The Guardian

Hi!

Thought you guys wanted to meet our latest official class of OMNI, so here it is; The Guardian!

guardian

This class has a much more defensive play style. It’s a hard to defeat opponent that will tire you out while it’s team members stands behind and hits you from a distance having the Guardian acting as a human shield. The only way to defeat this warrior is to keep on hitting it, and hitting it hard.

The Guardians Special is a passive action that reduces the guardians taken damage by 2, and then performing a counter attack for each of those hits taken with damage:range:1 in the direction of the placed yellow special marker on the controller.

The Guardians ultimate works as the special, except the Guardian takes no damage what so ever the turn its performed. The counter attack will still have the same stats. The guardian will only needs 3 hit-points to unlock the Ultimate action.

Hit points gets collected when the standard attack hit, and when the special action reduces damage (no need to hit an opponent with the special action to collect the points)

The Guardian also gets a small boost in HP and is increased from 14 to 16, just to give it that little extra though attitude.

guardian turnaround
So yeah, the Guardian class is officially in the game, but it needs more work on the polish and balancing of the stats. Test it out and tell us what you think!

Take care:
-Lui

Physical Controller

Hi everybody!

It’s been a while since the last post from me, but that doesn’t mean that I haven’t done anything. I have spent hours working on producing the physical controller for Omni, and I think it turned out pretty great if I may say so, at least as our first official analogue controller. Here’s a pic!

Controllers

So here’s how it have been made; first of is the black plastic base that is a 3D-printed design by me, to both fit the art style and be comfortable holding for a longer period. My classmate called Marcus have just bought a 3D-printer (such a cool device), and he was glad to help us with prototyping the controllers for Omni. With 3D-printing we are able to come as close, to the product we want to sell, as we can without going into super duper mega production mode where we go industrial in quality and feel (for that we would need all the moneez, but no worries, we’ll get there eventually ;)).

3d_printer
Picture of the controller being 3D-printed by Marcus and his super-cool printer.

On top of the base is a sticker U.I. designed in Illustrator by me. It had to match the art style of the game but also be pedagogic, so I did a billion iterations of it to come up with one that suits our needs. I ordered the sticker from stickerapp.se where you can get custom stickers in the shape of your image. The stickers might be a little to big so I will have to order just a hair tinier images for next time but other than that they worked perfect.

sticker_sheet
The sticker sheet from stickerapp.se (sorry for bad mobile photo)

The last  part would be the markers ( the green M, red A and yellow S) which are sliding over the interface sticker to be positioned on the right spots. I made two versions of markers where one was very thin and one was a bit thicker. I did a really quick field test and handed the controller to random people that I met and asked them to say which of the was the most comfortable and easiest to slide. The thick one won by 20-1 so it was pretty clear that thick is the way to go.

There is one problem with the controller, and unfortunately I don’t know how to solve it without removing the feedback magnets (see earlier analogue controller post). If the markers are pushed over the surface rather than slided or dragged they tend to flip around and shot away from the controller due to the magnetic field. This actually is both a big and a small problem at the same time as around 40-50% of people that has tried the controller pushes the markers ending up shooting them everywhere, but as they have done it once they do not repeat it.

So the questions is; is this a to small of design flaw to be fixed? Will player oversee this flaw? is it more worth having the magnetic feedback? “Magnets, how do they work?”

Till next time, take care!
-Lui

Ultimate Action System

Hi, here comes another post about design development!

Before our latest system implement the games was pretty much about the round that played out at that moment, and just a hand full of players admit they had ever (according to when asking them) thought about next round when planning their actions. This was a pretty big hole in our game design that needed to be fixed so me and Ladbon came up with an idea of an ultimate action system.

inprogress

What is the ultimate action?

This ultimate action system is a very easy concept but will bring a lot to the game over the rounds. The ultimate action system works by when a player uses his or her special or standard actions and hits an opponent, they get a point in form of a token. When a player have collected a specific amount of tokens/points they unlock an ultimate action. This action is much greater than the standard and special  action and is a reward for a player being good at predicting the other players.

 

How is the ultimate action unique?

