I wanna talk about 2 ideas / concepts for Littlewargame, that are on my mind for a while now. Ill most likely implement them sooner or later. Maybe they wont work and ill take em back out but I think the only way to tell is to test how it works.

 

1) Upgrades get more expensive for any upgrade you make

If you make +1 armor, then +2 armor will be 50 gold more and +3 will be another 50 gold more. Thats how it works now and how it works for most rts games. The idea would be, if you make +1 armor, then not only +2 armor will be 50 more gold but also +1 attack will be. So every upgrade you make incresed the price of both, armor and attack, not only the one you made.  Of course the cost and cost increase could be adjusted bit. Beast upgrades would not affect human upgrades and vice versa.

So what would this mean? First of all, you would have to think more about what upgrade to make. Right now, you have to think, too, but in the end you go 5-5 anyway. Players often prioritize armor or attack first depending on what compositions they play and what the enemy’s got, but in the end you go 5-5, always (if the game is long enough). You would not do this anymore with this change. After you went 5-0 for example, the first armor upgrade will then be as expensive as an (imaginary) +6 attack upgrade and going 5-5 will not be worth it most of the time. Players would have to think more about what upgrades to make. Also upgrades would take a bit of a “customizing” / “specializing” role for your units. I can imagine maybe adding another upgrade like range could be interesting. Things like this could happen: a player wants to make an armored soldier push, goes fast 0/4 soldiers, but fails to kill the opponent. Opponent now could decide to go armored dragons, because it wont be easy to get Riflemen with many attack upgrades for the Sodlier player.

Another effect would be obv a general nerf for upgrades, since they are more expensive overall, which is something good imo, since upgrades seem to be rather strong, maybe too strong, atm. It also will be easier this way to “switch race” (transition from human to beast or vv), because it costs less to catch up in upgrades, which is, imo, another good thing. Right now, switching races in mid or lategame is pretty much non existent, which it shouldnt be.

 

2) Payback for units on death

This ones really interesting. The idea is to have a unit give you a certain amount of money back when it dies. They actually already do this (indirectly) via their supply cost. Take a soldier. It is 80 gold to make. But you also have to make supply for it, which is 20 gold in case of the soldier (for 2 supply (House is 100 gold, gives 10 supply)). So technically a soldier is 100 gold. But 20 of that you get back, since the supply will be free again when the soldier dies. I thought about increasing that pay-back part and reducing the other once. What would it change?

It would promote players to be more aggresive, to fight more, since losing units is not so much of a loss anymore, because you can remake them easier. It would promote harassing, because you actually want to trade your fighting units againast workers. It would create more action overall, which is more interesting to play and also more interesting to watch. Another positive aspect is, losing one big battle wont be as game ending as it was before, since its easier to recover. Games decided by one big battle are in general rather boring. Noone wants to see both players macroing for 15 min and then have one clash and whoever gets the upper hand in this battle wins the game. (Not that it is like that atm, im jut trying to make a point). It would be in general more action, more harassment, more back and forth, higher chance for comebacks.

They way it could be implemented would be either to actually add a payback value for each unit, that you simply get back twhen it dies, or increase the supply cost and decrease the “normal” cost, for example increased house cost to 200 or make a house only give 5 supply (which might feel a bit weird in the beginning, but will be fine after a while). The important thing is, the part of the price you get payed back will be bigger, so a soldier will be maybe 50/50 instead of 80/20.

 

Both those changes sound interesting imo on paper, but like with most changes, the only way to tell how it plays out is to actually implement it and see. Im most likely going to do that for both of them (not 100% sure yet), and then decide to keep it or not. Feedback is very much appreciated, either here or on reddit or wherever you want.

