Port Progress

I’ve been holding off talking about porting Six Ages because the first attempts had early promise but ran into various extreme problems, including life-threatening medical issues. (Fortunately the programmer didn’t die, unlike at least one porting library.) Even now, there’s a small chance that we’ll run into some issue and have to set the clock back. But I’ve seen the game running on Windows and Mac and feel pretty confident that we’ll be able to release on Steam and GOG for those platforms in 2019, as we’d planned. (Of course we’d like to support other platforms but don’t have any news at the moment.)

It’s been a while since I’d done a game port, and I’d forgotten that progress is essentially inverted from normal development. In a typical game, you start by building out enough of the game to play. This is often called a “vertical slice” (though different studios use that term a little differently). The idea is that you have a simple level where you can make sure that movement, matching, or whatever game mechanic works. Then you add polish and all the other levels.

Six Ages (and King of Dragon Pass) were hard to slice like that (since a year of play consists of almost all game screens), but the basic game was working after a while, and we continued to add story scenes, art, and polish.

When you port, the game is basically complete at the start. So once you have enough infrastructure for a vertical slice, you can essentially play the entire game.

With the Six Ages port, basic interactivity went in early, so you could pretty much play any scene (picking responses, choosing wealth, etc.). And that was it. You could only play that scene, because the management screens hadn’t been coded yet. And then when they were, you couldn’t play effectively, because advice hadn’t been hooked up. And so on.

The game is now at the point where all the UI an experienced player needs is working. This means we can start worrying about things like new screen sizes, keyboard support, cursors, and mouse rollover. Plus of course the rest of the UI, such as Guides, Help, and Tutorial. And music, transition, and bug fixes.

That’s still a lot of work, and there’s still a lot of uncertainty about schedule. For example, as I write this we’re still not certain if sound and music support needs to be completely reworked. (If so, that’s obviously an unexpected delay.) Since our goal is a quality game, we can’t suggest a release date.

We’ll let you know when we have one, but the best way to find out is to wish list the game on Steam.

New Year’s Eve

This year, we finished “Ride Like the Wind” and released it to the App Store. It’s gotten pretty good reviews, including making it onto at least three “best of the year” lists (Gamasutra, TouchArcade, Pocket Tactics). And players helped us find bugs, so we released 6 updates (also adding more leader portraits and treasures, and the possibility of becoming known as a weasel).

Screen shot from Unity editor, showing face assetsThe story of bringing the game to other platforms wasn’t as happy, though at least our first programmer did not perish from life-threatening medical issues. Our new developer has been making good progress, and we are still on track to release in 2019 (as we originally hoped). Although the game will be available elsewhere too, it helps visibility if you wish-list it on Steam.

Our publishing partner, Kitfox Games, has set up a Discord channel where you can discuss the game. Other online resources include a wiki, a subreddit, and a “let’s play”.

I spoke about Six Ages (and King of Dragon Pass) at NGS2018.

And we began working on the second game, “Lights Going Out.” This will tell an entirely different story, continuing the saga of your clan generations later. Since the basic game system has been implemented, it’s already possible to get through a few game years. We’ve got 63 interactive scenes working (and partially tested), and 17 story illustrations completed.

Chapter Two Progress

We’ve been moving steadily forward on the next Six Ages game, “Lights Going Out.” It’s in the production stage, and we’re busy creating scenes and art, extending the game design, and coding.

The concept art process let me make a document to guide our artists, and we currently have 7 pieces of scene art complete. (Others are in progress.) rider on horse, her hair blowing in the windAnd with six new portraits, you can almost assemble an entire clan council from new characters!

There are over 250 scenes briefly described (e.g. “earthquake” or “flood”). 31 are now coded, and can be run.

Other bits of game design are moving forwards as well, such as new ventures and magic. And there’s a new map.

Since this is the second game in the series, there’s a lot that doesn’t have to be created. Although not enough is really working that you can play the game, you can at least run through a game year.

The automated testing has a few rough edges (since some of the unit tests assumed scenes from “Ride Like the Wind”), but it’s been useful catching problems in the game so far. And the game is far enough along that QA can start exhaustive scene testing.

Speaking of bugs, working on the second game accidentally pointed out a problem with the first one. (The fix, enabling many more random rumors, ended up in version 1.0.7.)

Speaking of second game, the mechanics of loading a completed game and continuing are in and working. We’re taking note of various decisions and accomplishments that your clan can carry forward (though you’ll also be able to play without ever having played “Ride Like the Wind”).

I think the biggest advantage of working on a sequel is that scenes can be up and running almost as soon as they’re written, so we can see how they work while they’re still fresh in our minds. There’s a lot less that you have to take on faith will work.

It’s a very different game so even though we know scenes run, we won’t know how they all fit together for some time. But I’m encouraged so far.

P.S. This work is not impacting the schedule to bring “Ride Like the Wind” to more platforms, and we hope to have an update on that soon.

P.P.S. It does mean that fixing bugs in “Ride Like the Wind” has a lower priority, though that’s still happening.