The ultimate action is a class specific second type of special that is just a lot more powerful, and it will go well with the specific class. We have only talked about what these combos could be and we have some ideas, but they still need to be play tested. Here are some examples of what we have in mind;
The ranger fires a second projectile to the special action.
The berserk throws the sledgehammer two tiles.
The tank takes no damage at all no matter what hits.

special-ultimate

How does a player that have the right amount of tokens plan an ultimate action when there’s only three markers on the controller?

It is replacing the special action until used, so the player simply uses the yellow marker on the controller to mark if, when and how he or she tends to use the ultimate attack. If he or she misses with the ultimate action it does not get spent but remains as an option until the player hits with the yellow action (ultimate action).

When the player does hit with the ultimate, the damages and rules for that action will be calculated as for standard actions and specials. And all the combo tokens will be discarded back to the pile of unused combo tokens. The special action will then become available again and the player can no longer use the ultimate action until  the amount of combo tokens have been collected.

 

How does this improve the game?

This system does not only open up for stronger planning over turns, but also deeper tactical play for each team as it becomes more important who is hitting the opponent and not just one hitting the opponent. It may also result in a race between team players on who collects most combo markers. But as the main argument for why we implemented this was to make the game more aggressive as hopefully the players now will put more weight on each action, but we will have to play test that to see if we have done right or if we have screwed up.

thumb_up

Take care!
-Lui

P.S. There will soon be a new downloadable put up here on the website with the new improved rulebook for you to test out and play.

Analogue Controller

Hi out there!!

I’ve just finished the plans for our physical controller, the one you would use if you would play Omni completely analogue. Once it is created and I have tested out so that it feels nice and works as intended I will hand out a package with a 3D-printable file, instructions and a list of what else you will need to make your own analogue controller for Omni.

So here’s the plan of how it will be put together:

skiss

As you can tell, it will be pretty small. I want it to fit well in the palm of your hand, but also be large enough to be user friendly. If this version turns out good I might take the time to make an even smaller one for kids or people with small hands.

Anyhow, going through the controller starting from the base you’ll first see the body of the controller. this is the piece you will grab on to while holding the controller. It’s designed to both match the Art-style of Omni, and also be comfortable holding for a longer period. The bottom is flat so that it easy can be put down on a table. This is the part that needs to be 3D-printed (alt. moulding it if you already have one).

In the body there will be indents or slots for the position magnets to hold them in place. The reason why I choose this design over an design where the U.I-layer is made out of a sheet  of steel (witch the magnets would be attracted to) is for feedback of the controller. I want the user to feel when an action is placed correctly, and hopefully this will be achieved by the action-magnets snapping in too place when near the correct spots. The position-magnets used is 5×1 mm (very small) so it remains to see if this design works in practices.

The U.I-layer is just a thin plastic or paper sheet with a user interface printed on it. This is so the player can see and easily place the action-magnets at the right places and so that when the controller is shown to others they can relate to what the player has in mind/played out.

The action-magnets is colour coded dyed magnets, probably with marks of letters or symbols telling which magnet is which. This will be the interactive part of the controller and hopefully the magnets will slide over the U.I-layer and snapping to the controller when over a position magnet.


 

Right now we are in the discussion of whether or not changing the Tank’s special ability to be using the directional system, as right now it’s played out in all directions. If we change this special so that it uses a direction the centre tile is freed up for other uses, and this is where you would place the action you do not use at a round with this design. If we end up not changing it, I will come up with another design for the analogue controller and post it here for you guys!

And till next time; Take care!
-Lui

 

First Downloadable

Hello table top gamer!

I have put together this first version of our game for you. It’s in a basic version with regular paper cut outs.

So what you need to play is a smartphone or computer, a printer, A4 sized paper and a pair of scissors, and of course four players. For the characters I would recommend getting some thicker paper just so they easier can stand on their own.

This package includes:
.PDF with Latest rules of Omni (14/10/2015)

1 sheet with characters and HP tokens.

1 board (no need to be cut)

1 sheet of controllers

The controller sheet is included if you don’t have 4 capable devices or want to play the game entirely analogue. For a paper controller you would need three distinct marker for each player. We’ve used colour coded pins when we play but any type of marker that can be used for the actions should work. Also recommended would be using cardboard or similar to attach the controller to so that you don’t on accidental poke your hand with the needles, and so that the opponent’s won’t see your actions through the controller.