Reddit

Once again, its been a while. This seems to be my way of choice to start my blog posts, since I dont make too many of them, but every now and then I feel like writing. 2 days ago, it happened, a reddit post about Littlewargame blew up and threw a huge amount of users at us. From that point on it was going nuts. It went from the ~20 users online we had pretty much ever since, to ~500 in a couple of hours. So now everything is different. Tons of players are online all the time, feedback and bug reports went from 2 per day to 100 per day. Server seems to more or less handle the new load, allthough sometimes there are some smaller issues, but it could be worse. It is now very exiting times that are ahead of us and im really looking forward to what going to come. Ok, now, what i actually wanna talk about, are mainly 2 things:

1) I get asked a lot “hey jbs, is there a planned feature list ?”. The answer up to now is: “no”. Well there is one, but its a txt file on my pc, written in very weird words, mixed german and english and im sure nobody besides me would ever understand anything. So, since i get asked this alot, i decided to make kind of a public list that i can refer to, when i get asked. Things that are definetly going to be implemented are:

- modding tools for the map editor (tools to modify unit, building / ability values plus create your own ones; “scripting” tools, that allow for creating scripted events, like “at minute 5 spawn 3 soldiers for player 2 at location xy”, or “when a unit dies, do this and that”)

- ladder system (auto match making, rankings, …)

- several more units / buildings / abilities / upgrades; i dont know yet which ones i actually will add; i have many ideas on my mind, but im not sure about some of them. Wolves and Dropships (zeppelins) are most likely going to come. Some more things i have on my mind are skelletons, varmpires, buffs / de-buffs (mage spells), a 2nd unit as a counter-part to the mage (priest, who would get defensive spells, mage would get the offensive ones, maybe you could only have one of those in a game), very strong, relatively slow melee unit,…. but well, those are all just ideas and i have no idea which one im gonna end up actually implementing.

- more map objects, water, weather effects like fog or rain

- vision blocking objects

- better ui

- account features (friends list, win / lose counter, archivements, …)

- single player campaign; this is something i will most likely do, whe most of the other stuff is done, but im sure many players would love to have this

 

The “maybe” list (things that are interesting, but im not sure about i will up doing them):

- heroes: some players told me they would love to see heroes, others told me they dont like the idea. It would be a relatively big thing of course and im really not sure myself. I might end up trying it out and see if players like it. If it turns out to be not good, i could just remove them and at least have the hero-logic implemented in the game so it will be usable for custom maps / mods

- another race: obv this would be a lot of work and right now the way i look at it is more or less: atm im not planning to do that, if at a later stage, when most of the units are implemented, it turns out that one race is just not enough, i will maybe give it a try, but until then im not gonna worry about it too much

 

Those are all the big ones, of course there are several small ones, but i think this is all the big, relevant stuff, currently on my list. The 2nd thing i want to talk about is the way i want to deal with new units implementation and balance changes. This game is obv still a beta. There are still some bugs and a lot of features are still missing. The way ive been doing balance changes over the last months was very conservative. I only changed very little trying to not mess up balance. Right now, looking at all the units we have, balance looks pretty good. But actually, thats not the most important thing, there is still much gameplay content to come and balance / meta is going to change alot. So I would like to do this a little bit less conservative and in a more experimenting way. That means i want to try some stuff out rather than beeing too careful with all the changes i make. After all this is a beta and if something doesnt work out so well, I just remove it or put it back to where it was. The way it works for me, its just pretty much impossible to know how a unit will really turn out before i actually implement it and it goes live. I may thing about how a unit will work a hundred times, but then, after i actually put it into the game, it turns out, players use it completely different than what i would have expected. And thats why i wanna try some things out instead of racking my brain about if this could work or not. I will not overdo this, though, since there are turnament running and im well away that there are people, who want to play more or less seriously without having to adapt to a total different meta every 3 days.

With version 1.73 Littlewargame provides its own API for custom AI scripting. That means, you can write your own AI in javascript. At the moment, the API is still very small (only very few functions). But i rather release it now and then wait for feedback on which function players would want and then i can implement those. In this post im giving you an introduction on how to use the api.

