Archive: Dev Blog

Music Spotlight – Bounding Joy

Hello everyone!

I hope you’re having a great December so far! Ever since we introduced Caesar back in June, he’s garnered more than a little bit of interest. For us, Caesar embodies the absolute best qualities of a dog, and is majestic in doing so to boot; so we wanted his theme to equally deliver on his unique blend of joyous majesty. As usual, Phonetic Hero rose to the occasion in spectacular fashion, and today it’s my pleasure to share the canine commander’s track with you right here!

As usual, I’ve added this song to the growing playlist for Wargroove’s soundtrack. If this is your first time hearing any of it, definitely check the rest of it out! Phonetic Hero has proven to be a phenomenal talent that we’re really glad to have gotten on board for this project. He’s just wrapped up his work on the soundtrack, so I’m hoping to share more of these tracks with a bit more frequency as we roll into the new year!

Thanks so much for joining me for this music spotlight! I’ll see you fine folks next time!

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That’s a real head-scratcher!

Hey guys!
I’m here today to show you how Wargroove’s Puzzle Mode works, with plenty of visual aids! We wanted to get players thinking about the game a little differently by presenting them with a scenario where they only have one turn to win. Typically the objective is to win by defeating the enemy commander or by destroying their stronghold; however some puzzles change it up and require you to rescue a villager from dangerous situations instead. All of these puzzles are geared to test your understanding of the game’s mechanics and the various strengths and weaknesses of the units, with complexity increasing as you progress through them.

To give you a clearer idea, I’m going to break down one of the very early, relatively simple puzzles for you fine folks, showing step-by-step how it can be completed.

In the scenario above, we’re in control of Ragna and her forces. We can see that this puzzle has both an enemy commander and a stronghold surrounded by various infantry. You only need to take down one of them in order to win, so typically you want to pick one to focus on. In this case, we’re going after the stronghold, as we have determined that we do not have enough damage to take out the enemy commander in just one turn.

At first glance, Ragna is too far to reach the stronghold or any of the units around it. However in this challenge, Ragna has her groove charged – as indicated by the blue aura – and is able to use Shield Jump to launch a devastating area-of-effect attack that damages all units and structures in the area. Given that our goal is going to require clearing those infantry from around the stronghold, this is a strong first move.

A constant of Puzzle Mode is examining what targets or actions are available to each of your units, as the order you perform your moves can be critically important. Considering our goal is to take down the stronghold, we’d want to be looking at which of these units is best equipped to damage the structure.

We have a knight that, if provided with a clear route, is capable of landing a critical hit on the stronghold, dealing a significant amount of damage. With that consideration in mind, we probably don’t want to be using it to clear out the already-weakened infantry. Our blue mage doesn’t do quite enough damage to the wounded enemy mage to kill it, however we can use it to finish off the soldier on the left! This opens up the way for our archer to move forward and take out the mage that is blocking our Knight.

With the mage cleared, our knight is able to charge in and land a devastating critical hit. There’s only one enemy soldier blocking the way at this point, and both of our remaining units can kill it. With the realisation that our soldier can’t reach the stronghold, but the spearman can if the way is cleared, we have our soldier take out the weakened enemy soldier. This allows our spearman to swoop in and deliver the finishing blow to the severely-weakened stronghold! With that, we’ve completed the puzzle!

Hopefully this has helped you to get a general idea of what Puzzle Mode is all about. The game will be shipping with a whole bunch of puzzles, and you’ll even be able to create and share your own with our included map editor. By default, new puzzle maps will use the standard objectives of defeating the commander or destroying the stronghold, but you can make these challenge objectives into whatever you’d like using the robust event editor. The only requirement for it to be a valid puzzle map is that it has to be beatable in one turn!

I’ve had a lot of fun building these and coming up with scenarios that demand you make the absolute most of all the abilities available to you, so I’m really looking forward to seeing what kind of wild puzzle maps you guys come up with! I leave you now with a glimpse of one of the much later puzzles, so you can get an idea for just how much the complexity can escalate!

We’d love to hear your thoughts on Puzzle Mode, so come join us on the Wargroove Discord channel to chat to the Chucklefish team, or check in at the forumsWargroove Twitter or the subreddit to keep up to date with all of the latest news. Bye for now!

