I have a sad and disheartening announcement to make. I was holding off on saying anything for a while in the hopes that things would change, but as many of you know, our game studio is entirely funded by my small (one man) remodeling business. Due to concerns around COVID-19, every single one of my clients has backed out and I've been left without income for the past six weeks. Because of this, our studio has lost 100% of our funding.
Losing the ability to consistently pay the team, scrambling to find a source of personal income and severe depression has brought game development to a total standstill.
Moving forward we have a couple of options.
One, we release the single player game on April 30th as planned and continue development on multiplayer post release.
Two, we postpone full release all together until the end of the year.
I have every intention of finishing this game, but unfortunately, I'll have to do this mostly on my own and with some volunteer help.
This news hits me the hardest because I feel like I've let my team and my community down. I hope moving forward I can find a way to lift up both team and community in a way stronger than before. I would very much like to hear your thoughts on release strategy and moving forward.
Thanks guys for being a part of this, you've all been amazing people and I have had so much fun getting to know and work with all of you!
Playtesting 101
Hello there fellow developers and gamers!
In this article I hope to improve your understanding of how to 1, get the most out of playtesting as a developer and 2, be as helpful at playtesting as possible as a gamer. We’ve learnt most of this while developing our game Battle Siege Royale, an upcoming free to play (but no microtransactions) siege engine battling game taking place in medieval times. If this article turns out to be useful for you please consider wishlisting BSR on steam as it really helps. Without further ado let’s begin!
(TLDR) If you read nothing else in the article read this: Empower a player to express feedback w/o reservation. Make it easy for them to give feedback which is honest.
Our Playtesting so Far
So far we’ve given out roughly 75 keys for playtesters of our game Battle Siege Royale. The majority of our playtesters have found about us through regular discord announcements but we have also been reaching out to streamers and asking if they would be interested in livestreaming their playtest. Become a playtester for us on our discord. It’s very useful to get streamers to play test as not only get publicity but also get live reactions to game. We often therefore instantly give streamers keys when they follow us on social media/ join us on discord to make the process as frictionless as possible and avoiding unnecessary back and forth in emails.
Prefer offline to online. Getting to see someone in real time to see how they react is so important. You can see a little bit with 30fps which is standard streaming speed but with facial expressions happening at 100s of fps in real time. Which is why you can get a better idea of someone IRL. Same for Online Dating, lots of subtle clues that you may not have noticed while texting.
Playtesting Strategies for Online Vs Offline
Offline
The key is to offer as little handholding as possible. I tend to watch and takes notes on where they get stuck and on which parts they enjoy. It needs to be easy for the average player to navigate situations in the game without assistance which is why playtesting is so important.
Online
Since most of our playtesters come from our discord it’s usually relatively easy to hop into a call on discord and then start doing screenshare. Screen share allows you to watch them play in realtime- Realtime is key. For example if someone says “The Ballista should move faster” and they say this while moving uphill you don’t know unless you’re watching real time that what they really mean is that the Ballista specifically needs to move faster while going uphill.
What makes a good playtester?
Try to be really transparent, expressive and vocal while playing so the developer can better understand how you feel about their game. It’s also important to be happy to tell the developer things that they may not hope to hear. If all a developer hears is that “It’s Great” then they may be fooled into thinking a certain feature is popular when it’s really not.
Make sure that you actually want to play the game as you will be able to provide keener insights if it’s in a genre that you enjoy or are experienced in and if you don’t want to play let the developer know why– it may be a tell tale sign that something about the game needs to change if people don’t even want to playtest it.
As someone who has worked on gaming review sites it’s always important to let people review games they enjoy. This applies to playtesting too. Not only will they have a better time playing but if they play a lot of games in that genre then they will have experience and can use that to provide more relevant and useful feedback.
Thanks for reading and we’ll see you in our next update!
The images in this article are development screenshots from our upcoming game Battle Siege Royale.
Devlog Week 6
Hey Folks!
I don’t want to be one of those robot like developers you know nothing about so I’m going to start off this week’s devlog with something I’ve been doing in my spare time while not developing. This week I’ve been doing a lot of wood working, you may think this a strange hobby for an indie game developer but actually it’s quite similar to programming. How? Well it requires the meticulous attention to detail that I use while bug hunting in my code. I enjoy working from home on this kind of stuff, and getting a bit of cash on Etsy for my crafts. I’ve been thinking about making some PC cases out of antique tube radios from 30s, 40s & 50s as my next project. I’ve attached an example of what they look like below.
As always if you enjoy this update please go ahead and wishlist the game over on steam! IT REALLY HELPS :D
New: Flint Castle
History
Wait, you wanted another castle? Well... have we got news for you! We just added the most impressive castle in the game to date. Flint Castle was built by the English as part of the “ring of Iron” which was a group of castles that were used to suppress the Welsh uprising.
Development
Before taking a brief sabbatical from castles to focus on other areas (as you’ll hear later on in this article) we managed to get the 3D model done for Flint including 3 cottages and the palisade wall.
Gameplay
This is the most well defended castle you will face head to head in Battle Siege Royale. It’s so strong because you will have to use your siege engine to breach not 1, not 2 but 3 walls. First there’s the outer palisade wall which we’ll discuss later on, next the inner stone wall and then finally the castle wall itself. If that sounded easy to you it’s also surrounded by a river, so players will be forced to make a frontal attack. All while being blasted by enemy AI including catapults and trebuchets.
New house models
This week we also created a few models for houses specifically in flint shire which is the area around flint castle as a means to add a bit of visual diversity. In terms of placement of these buildings Jordan actually placed each one individually rather than randomly spawning them. This way we were able to make sure that each one felt like it wasn’t out of place.
Palisade Wall around city
Wooden palisade wall which is slightly easier to get past than flint’s stone wall in terms of hitpoints. Flint is actually the only BSR castle so far that has such a palisade. Inside the palisade there is a village which you can pillage on your way to the main castle wall.
Gamepad Optimised
Jordan did a lot of work on the main menu and pause menu to make it more intuitive for people on controllers. Our recommendation at this point is actually to use a controller as we have put so much work into it. In other controller news; Players can now use a mouse to turn their siege weapon. In addition, we added a turbo speed mode as play testers found siege weapons to be really slow. With Shift or left trigger you’ll now get 30% more speed, it’s even mapped out so harder a press leads to faster movement. Finally, we also optimised options menus. All of the small changes above were due to the feedback of our awesome playtesters.
That's all for this week folks, join us on our discord if you have any thoughts on this weeks issue.