Another month has gone by and a new update arrives. As I said, it was completed much faster than previous one. Continuing at this rate, the next update will be in a month or so. It was a very productive month in which we’ve added many new features. We’ve also refactored the code which splits the game into separate modules, decreasing the overall development time. The next update will focus on teams, positions, and UI changes. If we can continue to work at this pace, then a playable version should be released sometime in June for you to enjoy.
What we’ve done:
Added the training panel
You can select different ways to train your team and see how well it was received
You can see your match schedule for the next 9 days.You can set the main training focus
You will see how much your players like the training
You can also set the personal training for each player
And can see your team conditions
In the fight screen when HP decreases, then the bar decreases too
In the fight screen when MP decreases, then the bar decreases too
When you don’t have enough mana, you can't cast a skill
You can’t cast a skill if it’s inactive or before you learn it
When hero is stunned, it displays in the aura panel
Each round heroes replenish their health/mana regen based on their str/int attributes
Each round heroes receive the amount of gold/experience based on their role in the team. (farming attribute, etc.)
During a fight when the hero is killed, the killer and assisters take an amount of gold based on their level, net worth, victim level, victim net worth, etc.
In the fight screen when you hover your mouse over a skill, it shows the skill’s description if available
Added spells for Earthquaker
1st spell. You stun the nearest hero if in range, affected by your positioning attribute.
2nd spell. Temporarily increases damage by a percentage, scales with level.
Ultimate. Waves of damage hit all enemy heroes within range. The number of heroes depends on the player's positioning attribute.
Added spells for Orc Chief
1st spell. Aggro enemy heroes to attack you.
2nd spell. Gives bleed to enemy hero.
Passive. When attacked, the orc has a chance to hit back.
Ultimate. Smashes enemy for a large amount of damage.
Added spells for Shadow Assassin
1st spell. Damage and reduce enemy hero’s attack speed.
2nd spell. Basic attack hits twice instead of once. Adds extra attacks scaling with level.
Passive. Chance to dodge attacks.
Passive. Gives critical strike chance.
Changed how heroes are displayed in pick/ban panel. Heroes on the panel are split into radiant and dire sections by their nature. Note that this is only a cosmetic adjustment and you can still pick heroes from either side.
The KDA stats taken from matches are shown on the home screen.
When the match is over, teams are awarded (or deducted) an amount of pennants (fans) based on their playstyle, win rate, team play, etc.
Added some dispersion to the match screen when heroes move through the battleground for easier viewing.
Added jungler position.
What we plan to do for the next update:
Add more heroes
Add skills for more 10 heroes
Fix problems with viewing positions. Fix hero positioning on the map.
Add position selecting screen for selecting hero positions.
Refresh the UI for the manager panel, match panel, position panel, team panel, and transfer panel.
Add heroes statistics panel.
Also will be changed positions select at all It will be depends on which tactics you will use and train.
Rework teams, change names, and give them logos.
Add tournament bracket for each tournament.
Although this list is shorter, the features are more complex. We will also look to fix common issues with graphics and text, so don’t miss out on us. The next update will be near the end of May 2016. After that, we’ll begin working on the match mechanics. After we’ve finished, you’ll be able to open Cyber Team Manager and see the vast improvements we’ve made to the early access version we released last winter. We hope you enjoy the game!
If you’d like to share your thoughts or ask any questions about the game, please contact me here:
email: cyberteammanager@gmail.com
Twitter: @CyberTeamManage
Sincerely yours,
The Tambourine Team
Alpha update 11.04.2016
Greetings dear players,
It’s finally time to release the new update for Cyber Team Manager! It’s been quite awhile since the last update and we are getting closer to full release. I can say with confidence that the main coding for the game’s engine is finished. The remaining functions will be completed much faster than before. This announcement will be divided into three parts: Why this update has been delayed for so long, what we’ve done so far, and what’s to come in the next update. One thing which don't wanna miss: still don't recommend to buy the game in this stance, only if you are don't wanna to support the development process.
So with that I would like to begin. We were a small and vigorous team, but unfortunately with the end of January, our team was reduced to one person. (just me) This was for a variety of reasons that would be ethically wrong to release publicly. This greatly slowed down the development of this update. Working alone, I had to rewrite all of the match panels from scratch. As stated earlier, the main coding is now complete, with only MOBA related content remaining. (development for other genres will start from the beginning of summer). If you’re reading this update and thinking the game will never be released, there’s no need to worry. I have over 5 years of experience in designing and coding. I’ve also recently teamed up with a very enthusiastic UI designer and developed a battle interface. We are currently working on icons for characters and skills (more on this later). In addition, we’ve been joined by two proofreaders to help correct existing and future grammatical errors. There are many challenges ahead, but I’m very confident that we’ll surpass them all.
Change log:
Reworked match mechanic. (You can now select heroes and fight on the battle screen)
Added panel for picks and bans.
Added panel for battles.
Added algorithm for hero pathing, based on Djikstra’s algorithm.
Added formulas to calculate gold / experience gained from kills.
Added 30 new unique heroes.
Modified skills for some heroes. (Temporarily hidden from public build)
Saving and loading temporarily disabled. (Very buggy, incomplete by the original developer)
Added viewing screen for heroes and stats.
Preview of the next update:
Enabling the gain of experience / gold from killing heroes.