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Just a Bunch of Hocus Pocus

Happy Halloween all!
As an undead Felheim soldier may or may not have once said, if you’ve got it – haunt it. That’s why we’re going to quickly talk about all things hexing and healing in Wargroove!

Our two magical units, Mages and Witches, now both have a new action they can take on their individual turns, which you may have spotted in use during our livestream over at the Nintendo Stage during EGX last month. Quick caveat before we get into the nitty, gritty details – keep in mind, final stats may be subject to change before release!

The Mage’s ‘Heal‘ spell costs 300 Gold and allows the Mage to cast a nearby AOE (area of effect) spell that heals units within its small range, for 20% of their own health. This move is handy if you happen to have accumulated some excess funds, and need to support injured units on the front-line.

On the other hand, the Witch’s ‘Hex‘ spell damages all enemy units by 10% within 4 tiles of itself, but also costs 300 Gold. Previously the Witch has exclusively been an ‘anti-air’ unit, handy for chasing down those pesky Dragons, so hexing gives them an extra use if you happen to wipe out all flying units, but still have your Witch gliding about the battlefield.

We’re excited to see how you can use hexing and healing to turn the battle in your favour when Wargroove arrives Q1 next year! In the meanwhile, come join us on the Wargroove Discord channel to chat to the Chucklefish team, or check in at the forums, Wargroove Twitter or the subreddit to keep up to date with the latest news.

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Music Spotlight – Creeping Ivy

G’day folks!
Today’s track belongs to the vicious Floran assassin, Sedge, who was was introduced back in June. We wanted a song that pulsed with Sedge’s malicious nature, and we think that the stellar Phonetic Hero has absolutely delivered on that front.

If you like what you hear, I’d definitely recommend having a listen to the other songs we’ve put out from Wargroove’s soundtrack thus far. We are incredibly happy with the consistently high bar of quality that Phonetic Hero has delivered, and it’s definitely elevated Wargroove’s quality as we’ve been polishing things up.

Thanks for joining me for this music spotlight, and see you again soon!

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Return of the Progress Report

Hi all!

It’s been another big month for the Wargroove team, so get ready for an EQUALLY BIG post. Not only did we get a chance to show the game publicly at EGX on our very own Chucklefish stand and showcase some gameplay on Nintendo’s stage and livestream, but we’ve also made some big leaps and bounds on the development side.

Development Update

Wargroove polishing is going really well and EGX was an especially useful experience for us watching so many players introduced to the game for the first time. We know your biggest question right now is of course “When is the game coming out?”, and although we’re in the final stages of development, preparing for final QA and then multiple platform submissions, we want to be 99.9% confident before we announce a specific date. That being said, we can give you a better indication of when you can expect to get your hands on the game.

Initially we were aiming for a late 2018 release, but we have recently decided to move the launch window to Q1 2019 to allow us to provide players with a really robust package when the big day comes! This week Tiy shared in the Wargroove Discord a breakdown of the game content so far:

  • Skirmish Mode: 30+ two-player PVP maps, 10+ three player PVP maps & 6+ four player PVP maps. Possibly a number of ‘scenario’ maps – not confirmed yet. This works both online and offline, can be played vs CPU in any configuration. Allows you to configure weather, turn timer, fog of war, income, map biome, Commanders and teams. Online matches can be synchronous or asynchronous and can have many matches running at once.
  • Arcade Mode: Each Commander has its own arcade in which you fight 5 opponents in succession, on randomly chosen PVP maps. Each character talks to their opponent at the start of each fight and ends with a full cutscene when their arcade mode is completed – similar to fighting games! A great way to learn about all of the characters.
  • Campaign Mode: 33+ Missions of varying length where you play as many different Commanders. Each mission starts and ends with a cutscene, some with cutscenes in the middle. Totals between 1 hour to 1hr30 of cutscene content!
  • Puzzle Mode: 25+ extremely challenging puzzles where you have to defeat the enemy in a single turn.
  • Map Creation: Easy to use basic tools/map painting. Advanced scripting tools for frankly ridiculous possibilities. Cutscene creation in-game, with really detailed tools that allow you to dress up your maps or campaign with a story. Includes a decoration System with fine control over the visuals of the map.
  • Campaign Creation: Choose 1 of 3 world maps. Simple placing of missions on the map and assigning them icons/date/location/descriptions. Map flags, allowing for branching paths/unlockable missions/secrets.
  • Content Sharing: A powerful content sharing centre for maps and campaigns. Ability to rate maps – Like/Dislike, with filters and search. Various different discoverability methods.
  • Gallery: Unlock artwork from the games development, amongst other fun things we won’t spoil.
  • Codex: Details the history of the world with lore and bio on all Commanders. Strategy info, rules and nice artwork of grooves. Damage charts for each unit with lots of unlockables.
  • Jukebox: Unlock music tracks. Some cute stuff that we won’t spoil.
  • Secret Content: ??????? The game probably has more secrets than you’d imagine – old school game style!
  • Options: Language – we’re hoping to localise, but don’t know if it will be in for launch or not yet. Combat Animations – always/never/my turn only/commanders only. Show Grid – on/off. Auto end turn – when no units are unspent on/off. Zoom level – near/far. Standard resolution options. Separate volume controls for master/music/sound FX/Voices. Colour blind mode – red-green/blue-yellow. Rumble on your turn when using a gamepad.