Chapter Two

Although it’s a bit of a gamble, I’ve begun working on the second game in the Six Ages series, “Lights Going Out.” This will continue the story of your clan generations later, as Chaos invades.

Development is moving on three fronts. Robin Laws and I have been mapping out the overall story, and have a list of over 150 possible scenes to support it. A small art team is working up concept art for your clan (which has changed over the years) and several new cultures you may encounter. And I’ve started coding, to make sure that games saved from “Ride Like the Wind” can indeed be opened and continued.

This is basically all preproduction. There’s no formal schedule yet, though given the scope of the game it will surely take at least a year of solid production work.

But it looks as if things on all three fronts will work. So I recommend that if you have completed “Ride Like the Wind,” you keep at least one game, so you can write the next chapter of your clan’s saga.

P.S. This work is not impacting the schedule to bring “Ride Like the Wind” to more platforms.

Release Date

Six Ages: Ride Like the Wind logo

Six Ages: Ride Like the Wind comes to the iOS App Store on 28 June, with preorders starting 21 June. It will sell for US$ 9.99.

We’re currently developing the game for other platforms, and expect to release them next year.

To get a taste of the game, you can watch our launch trailer.

Although we have a build approved for the App Store, we’re still fixing bugs and making small changes. There’s not much time left before launch, so we’re trying to triage issues to make sure they aren’t likely to break anything unexpectedly, and that QA will be able to verify that the change actually works.

We’re also still busy revamping our web site and marketing.

Our plan is that Ride Like the Wind is the first in a series of six related games. You’ll be able to play them in any order, but the idea is that you can continue the story of a clan through the ages.

The designers of King of Dragon Pass, David Dunham and Robin D. Laws, have refined the classic game.

Compared to King of Dragon Pass, play is both simpler and richer. You’ll get to make more decisions in combat, and can appease an assortment of spirits as well as build shrines to your gods. You’ll explore an unknown land about four times as large, and can choose a special action to perform each year. Food production is less complex.

Of course, you will still have advisors with unique personalities, and will follow their stories over multiple generations. Your cows will show your prestige. And you’ll be able to visit the land of the gods.

We’re working hard to do the last final polish, so you’ll be able to enjoy the game at the end of the month!

Beta

At last, we’re at beta!

In some ways this is just an arbitrary milestone. “Beta” is a pretty loosely defined term, indicating a point in the software development cycle when we think the game is close to the final product, but still has bugs. We don’t expect a lot of design changes, but things are’t locked down. In fact, I made a change to the main menu screen the day after declaring beta. But the main focus now is getting the game shipped.

That has two main components: finding bugs, and marketing.

inspecting a potOur QA team is still testing (especially since one of the last features added was a new scene), and we’re expanding outside testing to more playtesters (we still have a backlog, but let us know if you’d like to be added to it). I’ve also been running some automated tests, but they can take almost half an hour, so that’s not routine.

We’ll be ramping up marketing more once we have a release date. Given that the game involves exploring a story with some plot twists, we don’t want to give away too much too soon. But we’re starting to plan. We do know that we need to do our first video trailer, and need to find someone to help us make one. (Please contact us if you are available to do video production!)

The other aspect is making sure the game is fun, and the right level of challenge. There’s a lot of emergent story that can be tricky. This is another reason we don’t yet have a target date to release the game.

But overall things are going well. We’re definitely on the road to a release candidate.

A Week of Polishing

Right now we’re finding bugs and tuning the game. What exactly does that mean?

Liana stressed one of the game’s new features (using it as much as possible in a complete game), and wrote up a bunch of issues: it was inconsistent, wasn’t clear enough, didn’t feel like good value for the cost, and felt too generic. So I reviewed what was going on. Some of the inconsistency was actually just feedback and advice that was out of date. I added a new way to see all the effects. There are new side effects to help add value. And there is now the possibility of interactive results instead of a boilerplate response. These are new situations that need to be exhaustively tested, so that’s now on Kati’s plate. Some of these changes needed to be mentioned in the manual, too.

Liana had previously played a game where her main goal was to increase the size of the clan. I had fixed some of the specific bugs this revealed, and also started applying some new consequences and activated a new scene I had written the previous week.

I tracked down and fixed a bug which could make the game unplayable if you made peace with a clan right before it was scheduled to raid you (due to previous events).

Report buttonAnother timing bug (reported by a playtester) had to do with when the followup for an omen occurred. And another was a possible conflict with the seasonal calendar (you might be willing to ignore the harvest, but would your allies?).

One bug had to do with dead emissaries returning with gifts. This seemed like an issue that could happen in scenes other than the one it was reported for, so I swept the entire code and found another six places.

Raided By: NoneOne game had very few raids. I looked at the logs and data, and made some adjustments to what are probably the underlying causes. (Raids look at many factors, such as relative strength and different aspects of inter-clan relationships.)

While playing, I was surprised not to get a relevant bit of advice on one situation. The exact set of advisors makes a huge difference on what advice is given, as does the context in the story, but I ended up changing the priority of one advice type. In theory this is a big change, but I believe it is more in line with how Robin and I used that type. We’ll need to play for a while and make sure you still get good advice.