 

To write an AI you create a new file and just start coding your actions. Everything you write will then be put in one function and that function will be called every 1 sec in the game. The function will be attached to an empty object, so you can use “this” inside of your function. Of course you can write and call your own function inside of your code if you need some. Then, start the game and click on the “AI” Button in the top left and load your file. After the file has been loaded, open a new singleplayer game and you will see an additional button for ever CPU player, that lets you choose, which AI the CPU player should be controled with. Click the button to switch between the different AI’s and then start the game to see your AI in action. You can also load more than 1 AI, for example to have a fight between two AI’s. Keep in mind, all the code you write will be called once every sec. The function in which your code will be put, will be called with 1 argument, “scope”. Scope is an object of type “Scope” and represents the map (or more clearly: those parts of the map that you can see at the moment). Scope provides a couple of function that let you get information about the current game state. It also provides a function to give order to your units. The following functions are available:

 

scope.getMyPlayerNumber()

returns the player number of the player you are controlling (if you are the red player for example, this function returns 1)

 

scope.getMyTeamNumber()

returns the team number of the player you are controlling. Players in the same team are allied.

 

scope.getUnits(filter)

returns an array of units. You can pass a filter argument to this function. If you call it without a filter, this function will return an array of all the units, you can currently see (no buildings). You can use the filter argument to get only specific units. The filter argument is expected to be an object with one ore more fields set. Possible fields are:

type: only get units of this type (for example “Worker”)

notOfType: only get units not of this type

player: only get units owned by this player (for example: 1)

team: only get units owned by a player in this team (for example: 1)

order: only get units currently executing this order: (for example “Move”)

enemyOf: only get units, that are owned by an enemy player of player (for example: 1)

Some examples:

var idleWorkers = scope.getUnits({type: “Worker”, player: myPlayerNumber, order: “Stop”}); // returns all own idle workers (the idle order is called “Stop”)

var fightingUnits = scope.getUnits({notOfType: “Worker”, player: myPlayerNumber}); // returns all own fighting units (=not workers)

 

scope.getBuildings(filter)

Pretty much the same as getUnits(), but for buildings. The only difference is, there is one more possible filter field:

onlyFinshed: returns only finished buildings (not under construction)

 

scope.order(order, units, o, shift)

Gives an order to any amount of units.

order (string): the name of the order; possible values are: “Train Worker”, “Train Soldier”, “Train Rifleman”, “Build Castle”, “Build Barracks”, “Build Watchtower”, “Build House”, “Stop” (= idle), “Hold Position”, “Attack”, “Cancel”, “Move”, “Moveto” (move to a building; this is what happens when you righclick a friendly building), “Mine”, “Repair”, “AMove”, “Train Mage”, “Build Mages Guild”, “Flamestrike”, “Build Catapult”, “Build Workshop”, “Build Forge”, “Attack Upgrade”, “Armor Upgrade”, “Heal”, “Research Flamestrike”, “Research Heal” (those are just the names you also see when hovering an order’s button ingame. So when new abilities will be added in future, just check the button to get their name.

units: an array of units that will receive the order. Of course you can only give orders to your own units. This has always to be an array, so keep in mind, when giving an order to only one unit, pass [unit] and not just unit.

o: an object with additional information. Some orders require a target. In this case you can pass target information in this object. Orders, that require a field (for example “Move”) need the fields “x” and “y” to bet set. Example: scope.order(“Move”, [anArrayOfUnits], {x: 5, y: 22});  // Now those units will be ordered to move to location 5/22

Orders, that require a unit as target need to have the field “unit” set. Example: Example: scope.order(“Attack”, [anArrayOfUnits], {unit: unit324});  // Now those units will be ordered to attack the unit324

shift: pass “true” if you want to queue the order instead of executing it immediately (what happens when you have “shift” pressed while giving an order)

 

scope.getCenterOfUnits(units)

Returns an object with fields “x” and “y” set as the center position of an array of units passed. Often when you see a bunch of enemy unit for example, you want to attack them. A good way to do this usually, is to amove into them. And a good target-point is the center of them.

