Moving to VRdesigns.NET

Hi all! We have moved the VR website from .NL to .NET.
We also moved the Scenario Bank from advancedtactics.org to VRDesigns.NET.

It will be nice to have everything in the same place for once.

If you registered at the old .NL version of this site nothing has changed for you.

The old scenariobank (advancedtactics.org) is gone now and its functionality has been put in the Community pages of the site you are reading right now.
You can still claim your old data from advancedtactics.org by logging in/registering a new account here on VRDesigns.NET and then going to the Community Pages and clicking on ‘Claim’.

Feel free to ask questions. I am here to help.

Best wishes,
Vic

Posted in Uncategorized | Leave a comment

Next Game Post 2: Pushing Noodles Uphill

Management, People and Possibilities

Ideas are starting to firm up and coalesce for the next game. Or games as now that DC Barbarossa is out (we are both still working on new features for it), Vic is free to focus once again on Shadow Empires.

What I’d like to talk about here is how the coming game will portray people and the management there-off.

There are three basic approaches. The player as the person in charge (the ‘God’ model), the player working within a hierarchy of command (the ‘Superiors and Subordinates’ model) and the player as the recipient of orders from above (the ‘I am a minion’ model).

Continue reading →

Posted in Game Design, Next Game | 2 Comments

Lets Play Advanced Tactics Gold

This just came to my attention. There is a new very informative 30+ part Advanced Tactics Gold Lets Play up on YouTube. Thanks to TortugaPower.

Click here for the full play list of all the episodes.

Posted in ATG: Advanced Tactics Gold | Leave a comment

DC: Next Game Post 1: Taking in the Wider View

Work continues at a steady pace on DC3 : Barbarossa but we are starting to give some thought to what comes next.

While there are plenty of obvious candidate conflicts that would benefit from a similar treatment we are pondering something much more fundamental.

Take the following. It’s straight out of my head and highlights four key design elements.

blog_34

Fun is obvious. No point making a game if it isn’t fun. The higher up the fun scale you can climb the better.

Replayability is important although these days a lot of games are designed to be played once and then forgotten about. Reliving the game through multiple play throughs isn’t as important as the ‘experience’. Once it’s done, it’s done. Move onto the next shiny light.

Is this something we’d like to emulate?

Continue reading →

Posted in Game Design, Next Game | 8 Comments

We Are Watching You… Metrics Part 2

This is a follow on from Vic’s post ‘Monthly Metrics : 2015’

The game includes a Metrics option that sends data back to our secret Caribbean server every five rounds. What does it send? Only the information that’s been used to compile the following. It’s purely game data and couldn’t reach out beyond the game software package even if it wanted to.

We’re not part of the NSA and Edward Snowden has, I’m pretty sure, never heard of us despite his familiarisation with all things Russian.

blog_33

 

The information is really useful to us in balancing the game and getting an idea of how it’s being played. As developers we strive to do better and having hard data to base decisions around is a huge plus.

The forum is great for bugs and observations but having a few people state that this or that is unbalanced isn’t that meaningful simply because the sample size is too small. We do take it into account but it’s complimentary to the metrics data rather than being a reason for change itself.

If you haven’t already, I’d highly recommend switching on the Metrics setting. Doing so gives you a warm fuzzy ‘helping to improve the game’ feeling that’ll get you through the first few days of winter. Can’t vouch for what comes after that although hard liquor might help.

Here’s what we’ve ascertained to date. We’ve got data back from almost 600 different players and have over 1300 unique records covering about 440 games (each game sends data every 5 rounds hence the larger number of records than games).

First question is who is playing which side?

Continue reading →

Posted in DC:Barbarossa, Game Design | 11 Comments

The Barbarossa Original Soundtrack

Please meet our musicians: Tempest for an Angel.

Note that the game uses the instrumental version per default, but that you can switch on the vocals through the preferences tab.

Click here for more information on Tempest for an Angel.

Posted in DC:Barbarossa | 2 Comments