CrossOver: Roll For Initiative cover
CrossOver: Roll For Initiative screenshot
Genre: Role-playing (RPG), Strategy, Indie

CrossOver: Roll For Initiative

CrossOver Developer Diary #1 - Playtest Info!

G’day! Since the first public Playtest of the game is starting soon (June 28th), I figured it was about time to give some background information on CrossOver: Roll For Initiative and to walk through what will be included in the Playtest.


The Past



I began developing CrossOver in May 2021, though I’d been designing it for a while beforehand. For my last (and first) game, Ampersat, I also did all the art and music myself but I knew for CrossOver I wanted to vastly improve those aspects, so my wife (the non-developer half of Gaterooze, Ink) and I engaged a group of amazing artists (particularly for the pixel and color/B&W art) and licensed fantastic music from an incredibly talented folk group. After signing up with MicroProse (and being a fan from back in the day, what a thrill!), their awesome in-house 3D modellers and UI artist contributed massively to the look of CrossOver. The entire team has really surpassed my expectations for how this nutty game could look and sound, and I thank them so much.

Let’s compare the first playable prototype with my quick, crappy placeholders to where it stands today:




The Present



In CrossOver, the tabletop RPG gamebooks on your shelf are the game modules you play in the game. The plan is to ship the core game with two entire game modules, one fantasy and one sci-fi. Each one has 7 full campaigns, their own endless mode, and their own coop scenarios and coop endless mode. That’s a lot of content per module - each one has about 7-10 hours of solo play, plus an hour or so of coop scenarios, and then potentially hundreds of hours of endless mode with online leaderboards (both solo and coop). A certain addicted person at MicroProse has already played literally hundreds of hours of endless!

More game modules will be added in the future as DLC, though as you can imagine they take some time to develop - these won’t be throwaway DLC, they will be entirely new genres such as World War 2, Cthulhian, Modern Warfare, etc. eventually the gamebook shelves will fill up, but here’s how they stand now with the two core modules:



Why is the sci-fi module gamebook red? Well, that’s explained by running down the current status of development:


  • Coding - functionally complete barring bugs and future tweaks or unplanned additions.
  • UI - functionally complete apart from inevitable tweaking and a notable exception of the Coop Lobby, where I plan some improvements after I get feedback on the actual functionality (that’s a big part of what the Playest is for!).
  • Fantasy Game Module - functionally complete, along with all artwork and content for all 7 campaigns and endless mode, however I’ll constantly be tweaking and balancing everything.
  • Sci-fi Game Module - the campaigns have been designed, the weapons made, the sprites/animations are underway, and the music has been created by a BAFTA award winning composer - but here is where the bulk of the remaining effort is needed as everything else is yet to do. Tons of artwork to make, creating the levels, enemies, mercenaries and so on. Everything down to the character sheets, dice and tray is new for this module - only the desk remains the same. It’s like making a whole new game’s content, so it will take time.
  • Localization - framework completed, but the actual translations won’t be done until near the end. The text is basically still a first draft so my wife, who is a much better writer, is likely to edit.
  • QA - no formal QA has yet been performed, though plenty of informal playing by several people. It will undergo formal QA by a professional “test to destruction” team once everything is ready. The Playtest is not intended to be a QA session (I’ll explain what I’m hoping to get out of the Playtest later in this diary).


The Future



Here’s the rough plan:

The first Playtest begins June 28th and will run for two weeks.
We intend to put a playable demo into the Steam Next Fest in October, likely a couple of solo levels.
A second Playtest for when the sci-fi game module is completed, probably early in 2023.
Release “sometime” in 2023. I don’t mean to be so vague, but the date has not yet been set. We originally planned to launch about a year after announcing the game, so take that as a rough guide - but scheduling conflicts and endless finishing tweaks can always happen.

And with that, let’s get stuck into what this first Playtest will involve…


The Playtest





The Why?



Well, apart from allowing you fine folk to actually experience what is admittedly a very bizarre looking game, I’m at the point where I need a wider pool of feedback. MicroProse, friends and a couple of awesome Twitch streamers (RadioSanchezz and TalpTheScot, who have been helping test coop - look them up!) have provided great feedback over a long period and helped immeasurably. But I really need some more help in two areas:


  1. Campaign Difficulty/Balance - “Spreadsheet” balancing can only go so far, sometimes you need a wide variety of skill levels to actually play the thing to work out if the difficulty is suitable, rises appropriately and everything is balanced sufficiently. It’s so hard to get this right in games…
  2. Online Coop - Testing this has only been very limited so far as it’s the hardest thing for me to arrange personal testing, and testing by myself is, uh, not so helpful for difficulty/balance discovery. I’d also really love some feedback on the functionality of the Lobby. I tried to include helpful things such as friend invites, filtering lobbies by game module, setting and filtering lobbies by friends-only or public, voice and text chat… but full disclosure, I pretty much never play online games so I don’t really know what’s expected or desired.

And hopefully you get to have fun playing this weirdo game :D

The What?