 

scope.getGold()

Returns your current amount of gold.

 

patch 1.85 added the following functions:

 

scope.positionIsPathable(x, y)

Returns if a position is pathable (can be walked or build on)

 

 

scope.getMapWidth()

Returns the width of the map

 

scope.getMapHeight()

Returns the height of the map

 

scope.getArrayOfPlayerNumbers()

Returns an array containing all players numbers (for exmple [1, 2])

 

scope.getStartLocationForPlayerNumber(nr)

Returns an object of type {x: x, y: y} containing the x and y value of the position of a given players start location

 

 

patch 1.86 added the following functions:

 

scope.getCurrentSupply()

returns the current supply count for the player

scope.getMaxSupply()

returns the current max supply count for the player

scope.getCurrentGameTimeInSec()

get the current game time in sec

scope.getUpgradeLevel(upgName)

get the current level of an upgrade

 

 

 

 

 

 

All the buildings and units that you get in return from those getter functions have some methods on them to call, too. They are:

 

unit.getCurrentHP()
returns the current HP of this unit.
unit.getX()
returns the current X coordinate of this unit (the top left corner of the map is 0:0, the buttom right corner is for example 96:96 (on a 96:96 size map)

unit.getY()
returns the current Y coordinate of this unit

unit.getTypeName()
returns the type name of this unit (for example “Worker” or “Soldier”). The type name is the same name you see, when selecting the unit in a game.

unit.getOwnerNumber()
get the number of the player that owns this unit

unit.getTeamNumber()
get the number of the team that owns this unit

unit.getRemainingBuildTime()
get the remaining build time (only works for buildings; in case this building is currently producing a unit, return the remaining time until this unit will be done)

unit.getUnitTypeNameInProductionQueAt(nr)
returns the name of the unit type that is in production at queue position nr X. (only works on buildings, returns null if no unit in production)

unit.isUnderConstruction()
returns true, if this building is currently under construction (only works on buildings)

unit.isNeutral()
returns true, if this unit is neutral ( teamNr == 0 )

unit.getCurrentOrderName()

returns the name of the order, the unit is currently executing (“Stop” if idle)

 

patch 1.86 added the following functions:

 

unit.getFieldValue(fieldName)

Returns the field value for a unit (for example soldier.getFieldValue(“dmg”) returns 9). Values are: hp, dmg, supply, movementSpeed, weaponCooldown, weaponDelay, armor, range, size, vision, buildTimeInSec, cost

 

 

 

Here is a very small example AI. It does order idle workers to mine gold, makes workers constantly, makes a house and a barracks and if possible and attacks all enemy units in sight:

 

// get my own player number; we need this to check if a unit is mine or not
 var myPlayerNumber = scope.getMyPlayerNumber();

// get my team number; we can compare this to a units team number to check if its allied or not
 var myTeamNumber = scope.getMyTeamNumber();

// get my gold value
 var gold = scope.getGold();

// get several units
 var idleWorkers = scope.getUnits({type: "Worker", player: myPlayerNumber, order: "Stop"});
 var workers = scope.getUnits({type: "Worker", player: myPlayerNumber});
 var fightingUnits = scope.getUnits({notOfType: "Worker", player: myPlayerNumber});
 var castles = scope.getBuildings({type: "Castle", player: myPlayerNumber});
 var houses = scope.getBuildings({type: "House", player: myPlayerNumber});
 var finishedHouses = scope.getBuildings({type: "House", player: myPlayerNumber, onlyFinshed: true});
 var mines = scope.getBuildings({type: "Goldmine"});
 var enemyUnits = scope.getUnits({enemyOf: myPlayerNumber});

// look for the next gold mine from our castle
 if(castles.length >= 1)
 {
 // get nearest goldmine
 var nearestMine = null;
 var neasrestDist = 99999;
 for(var i = 0; i < mines.length; i++)
 {
 var mine = mines[i];
 var dist = Math.pow(mine.getX() - castles[0].getX(), 2) + Math.pow(mine.getY() - castles[0].getY(), 2);
if(dist < neasrestDist)
 {
 nearestMine = mine;
 neasrestDist = dist;
 }
 }
 }

