but that truly is Conifer’s “mission statement”. No one remembers when a game is late, but no one forgets when a game is bad!

Okay, okay, let’s all assume that AtG is in fact as amazing as I say – why are we making “big changes”? And how do we know the game actually is in good shape? The answer to both of these questions is simple: external feedback.

As one might expect from such a mature and supportive community, a number of amazing playtesters have stepped forward as huge contributors to AtG’s development. Not only have these individuals provided great insight and suggestions, but they’ve also provided honest assessments about the state of the game. I really do appreciate constructive criticism, and the AtG Test Group has certainly delivered on that front.

A few months ago and back before the “big changes” much of the feedback we were getting could be summed up as: “The game is good… but it feels like something is missing.” After journeying to a mountaintop and meditating in raging blizzards for a couple weeks I returned to my desk having come to the conclusion that they were right.

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Alpha II and Beyond

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Alright, let’s talk about what this milestone means for the game itself!

 

Seasons & Map Generation

This was actually a bit of a detour from the original plan, but I had long known serious work was needed here, and the map is so crucial to everything else that I decided to bite the bullet.

The old system for creating and managing the seasons was extremely primitive – and it showed. Climate zones were assigned in thick bands based on latitude, with small modifications made near mountains. Randomness was leaned on heavily in an attempt to add some fuzziness. In the end, rather than getting large cold fronts advancing from the north you were instead treated to obvious and unrealistic stripes, with the occasional snow tile peppered here and there.

Climate and terrain is closely linked, so when I decided to redo the former I felt it best to step back and add map generation to the task. What we want are believable maps that contain regions with strong character, but the old logic could do little more than produce an even mix of terrain across the entire map. I decided to basically burn everything to the ground and start over.

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Welcome to Alpha II!

At The Gates - Now in Alpha II!

I’m excited to announce that as of today At The Gates is now in Alpha II! Hooray!

So, uh… what the heck is “Alpha II”, anyway?

“Alpha II” is the new name for the milestone we had been calling “Beta” for the past 15 months. So why the switch?

When most people hear that a product is in “beta” their immediate expectation is that it’s, you know, almost done. AtG is coming together, but with over a year of development left it would be unfair to set the bar quite that high. Calling it “beta” has lead to some confusion among both players and partners over the past few weeks, so I decided to bite the bullet and give it a more appropriate name.

What this all means in the real world is that if you contributed or pre-ordered at the $50 level you can now download AtG from the Humble website!

If you haven’t used the Humble Dashboard before just head over to Humble’s Key Resender and enter the email address you had associated with your Kickstarter (or PayPal) account when you contributed. This is also where new versions of the game will be posted, so keep the address handy.

Alpha II also, at last, includes working Mac and Linux versions! These gave Jonathan and I a bit of a headache over the past couple months, but I’m already glad we spent the effort, and I’m sure our non-Windows fans will agree.

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