Keeping in mind the reasons for the playtest, this is what we’ve included (for the fantasy game module only):


  • 3 x Full Campaigns (7 x stages in each) - it’s actually campaign #1 (Raise The Alarum), #3 (The Waiting Sands) and #5 (The Devouring Tides). You unlock #3 and #5 by reaching a certain XP level in previous campaigns, but it shouldn’t be too difficult to do this unless you have a very XP-handicapped character or monsters hack away at your XP too much (evil buggers!).
  • All Coop Content - 7 x Coop Scenarios plus Coop Endless Mode, which has an online leaderboard.
  • Tutorial - just the basics.
  • Something Secret - It has its own hidden leaderboard so I’ll know how many find it ;) This is just for fun, it will be in the final game but no feedback is actually sought. Mysterious…


The campaigns that are not included are shaded Red and the books can’t be opened.

Note that the Solo Endless Mode is not included in the Playtest because we’re pretty solid on feedback there, it has been playtested extensively and feels great. The internal leaderboards are hotly contested! We might open that up in the second playtest, however for this first one there was some good advice to not distract from the areas I really need the feedback on.

The How?



To sign up for the playtest simply go to the CrossOver: Roll For Initiative store page on Steam and click “Join the Crossover: Roll For Initiative Playtest”.

Once the Playtest begins on June 28th, you’ll be able to start playing the game! Two weeks later, the Playtest will end and we would very, very gratefully appreciate it if you could please fill out the Playtest Questionnaire that will be provided in an update when the test goes live.

As for how you play the game itself, there’s a little interactive tutorial included. I’ve also made a video of playing through one solo stage and setting up a Coop Lobby (well, it’s only two clicks really):

Developer Playtest Video (Youtube)

Thanks for reading this ramble, and hop onto the MicroProse Discord #corfi-general-chat channel to ask any other questions!




MicroProse announces 5 New Games!



Hello MicroProse fans!
We are back at announcing new games that join our line-up. This time it's all about stories, atmosphere, exploration, but also intrigue and even sport!

Let's take a look at each one of them.

Neyyah


Neyyah is a first-person point-and-click adventure game from solo developer, Aaron Gwynaire.
You are thrown into a strange secretive world called Neyyah. Use careful observation and logic to uncover the mysteries entwined within Neyyah's peculiar landscapes and bizarre cultures.





Neyyah is set within a collection of remote almost abandoned islands, separated by a series of complex portal machinery and laced with the fingerprints of two very intriguing cultures.
Upon waking up from a strange dream, you find yourself transported to a place called Olujay, where you meet Vamir, who sends you to Neyyah in the hope you will be safe there. For reasons you will discover upon your many explorations, Vamir needs you for a matter of great urgency.

A wrong must be righted. A civilization avenged. A secret revealed.

https://store.steampowered.com/app/1289720/

Let Bions Be Bygones


"Welcome to the planet Terrahive. A planet that never should have existed. Completely encrusted in a disease called humanity. Corporate arcologies and space elevators shadow the layers of polluted man-made edifices. Overseen by ancient brains on apparatuses and driven by greed, corruption, progress, and immortality." - John Cooper

Let Bions be Bygones is an atmospheric narrative future-noir thriller.





A new take on the classic genre, Let Bions be Bygones, lets the players focus on the story, narrative, and detective work.  Players will be able to choose their own path and grow their characters through different playstyles.
All this and more, in a gritty world captivated by an original, unique soundtrack and a professional voice-over that will immerse the player in a thrilling tale with multiple endings.

https://store.steampowered.com/app/1347560/

CrossOver: Roll for Initiative



CrossOver is a tabletop RPG strategy game.
Defend your tabletop RPG paper character sheet from invading pixel enemies! Find matches in your tray of dice to power attacks to clear the evil from your shelf full of campaign books. Hardcore match-3 RPG puzzle meets action-strategy tower defence.



CrossOver takes some classic concepts from traditionally “casual” genres (Match 3 and Tower Defence) and crosses them into a new and eccentric hardcore challenge with Strategy, RPG and Puzzle elements.

The main campaigns include RPG progression, dozens of spells and weapons to find, mercenaries to hire, and shops to buy armor and items. Random encounters appear between stages with Fighting Fantasy book style choices. Earn persistent gems to unlock more classes/races (15 of each in the game) or trade in for extra gold during any campaign.
Try your hand at the Solo and Co-Op Endless Modes to challenge the Online Leaderboards!

https://store.steampowered.com/app/1713080/

Drop


DROP is a rogue-like hacking simulator set in a fragmented future.
You are a freelancer, trying to gain fame in DROP, an anonymous system for hackers. You break into digital enclaves and leave without a trace, but you find yourself in a conflict between various agencies that could change the world.




Enter a disconnected cyberpunk world – the unique visuals, exclusive soundtrack, and electronic soundscapes evoke the feel and the thrill of hacking in a potential future. Play an unfolding story campaign through unique missions.

https://store.steampowered.com/app/1902300/

Tiny Football



Tackle, Pass and Shoot your way to the back of the net.
On the Couch or Online. Settle old scores!


Tiny Football is a throwback to old top-down retro soccer games of the 90s. Master the art of passing and shooting, tackles, crosses, throw balls, overhead kicks, free kicks, and more. Compete with 64 national and club teams in a variety of tournaments.




Rich gameplay and real challenge is achieved by sharing user control with AI assistance to produce passing and shooting based on individual player ability.
Each squad member has their own skill levels and players can be pre-selected before a match and substituted during a match when they are tired.
In-match injuries will force substitutions. Sent off players and player suspensions will force players to shuffle team selection adding a managerial feel to tournaments.

Additional features include goal celebrations, player protests, extra time and penalties. Play with a friend (controller and keyboard) or the computer.

https://store.steampowered.com/app/1887010/