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Ratropolis DevDiary #7 - BIC OPEN PLAY DAY and Mobile ver.

Cassel
29 Jul 2019
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Wassup! It is Cassel the lead developer of Ratropolis.

I am going to review BIC OPEN PLAY DAY event, and showcasing Ratropolis!

Talk about the mobile version that many people were curious about,

and finally introduce a new game recording system.



- Showcasing BIC OPEN PLAY DAY event 


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< BIC OPEN PLAY DAY >


I participated in the BIC OPEN PLAY DAY which consists of indie game developers sharing ideas about new games.

Over 50 teams showed up and were divided into A/B groups.

Since the opening of the event, Ratropolis was introduced to many developers.

Before the demonstration, I was looking forward to seeing what kind of feedback I would receive since the targets are developers.

I was over-excited about them asking me how to play and forgot to get feedback because I spent my time explaining how to play.

I should have asked for more feedback at the time ... I regret it now.


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< It was an honor that the Dungrid developers played Ratropolis for a long time. >


In the middle of the demonstration, foreign pro gamer Zlapped came and played,

Even though the game does not support English yet, I was surprised to see Zlapped score higher than others.

As I explained how to play the game in poor English, 

I felt that I needed the English version and the iconization of the texts.

Leadership skills were disregarded, and territories were stale from expansion.

I need to come up with a solution.


It was a meaningful event in many ways, including interacting with other developers and receiving support.

My thanks to the Busan Indie Connect Festival Organizing Committee, Pearl Abyss, and Indira for their valuable opportunity.




- Mobile ver. –


Many people were interested in whether or not Ratropolis is coming to mobile.

I'd like to briefly explain that.


From the beginning of development, Ratropolis took the mobile version into account.

All user motions are designed to be clicked and dragged.

Which made it possible to integrate the game on a smartphone with an ease.

At present, it is set to PC version and optimization & compatibility are issues left concerned.

We know there are many shortcomings in UI design and convenience if we just release PC version.


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< Mobile play >


Maybe you are wondering why we are developing a PC version first.

The reason for this is that debugging(game testing) is faster than mobile, which speeds up the development.

Because playtime takes about 10 ~ 30 minutes, we decided PC version is more suitable than mobile.

And there was a personal desire to service users around the world through the STEAM platform.


We also recognize the benefits of the mobile version.

Above all, nothing is as happy as lying down and playing games.

After the releasing PC version, we plan to start producing the mobile version.

Thank you for your continued interest in mobile version!



- Record System –


Game recording system is added to accumulate the play data.

It helps adjust the game's difficulty and card balance.

So far we've received feedback and adjusted the balance of the cards intuitively.

I came to the conclusion that the big data would allow more objective balancing.

It also visualizes game records so that users can analyze their game.

We are also looking forward to stimulate the community by sharing player record with other users.


On the records, player can see advisers he has hired, the buildings built, and the cards played.

It displays additional information when hovering the mouse cursor.

At first, we wanted to display details such as the cumulative gains from the object (adviser, building, card).

But, we failed to implement cumulative gains detail.


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< The Record Screen >


The amount of data to be processed was too big. Different objects had to be calculated in synergies with other objects occurred.

 The rule definition for processing required many cases and time points to be recorded.

Considering that the game is in the development stage, which still adds or changes the capabilities of objects.

It seemed premature to record detailed information data at such early stage of development.

That's why we've implemented only overall game data.


Checking the data collected through the recording system is interesting and fun.

For example, in this BIC OPEN PLAY DAY demonstration, a total of 35 games were played.

On average, players lost on the 6.5-wave and lasted 4 minutes and 1 second after the tutorial.

6 wave was the first hurdle where difficulty of game intentionally rose.

I could confirm that it was working properly.


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< The Difficulty Curve on level 1-10 >


We will continue to perform game-balancing with the data collected through these records and tests.

These tasks below are in consideration of balancing.

▷ Analyze the flow of gold coins to balance gold coins throughout the game

▷ Game progress analysis to adjust hurdles and wave difficulty

▷ Adjusts rarely used cards by comparing card usage and preferences

▷ Rating adjustment through analysis of odds of cards / buildings / advisers

Of course, all these change requires a big data collection.




This time, as we prepare for events and balance the game,

 updates of the new content were pushed to next week.

We are currently adding 3 units and 2 attack cards.

As soon as we're ready, we'll deploy a demo version.

Squeak~V


Facebook: https://www.facebook.com/CasselGames/

Twitter: https://twitter.com/CasselGames

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