// order all idle workers to mine from the nearest gold mine
 if(nearestMine && idleWorkers.length > 0)
 scope.order("Mine", idleWorkers, {unit: nearestMine});

// if the castle is idle, order to make a worker
 if(castles.length >= 1 && !castles[0].getUnitTypeNameInProductionQueAt(1))
 scope.order("Train Worker", [castles[0]]);

// if any enemy units in sight and we have fighting units, order them to attack them
 if(enemyUnits.length > 0 && fightingUnits.length > 0)
 scope.order("AMove", fightingUnits, scope.getCenterOfUnits(enemyUnits));

// if we dont have a single house, make one
 if(houses.length == 0)
 scope.order("Build House", workers, {x: castles[0].getX() - 7, y: castles[0].getY()});

// if we have at least one finished house (= we can make barracks), make a barracks (at some fixed position left of out castle, which will lead to some problems; you shouldnt do it like that)
 if(finishedHouses.length > 0)
 scope.order("Build Barracks", workers, {x: castles[0].getX() - 7, y: castles[0].getY() - 5});

Its been a while since the last post. Now, at 3 am on a Saturday night, I feel like it’s time to make a new one. I always seem to have most ideas at night… how am I ever supposed to fix my sleep scedule if I always have thoughts popping up in my head at night when I’m about to go to sleep about things I should do right now !?!? Well, nevermind, I wanna talk a little bit about the current state of Littlewargame and the future. Im quite satisfied with the current state of the game. Its getting more and more attention, the community is growing bigger and the game itself feels more and more solid and fun to play. I actualy play it quite abit myself. Maybe even too much, since i should spend the time coding and developing it. A small turnament is coming up, players been creating a lot of posts regarding strategies, even creating a Wiki. Plus, some articles on videogame sites all over the web about the game have been popping up. All this gives me a lot of confidence and motivation to put even more work into the game.

So much for the present state, now the more important part: whats coming up ? A lot of things… the answer is a lot of things. I have a lot of stuff planned, its just a matter of what will I do first. Its enough work to keep me busy for months, maybe even more, but I definetly want to add all those features. I want to talk about the most important ones here a little bit, of course there are many small ones, but talking about everything would take far too long.

1) More Units / Buildings. The next new unit will be a flying unit: the Dragon. So far there are only ground units and i believe a flying unit will add a lot more depth to the game. It will only be attackable by Riflemen, Towers and Mages and will shift the balance a litte bit away from the Catapults, which are considered rather strong at the moment. Also it will give players more harass options, which is a very good thing, since there are not many at the moment. The biggest problem for me personally when adding the dragons is the graphics, since drawing and animating a dragon is harder then all the other units and buildings i had to do so far. Luckily, owen, a community member, made some sketches and i will most likely work on this basis, which makes things a little bit easier. Im not sure about the exact values of the Dragons. As a flying unit, its efficiency has to be little bit lower than a comparable ground unit, like the Rifleman, for example, which means a number of Riflemen should beat a number of Dragons of the same cost. Another unit i have been thinking about is a fast ground unit, maybe Wolves. Alternatively it could be something like a Rogue or a Scout. It would be pretty much a faster, but weaker Soldier. which would make it very useful for scouting or harassing. In general those two things are missing a bit at the moment. Theres no really good way to scout as soon as your opponent has some fighting units on the field at the moment. Dragons will be able to scout, of course, but they will be not so early accessible in the tech tree, so there needs to be at least one earlier way to scout. The Wolves will be able to do that, but ive also thought about maybe giving the Mage some sort of scouting spell. Mages could summon Birds for exmaple, that stay alive for 40 sec or so. But this is just a raw idea, im not sure if Im gonna do this. But: I will add more spells to the Mage for sure. At least one more.

ss (2014-04-14 at 09.45.46)