Download here: https://dl.orangedox.com/n7k6kJt6kzn42KDdrK/OMNI.rar
or click the image:

cropped-omni21.png

When you have tried our game, I would be so happy if you took the time to answer this feedback form, it should not take more than a minute to get through.


So thanks for downloading our game, have a good time playing it!
take care

-Lui

Inside The Studio

Hi again reader,

since our last endeavor, we have gotten a whole slew of feedback!
At first, we initially thought we had solved Omni’s sudden death problem, we had a solid map oriented control, we thought people understood what they were controlling and how it connected beautifully with the aesthetics, boy, weren’t we wrong.

What happens if there is a tie?

If ever a player makes the kill shot towards a player that does the same, we had a tie in the game, making sure the players would try another match. We later changed that to only the surviving players get to play it again but now, they were placed within a tile of distance of each other. We later changed it to simply having the players play the game again but only the last surviving players.

After a discussion, we tried to understand the tactical impact it made towards the players, nobody wants to change their initial tactical play that lead up to the tied shot. Therefore, we made up a new law; now, if the game becomes a tie, Omndrenalin charges body of the avatar, becoming aware of its imminent death and plays on with one hit point at the same place they tied it, moving on with the game and allowing the players for an extension. The games storyline wraps it up as these avatars are a first reconnaissance assault team, charged with securing the landing place for their respective civilization to extract the vital rock they were sent there in the first place. When one team is the only one alive, they have are the ones that signal the extractors down to work on the resource. Therefore, there are only small battles between these noble civilizations.

I wouldn’t say this is the definite way to do it nor can I promise the lore is final but our current explanation of the rules and its lore is true. So if that ever comes up, here is your reference card!

Map orientation

So our map is consisted of hexagonal tiles, allowing for six different directions for each action (unless there are no tiles there). Having no real orientation with the controller and the map is something we prided ourselves with, though now we are not that sure of it. There are some few problems when generating maps considering we have no real map art, no environmental tiles and no real co-ordinates. So our first rule was to generate each map like this:

board-building1

The map on the left had people sitting on opposite sides of each other with the same map orientation, helping the controller to work pedagogically instead of being a cumbersome nuisance of tilting the controller or your head as the right example shows.

The controller:

controller

The controller is designed in the same way the map design on the left is with the first ring symbolizes the first action and the second being the second action. A player simply chooses the direction of the action and which order its played out. It is a pretty simple tactical approach but there is a depth in the game which you experience if you play it (cutout blog post incoming). So one way we can solve the nuisance of tilting your head are co-ordinates, there is only one north and its marked on either every tile or just one, one reference tile which is placed anywhere.

We were also given the feedback to make sure each avatar has a view direction which changes depending on where you move or attack, generating possibilities such as a directional attack system or a back stab ability for a class. I am afraid we haven’t gotten this system into the current version but we are looking forward to developing it and we wanted you, the reader to know that we are looking into it.

What are you doing in the game?

So what are you actually controlling ? How are the mechanics connected to the aesthetic design of the game ? Well, we are not that sure yet.
This was our first impression when we got this feedback about five hours ago. We had a few ideas such as the battle itself is done is slow-motion where these stoic warriors are fighting a battle in slow-motion, and you are simply doing a few moves a turn. When the game is over, the game replays the whole event in real-time, all the mistakes and right choices you made are displayed in a beautiful cinematic. There was also an idea that these avatars were in reality massive ships or some sort, maneuvering space or sea to fight for domination. Another idea was that you were programming the minds of your avatar, but the controls never allowed more than you were allowed each turn.

Truth be told, we don’t know yet. We are debating as we are creating the universe in which the game takes place, as the game has had about four different forms of lore, we do not want to touch the subject until we feel Omni is exactly the way we want to play.

Our second tournament

So our second tournament draws closer (tomorrow) and we are really excited to show our new systems. Our new systems are in place, snacks will be bought and the prizes this time is warm food. Here is a sneak peak and oh, did I mention we have free-for-all ?

2015-10-14 18.56.25

We have a new way to explain our characters with the brand new character sheet, our controller is now fully mobile with our website worldsatwar.xyz (will be changed to omnigame.xyz very soon) and our hit points tokens (as our stats have changed, this is a temporary solution). On the left hand side, we have our regular team deathmatch mode and on the right is the new free-for-all tournament map.