Adding heroes gain of experience / gold from farming creeps.
Fixing the heroes’ pathing and positioning in maps
Introducing the remaining 30 unique heroes.
Adding skills to 10 heroes.
Adding a score-keeping system for K / D / A.
Adding a description for every skills.
Adding statistics for each hero.
Adding recommendations for choosing heroes.
I’d also like to let you know that I’ve private my profile in order to avoid having to deal with attacks from haters. :) Nevertheless, I'm always open to constructive criticism or suggestions. (e.g. we received an email from one of our players, Matej, who did some research and made suggestions on how to improve the game) The easiest way you can reach me is via Twitter, which I check 5-10 times every day.
It has been almost a week since we released our game onto Steam via Early Access. Based on the feedback we have received (from you, the customers) we would like to share with you information about which tasks we are working on right now and what we plan to do in the near future.
First of all, we would like to apologize for the fact that the release was delayed for several hours. We wanted to eliminate a critical bug and did not want to release the game in a state with frequent crashes and severe bugs in it (we succeeded!).
The second and most important bit of info is that we have received the first wave of feedback on the game’s functionality, what you would like to see and what is not working, loud and clear!
Until the end of January the team will be:
Fixing the Save/Load bug (when you are unable to continue playing after you Load a Saved game).
Gradually implementing all of the planned features (from our design document). Some of them were mentioned in the description on our Greenlight page, whereas the full list will also be available in the game's Steam Forum (accessed via the "Community" page) as a pinned post.
Our designer will be working on logos for the in-game commands, while we prepare software for transferring teams, players and all related data from our design document to the game.
Working on the Match Screen: there will be different screens with several layouts and action/command buttons, as well as a tactical combat view so that you can actually enjoy the Match that is taking place.
Checking for spelling and grammar errors within the game as well as our descriptions, announcements, letters (and so on) with the help of an internal specialist.
Fixing the problem when you are assigned new player, but can't interact with him and the problem based on 32-bit win 7
Personal address from me: Every one of you is important to me, as are your opinions. Every opinion will be heard and responded to if possible.
There are many of you (which is a good thing!) but unfortunately I am only one, so, it will take time to respond to questions, suggestions and requests. Further, please do not send Steam Friend Requests (again, simply too many!).
If you have any urgent questions or suggestions please send them by mail to cyberteammanager@gmail.com ; We review each email and if you have any problems with something in the game or you have issues with running it, we will try our best to help you.
Finally, if you have some interesting business proposal that simply cannot be ignored, we will gladly find ways to communicate, but it will certainly not be done via Steam (so, again, use our email address). :-)
So, don’t worry, subscribe to our channel on YouTube and follow us on our Twitter, where we will publish any news and valuable information in text and video format.
DO NOT BUY THE GAME UNTIL YOU ARE READ THE ARTICLE TO THE END!
Approaching that day when Cyber Team Manager will be released in steam early access. If you are reading this, it means that you are interested in the game and you were waiting for release. Much time has passed since the initial announcement of the game, a lot has changed in the game, even more added. The same as team members, which also has changed.
Firstly I want to say that the game is exactly in the state when you can see the mechanics, to see what will be in the final version and where the game is moves during development plan. If you are expecting a full MOBA simulator, it is not at this stage of development. If you wait for the balance or heroes, it don’t have. We did not focus on the combat system so much and this is sad, because we need to make core functionality firstly, because we are a small indie team from the small Baltic country. And we are don’t have enough resources to develop all and in one place.
First of all, we are focused on the structure of the game, at its foundation, to prepare the game for something more than “nice game”. Which mean that this is an initial setting yourself as the manager, setting up your team and initial management. In our channel in the near future we will publish the lets play video clip up to 11 minutes https://www.youtube.com/watch?v=cRqzcXN9NLQ So it is recommended TO WATCH THIS VIDEO BEFORE PURCHASE THE GAME.
So guys if you now buy the game, you are buy an early alpha with possible bugs and things which is work as stable as they possible. Something will work as we planned, something is working as it works because it works %).
Every two weeks we are planning to release minor updates. At the moment, we have closed all visible to us bugs and bugs identified during the test. So if you bought the game and play, and if you found a bug or think that something is not working as it should work, please contact us either on the forum or by mail. We are checking every day and in any case you will reply. We will not reply to topics such as: F**K yourself, burn in hell and other hate posts.
According to our plan we are will delay all tasks until the first of February and will work only with your feedback, your improvements and possible bugs. On the first of February we will start to work on the combat system, the benefit is that we have all heroes, heroes skills, arts and pumping systems. Also the design document has done, which more than 100 pages of descriptions and diagrams. I mean that the match view on which we work is different from that match view have now.
If you are still read this article, it means that the game is still interesting for you and we are very grateful to you. If you are buying the game right now it means you are directly Support us, which means the development of the game will go faster, we will be able to attract additional resources, will release patches and add a new functionality much more faster than in our development plan. Which mean we are will finish the game faster than expect. Because yes, we also love the cyber sports and also we want to play our full game as fast as possible.
But if you're not sure of buying, it is best to add this game to your favorites and come back once a month to check out updates until will decide that you are want to play it. Also when you buy and play do not forget to share with us your thoughts.
Finally I would like to wish you all good luck and best wishes, I am sure that together we will make a good game, because you, yes you the core key member of the every game dev team.