Owens Dragon Sketch

 

2) AI! Those, who played a couple of matches against the AI will most likely have realized: the AI is not exactly very smart. I did not put a lot of effort in writing the AI, as i wanted to put the main focus for the game on the multiplayer-part. Writing a good AI takes some time, and atm there are just more important things, that I want to do, so I had an idea: instead of an AI, i will provide an API, so coders from the community can write their own AI’s. Ill provide some functions like getUnits(), getHP(), getPosition(), orderMove()… and so on, and users can code their own AI’s and load them into the game, play against them, post them on the forums, have other players play against them and so on…. we could even have AI battles and see who can write the best AI. And of course I can use some of those AI’s to replace my crappy one as the standard AI(s). The way I have it in mind is: a user writes one function, that will then in the game be called every ~1 sec. Inside of that function you can get all the information with some getter methods I provice and than based on that information give orders to your units. You save the function in a file and load it into the game – pretty much the same way you load a replay now and then youll be able to see your AI in action.

3) Ladder – I want to implement a ranked auto matchmaking ladder system. This is something for the more competitive guys. Instead of going to the multiplayer lobby and manually looking for a game and join, you can just click a “search opponent” button and then you will be matched against an equally strong opponent and you will be playing him for points. Winner gets points, loser loses points, and based on those points we will have a ranking, so you can see how good you are and try to climb the ladder.

4) The map editor: as I said in earlier blog posts, I want to make the map editor very, very powerful. I want it to be able to not only create maps, but mods and even games. The next big step for the map editor will be the possibility to modify the units values like hp, dmg, speed, in which building you make them, and so on… you will even be able to create your own new units and even use custom graphics for it or modify the existing ones.  When that is done, I plan to add some sort of scripting, so players can actually make their own “rules”. It will then be able to add something like “every 30 sec spawn 5 soldiers at position XY and order them to attack move to position XY2″ to a map. With this features it will be possible to create for example tower defense maps or dota clones or… pretty much anything you can imagine.

 

Thats it for the most important features for now. Of course there are many smaller things like more map objects, cliffs, water, account features like profile pixtures, texts, archivements,…

As you see, I have a lot of features planned and I’m looking forward to implement them all. Thats it for now, I’ll try to write blog posts more regularly in the future, but I can’t promise it. So, until next time,

Yours sincerely, jbs

Sup guys ? Got my wisdom teeth pulled earlier this week. What a beautiful experience that was. I was kinda fucked up the following days not really feeling like coding a lot, but im back now, feeling fine and released a new Littlewargame patch including a replay feature and account registration.

The account registration is the first step for the upcoming feature of playing custom maps in multiplayer, which is the thing I start working on now. When its done, youll be able to upload your own maps to the server (if you are logged in) and then select them in the multiplayer lobby when you host a game. Im looking to release this as fast as possible, hopefully in the upcoming days.

Besides that, there are two bugs, that cause crashes and asynchron games. Those need to be fixed, so ill be working on that aswell. Its also time for a new patch for my Starcraft 2 mod ‘Footmen’ plus I got myself a couple of new games recently, including Wind Waker and Fifa 14. So as you can see, theres a lot to do, no time to waste.

Windwaker

Windwaker

Yo, whassup ? I felt like writing a new update on Littlewargame.

Since last time i wrote, ive been adding a lot of new stuff, including mages, map editor improvements and much more. So whats coming next ? A lot of things. There are many, many things on my list. And while im working to implement those things, im adding even more. Its like a never ending journey, but its fun. I definetly wanna go far with this project. So, lets see, the things that are coming next are:

– custom maps playable in multiplayer

– accounts (when you made an account, you will then be able to upload custom made maps to the server and host them in multiplayer matches)

– a new unit, most likely Catapult (high range unit, to break Towers)

– upgrades! A new building, which will allow to research upgrades for units (something like 200 gold for +2 dmg). Upgrades will be maybe 5 levels in total (maybe more) and relatively significant. Cost will be slightly higher with every level. Thats at least what I have in mind right now. Maybe I will add an “Armor” attribute to the units and make an armor upgrade.