So next time, I will talk about what we are imagining next, what our plans are and what types of discussions are popular within the studio.

Thank you so much for reading, have a great night and stay true,
Ladbon

Rules for Omni

Hello world, this post is here to describe the game loop and rules to you, so that you can have more insight in how the game actually works.

The core of the game is simultaneously turned based, and controlled by a specific designed directional controller system.

The game loop do consist of two phases; a tactical phase and a simulation phase and is played in that order. These two phases makes up a round. The tactical phase is where all players do their choices of actions, plan and talk strategies. The second simulation phase is where all these actions are played out in a specific orders and the results are computed.


Rules

Board  Setup

The board is built by hexagonal tiles forming a 6 directional grid system. How the tiles are placed is up to you and the other players to agree upon. When building the board all tiles must be connected by the edges. When placing the avatars on the board it is up to all players to agree upon where everyone starts.

Controller

The controller is used to plan your actions for one avatar. The controller should be kept hidden from the opponents so that they can’t see what you plan.

The controller is direction based, which means that actions placed on it will be played out in whichever direction based out from the centre of the controller.

Action turns

On the controller there is a first (inner, marked with “1”) and second (outer, marked with “2”) hexagonal ring. These two rings make up the two actions for each round. The action you want to be played first is placed in the first ring and in the desired direction. The action you want to be played secondly is placed in the second ring and in the desired direction.

Note: There are some special actions that do uses the centre of the controller.

Actions

Actions are the options you have and which you  choose from too place on the controller. There are 3 different actions for each controller, but only two can be played each round, and only one can be placed per action turn. The action not played should be in it’s respective “home” at the top of the controller.

The three actions are;

movement; which allows you to move your character around the boar.

Attack; which attacks out in a specific direction with a standard range and damage.

Special; which is a class specific action.

Simulation Phase

After 2 minutes of planning all players must put down their controllers so everyone can see and read them, and then simulate the outputs of everyone’s action.

Simulation order:

1: First actions

  • Movement – move all avatars that moved as first action
  • Attacks and specials – calculate the damages and subtract HP from each player
  • Dead players – remove the avatars of the players who have no HP left from the board

2: Second actions

  • Movement
  • Attacks and specials
  • Dead players

Class Setup

It is up to each team set up their team with classes. It is allowed to use any class with any class. It is allowed to have more than one of each class in the same team.

 

Objective

The objective of the game is to take out all the opponents avatars. Last team standing have won the battle.


If you would like to play around with and figure out how the controller works you can try out a digital version here: http://worldsatwar.xyz/

If you would like to download the rules as .PDF you’ll find it here: Omni_Rules

That’s all for know. take care!!
-Lui

MVP (minimum product development)

This post is about what the product itself will include when shipped in minimum product development state, but also what we would like it to be and what we plan for the future.

 

This is the minimum requirements to have a playable game that we must develop. We will reach further than this, but this is the absolute minimum state of Worlds at War.

The MVP (minimum product development) of the game will be:

  • paper cut outs of the figurines.
  • Paper cut outs of the tiles.
  • Web based digital controller.
  • PDF rule book.
  • Everything downloadable through our website.

 

So, if our game really do great out there and everything goes well, we find our target audience and the market goes easy on us we would like to make something more physical for our players, a real table top game, you know one of these that you can buy at the shop that comes in a fancy box.

What we really would like to ship would be:

  • 3D printed figurines.
  • 3D printed tiles
  • Physical controller.
  • Physical rulebook.
  • Everything comes in a box.

 

As we do some of the design (all the core MDA is done) along with the product development there will be more added to the game content wise. Like more characters, more actions, stats etc.

Me and Ladbon have also talked about doing a complete digital version of the game. This is something we won’t have time for during this first period of time, but we think our game would work great as an app on smart devices and PC’s for online game sessions and this will hopefully be accomplished in a not so far away future.


 

And yeah, I should really make a post about what our game really is. What it mechanics are and what you’ll actually do while playing it and so on. You know, the stuff players really would like to read about.

Till next time: take care!

-Lui