A conversation with Zack sparked an idea that I need to implement this week.

By the end of the week, there were bugs relating to the new interactive results, so I fixed those.

And there were a number of typos and text edits.

So that’s a fairly typical week of polishing a game which is at the alpha stage.

Where We’re Going

It’s been a while since we hit feature complete. That shifted game development into a different phase: making everything work. This is both a matter of finding and fixing bugs, and balancing and tuning the economic game and the overall story to make sure things are fun. There’s usually not a lot of interesting things to say, which is partly why there hasn’t been a development blog post in a while. We found bugs, we fixed bugs. Day after day.

We did notice that two of the story themes could intertwine a bit more, so Robin Laws wrote two scenes to deal with that, and another three that deal with individual leaders. Those are now coded.

We invited a small number of outside playtesters to give their feedback, and have been trying to improve and clarify things based on that.

It’s possible to win the game without encountering bugs: one playtester said, “I’m embarrassed to report I haven’t found an obvious bug yet. Did complete a play in easy.” But there still are a lot of issues we need to fix. They may show up only when you get two scenes in a particular order, or have a specific combination of advisors, or choose a play style. Any one player won’t see them, but they need to be fixed. It’s hard to know how many of these there are. And analyzing them can be tricky. Did someone run out of cows because the game is broken, or because they made poor decisions, or because the user interface let them trade away more than they intended?

Between QA and playtesters, we’re still finding enough issues that I don’t think the game is high enough quality to ship in the near future. And a few areas aren’t completely tested (such as making sure every achievement can actually be earned).

the goose peopleThere’s another complication to figuring out a ship date: we’re moving. After five years in Philadelphia, A Sharp will be returning to the Pacific Northwest next month. (We’re heading to Tacoma, mostly for family reasons.) Coordinating this and physically moving across the United States is going to take a fair amount of time.

Without a reliable completion date, and with relocation thrown in, it doesn’t make sense to try to release the game this year. (“This year” would realistically mean “before the Christmas holidays,” so there are only 2 months left anyway.)

So we are moving our guess at a release date to 2018. We want to make sure the game is done right, and we want to have some lead time to start marketing.

I’m disappointed that we aren’t done yet, but I think the project is in good shape. As a complex bit of software that’s in alpha, the number of bugs feels reasonable. And one playtester wrote, “I have been spending waaaaay too much time playing this game. I am every bit as addicted to it as I was to KoDP the first time it was released, and I thought I was over that kind of behavior.”

Feature Complete

On Monday I decided it was reasonable to consider the game to have hit the Feature Complete milestone.

Watercolors In Progress

In software this is sometimes also called “Alpha.” It means that everything we plan to include in the game is complete, at least to a reasonable level of quality. There are still known bugs, and some of the art is still being worked on. (All of it is at least inked, however — see the example work in progress.)

In terms of the project, it means we can invite a small number of external playtesters to try the game and give feedback. The emphasis is on small, because there are after all known bugs, and there are likely to be confusing bits. It doesn’t help if a dozen people tell me that an icon is unclear. Better to hear that from one or two and then iterate.

It turned out that one of the important bugs we found was actually in our bug reporting. The game now does a better job of capturing information about an issue, so playtesters don’t have to jump through hoops to do so.

We’re also starting to get data on how the game is actually played. This has led to some minor tuning, and will surely result in more. We’ll also learn if systems work well, or if anything else would help.

Meanwhile, the QA team is continuing to make sure all the game situations have been exercised and make sense. (We recently had a discussion about whether one scene should be dropped entirely because of changes that had been made since it was written.)

At some point, we’ll have all the art complete, changes made, and bugs fixed. That will put us at the “Beta” milestone and we’ll look for more playtesters. (Don’t ask now! I’m not sure exactly what we’ll be looking for at that point.)

And I still can’t figure out a release date. That will depend on how alpha testing goes. But we are definitely progressing.

July Status Update

Six Age has a lot of art, and it’s almost all complete. I just sent out the final assignment today. We may still do a little reworking of illustrations and UI assets, but technically what’s there now could ship.

The music is in similar shape. We’ve been trying to track down some bugs (are they in the underlying engine? my code? the music itself? the operating system?).

QA is still pushing to get all scenes and events exhaustively tested. Bugs range from typos, to logic flaws, to “after a failed, interrupted cattle raid, the news after a heroic combat doesn’t show up at the right time.” (That’s not quite how it was reported, it took much of a day to figure out the first part.)

We’re also playing the game. It’s quite possible to win and to lose. Unlike when we did KoDP, I’m capturing data so I can see what went wrong (or right) — a recent loss was an event that turned out to be much harsher than we expected. There’s a lot of randomness in the game, but I’m trying to tune it so one unlucky break (or one bad decision) won’t sink you.

Not yet. Sorry to interrupt, but I know you were going to ask if you could beta test. There are still a few last features I want to get finished. (In theory I could drop difficulty level, but it’s on the list to go in.) And there is no point sending it out with known bugs. At some point we will be looking for outside testers, but it will still be a while.