Net King’s Call V0.2.0 Devlog

Net King's Call V0.2.0 Public Build Update, new and improved Tutorial!

One of the biggest challenges of making a game, especially something as complicated as Net King’s Call, is “teaching the player how to play the game”. Talking to other developers and players on this subject, we’re at a point in time where tutorials are not the preferred method of learning. A lot of people want to be able to sit down, pick up the game and learn it for themselves without a lengthy tutorial. I would be one of those people who agree with this sentiment. But it’s not always possible and can be frustrating for some players when they miss entire features when the game doesn’t explain it to them. So for Net King’s Call V0.2.0, we’ll be trying a more traditional tutorial approach and see from testing how well it works.

Updates

+Updated the tutorial, adding indicators, highlights, and images to the learning experience.

+Added trees as scenery, the functionality for movement and cover will come later.

 

Bug fixes and known bugs

+Fixed a bug where if the gamepad was plugged in, the mouse could highlight tiles without ever dehighlighting them. Effectively breaking the game. (Thank you Jascorper for finding this!)

+Fixed a bug where units, when selected for movement, would show tiles that were not reachable as tiles that were reachable. This would only happen when a unit has another unit (friendly or not) standing within range and on a tile immediately standing next to the unreachable tiles.

-There’s a known pathing issues when playing on maps where buildings are separated on islands, with NPC units trying to get to them (but they can’t because they can’t cross water or empty tiles).

-There’s a bug in the Overworld where units in the processing queue will not show their appropriate turns before being finished.

Current Gameplay Preview

Developer Thoughts:

On the Tutorial

With some feedback and a long design session, we’ve laid out what the demo’s tutorial will look like. For the most part, we’ve followed our documents exactly and we hope that will lead to a better experience for everyone. Tiles are now highlighted in red when we want to bring a player’s attention to it, and we’ve sort of railroaded the experience to insure that the player picks up on the key features of the game (at least in the strategic stage). Images also help show what we’re talking about by highlighting the buttons we want the player to click. Lastly, the animations really polish it up (for me at least, but I’m a biased developer) and make it more refined. If you have a bone to pick with the tutorial, please let us know what you think!

On our UI

At the moment, we’ve been in talks with some new UI artists that want to redo our current menus, buttons, and icons. While the menus and buttons look fine to us, some of our icons aren’t up to par with what we want. In coming updates, you should expect to see new icons used in the Overworld, and perhaps even new menus. 

On Progress during Quarantine

If you haven’t been out camping for 2 months, you’ve probably heard of the Corona virus. The world seems to be coming to an end and more and more people are getting infected everyday. It might be an understatement to say this was not a pleasant time. Because of this, we’ve had a bit of a weird schedule and things haven’t been as they would be usually. We’re hoping to fix this and bring more content updates to the game. No virus will stop us from success!

What's Coming Up

Visual Updates

As we’ve said in the last section, new UI updates are coming to Net King’s Call that will make for a more polished experience. Other than that, we’ll be working on more effects and scenery to make the strategic map more interesting.

Strategic "Commands"

Well we didn’t get to making Strategic “Commands” in this build, but I believe we can get started on that this week. More updates will be coming on Twitter so stay tuned.

Quests

While sitting down to design our tutorial, we also talked about how our quests will function in more detail, and what sort of quests will be in the game. Now that we have an official list, we can begin to implement them into the game!

VoxPop Games

If you haven’t heard of a company called VoxPop Games and are a streamer, game developer, or PC gamer, keep reading. They’re creating a brand new online distribution platform for video games, similar to Steam, Itch.io, Gamejolt, etc. The goal of this platform is to create a new source of revenue for streamers with a peer to peer model. Streamers and users can promote games, while developers can set aside future gains for these groups in order to get more exposure, helping everyone in the process. Of course the people at VoxPop know better than we do on this subject and you can find them linked below. We’ll be putting up our free demo on VoxPop when they launch (projected on April 20th)!

https://www.voxpopgames.net/

Wrapping Up

Thanks for reading through our devlog! We hope you enjoyed playing Net King’s Call V0.2.0, and if you haven’t tried it yet you can download this build on our itch.io page (which we’ll link below). Also, if you want to follow our development, you can join us on Discord, follow us on Twitter, and subscribe to our mailing list. A link to our Discord server will be posted below, and feel free to ask us any questions or send us any feedback you may have!

Download the game on itch.io!

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Checkout the Net King’s Call Game Page!

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