– better server performance; sometimes its too laggy atm, this needs to be fixed of course

 

Those are the things with the highest priority, but there are many more that I want to do:

 

– Map Editor: I will add a lot of features; Changing the values of unit types, creating new units, even scriptiing features; The Map Editor will allow you to create not only Maps, but Mods; I believe a strong editor is very important for the longevity of a game, since it will the community allow to create good content

– more map objects like trees and rocks, cliffs, water, so maps look better

– better ui graphics

– more units & buildings

– much, much more

 

I have someone helping me with the coding now, but any more help would be appreciated, no matter if its coding / audio / graphics.

You see, theres a lot of stuff coming. I enjoy working on this game and I hope you enjoy playing it. Thx for reading & let me know what you think about the ideas.

 

catapult

Just some update on Littlewargame.

Yesterday i released the 4 player patch, which now allows a maximum of 4 player to participate in a multiplayer game. It also allows spectators to be part of the game now. I reduced the gold amount of gold mines from 12000 to 10000. I felt 12000 was too much. Values like those are likely to be changed alot  in current patches, since this is still a pretty early stage of the game and I want to experiment with values.

I also reduced the starting gold from 800 to 500. I felt 800 was too much. 500 requires the player to think more about what to build in the beginning of the game. I also slightly reduced the cost of the Castle and the Barracks.

The patch also inclused countless small fixed and improvements.

 

So, whats coming next?

The next thing is gonna ba a new unit (+ a required tech building). Maybe its gonna be the Mage / Wizard / Magic Guy. Not sure what I will call it. I wont call it Magic Guy. He will have AoE damage ( = Area Of Effect ( = Splash!! ) ).  I believe this will add a nice, new aspect to the game. It will make lategame battles much more interesting, since Mages will be good against high numbers of stacked units.

mage

 

In the long run I plan to add much more stuff, like for example: more units / buildings, more map object (trees, …), cliffs, animated objects, upgrades for units, accounts with statistics + scores, levels, leagues and so on…, savegame & replay feature. I also want to add more features to the Map Editor. Im talking about a lot of features. I want to make the Map Editor really powerful, allowing users to even create mods with it. Those are only some of the things on my list. Of course this will take some time, but I will keep working on this game.

 

 

littlewargame screenshot

the beginning of a new game

I started writing Littlewargame in Summer 2013. The plan was pretty much “making a simple HTML5 RTS”. I wanted to get into HTML5 gamedev for a couple of months before, so it was only a matter of time since I started my first project. The reason for going for HTML5 is, in my eyes, its kind of the best technology for indie-devs like me. I am not Square or Blizzard. I can’t make big games that sell millions of copies. No indie-dev can. Nowadays theres so many games and so many new coming up. The willing to download a game is lower and lower with more games coming. I believe the power to allow your game to run directly in the users browser without any need for a download or even a plugin is so incredibly important. A lot more important than maybe the negative aspect of having to use javascript – a language some would call not as good as for example java.

The day I started coding, the plan was making a “simple RTS”. I didn’t have much more in mind, besides the medieval setting.  I like to start with a rough idea and see where it takes me. In the beginning i had the Idea to keep it extremely simple. As simple as it is now (with only 3 units: Worker, Soldier & Rifleman, nothing more!!). But after I showed the game to the world for the first time and received feedback, I changed my plans a little bit. What I have in mind at the moment is: about 5 or 6 units in total. So 2 or 3 more than we have now. I’m not 100% sure which units I will add. Whats on my mind is:

– Mage (low-medium HP, does splash damage): I want to add at least one way to deal splash damage, since this would add a lot more depth to the game.

– Priest / Monk / Healer (can heal): yeah… some way to heal. I may also make it a building that heals in a certain radius. So or so, i think a way to heal would be very good.

– Catapult: (slow, long range (>Towers range)): this is to fight towers without the need to run into them

Those are some ideas I have at the moment. The overall idea is to have a relatively simple game. Simple in terms of the overall unit number. But I want all the units to be balanced out and have a certain synergy between each other, so they create a high depth and many different strategies. I’ve also been thinking about if i should make “armor types & damage types” and create a stone-paper-scissors kind of system this way. I rather would have a stone-paper-scissors system without using armor-types. Armor / Damage types, by the way, in case you dont know, is something like “unit A does 10 damage to unit B, but only 5 damage to unit C, because unit A has a weapon type which is weak vs the armor of unit C. This is a pretty easy way to implement a s-p-s system. I personally would prefer to have s-p-s just by the natural attributes of the units. For example lets say we have a strong, but slow melee unit, a fast but weak melee unit and a normal speed, weak ranged unit. The ranged unit would be good against the slow melee unit, because it could kite it (shoot, run back, shoot, run back, …). But it would lose against the fast melee unit, because the melee unit is faster than the ranged unit and would catch it eventually. The weak melee unit would lose to the strong melee unit, because even it could run away it would make no sense, since theyre both melee. This, for example, is a way to “naturally” have a s-p-s system, without armor types and I think its more untuitive. But I dont know for sure yet. I’m not saying I don’t want armor types at all…. its more like, if i find a nice way to do it without, ill do it without.

I also want to add upgrades. Most likely one building that maybe has 2 types of upgrades, attack and deff. Attack increases dmg, deff increases HP. Nothing ground breaking here, but having upgrades again adds depth to the game, since they create certain timings. I also want upgrades to be slightly more significant than in other games. When fighting against someone with worse upgrades, you should feel it, and it should make a difference. Of couse it should not be like your units are 2 times as strong when youre one upgrade ahead. But anyway, many of the details will have to be decided after the stuff has been implemented based on feedback. A game like this, you cant do all on paper, code it and its done. You gotta do it, see how it plays out and change, see how it plays out again, change again, and so on…. until its perfect.

Hi there. Im jb, or jbs. Im a passionate gamer and Indie-developer. I’ve loved video game ever since I was a little kid in elementary scool when Nintendo’s Gameboy came out and it didnt take long for everybody to get one, including me. I started coding only a couple of years ago and mainly for the sake of developing video games. I haven’t done anything big in the past. A browsergame that had like 30 active users at its peak, some WarCraft 3 and Starcraft 2 mods. Only one of those worth mentioning is ‘Footmen’, which I created when SC2 came out in 2010 and it has been one of the most played SC2 mods ever since. Most recently I have been working on a game called Littlewargame (http://littlewargame.com/), which is an HTML5 Real Time Strategy Game. Its my first HTML5 game and also my first stand alone real time game (I dont count the browsergame as a real time game, although technically it is…. but well, you know what I mean. What im trying to say is, this is my first ‘real’ game).

After reaching a somewhat-alpha-playable state, I decided to upload and do some promotion on a couple of forums and subreddits, to see what the world thinks about Littlewargame. I was very happy when I saw after the first responses that the feedback was extremely positive. People told me they loved the game, it had potential and I should keep working on it and so on. Also a decent amount of people told me, they would love to read something about the development of the game and I should write a blog about it. So here I am. I listened and obeyed and decided to start a blog. I’ve never had a blog before. I’ve never written any articles. Any I have no idea what exactly to write. I’ve never read a developers blogs. I barely read any blogs at all to be honest. But I’m optimistic. How hard can this be ? Talk about the developement of my game ? I wrote that shit, shouldnt be too hard to talk a little bit about it. Let’s do this.

So here I am, writing the first blog post of my life, wondering where this will go. In general, I pretty much want to write about Gaming and Game-Developing. Writing about games that I love, about games that I am creating. Thats the plan. I would love to see some comments on what you would like to read on this blog. Tell me what you’re interested in. I will try to make everyone happy.

This is it for now. Thank you for reading my first blog post. This is my story…