 
I hope that gives you a better insight into where things are at and just how much love and hard work is going into the game! A quick caveat that as with all games development, this feature list is subject to change – some things might be taken away, amended or added to, so keep that in mind. If you have any questions jump in the Wargroove Discord and ask away!

A New Groove Appears!

Before we sign off, we’ll leave you with a first look at Caesar‘s previously unseen groove! As readers of this Dev Blog will know, each Commander has a special Groove ability unique to them. In order to unleash their Grooves, Commanders must first fill their meter to 100% by dealing and taking damage in battle. Grooves have defined charge rates (Slow, Medium, Fast or Very Fast) depending on how effectively they can turn the tide of battle – for example Caesar’s groove is a Medium charge.

Wow – it’s not every day you see a royal hound with such majesty and grace as Caesar. Some might say he’s truly …inspirational! So it’s no wonder then that Caesar’s Groove ‘Inspire‘ motivates all of his fellow surrounding Cherrystone units on the battlefield to have another go, even when their turn is already spent. What a good boy.

Thanks for reading this rather mega post. There’s still a lot we have yet to share about the characters and the story of Wargroove, so stay tuned…

 

 

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Music Spotlight – Dashing General

Hey guys! It’s that time again!
Phonetic Hero has worked tirelessly to boil down the essence of our commanders into fantastic songs that are both catchy and distinct. Today’s track belongs to the Heavensong general, Ryota, who was among the last commanders to be introduced. Phonetic Hero’s incredible talent is on full display, and if you enjoy this track, you should definitely check out the other songs we’ve put out in these music spotlights. We’re pretty stoked with how everything has come together and we can’t wait for you to hear the completed soundtrack.

Also just wanted to take this opportunity to remind folks that Wargroove is available to play at EGX2018 this weekend! You can find Chucklefish in the Rezzed area, along with a bunch of the other fantastic titles (Timespinner, Eastward, Pathway & Inmost) we’ll be publishing. So come on by, play a few games, and get some free swag! We have a limited number of Wargroove pin badges exclusive to the show so be sure to say hi!

Wargroove Pin

Thanks for stopping by folks, and see you next time!

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Progress Report

Hi again everyone!

It’s been another busy month here at Chucklefish, so here’s a quick update on all the goings on. (It’s also Artist SamuriFerret‘s birthday today, so send him some cake via Twitter please).

First of all, a big thanks to all of you who checked out Wargroove on the Nintendo & Xbox stands at Gamescom this month. It was lovely to see such a positive reaction online from the new demo! The lovely folks at ID@Xbox also kindly showcased Wargroove at their Pre-PAX Open House in Redmond last week, so hopefully some of you got a chance to get hands-on there too!

So how is development coming on then? As Tiy mentioned on Twitter last week, the game itself is coming on really well, but taking slightly more time to wrap up than expected. The reason for this is that we decided that we wanted to make a complete and robust final game “package” for you all, and really give a proper polish to all the features completed so far – as follows:

  • A Main (long) Campaign
  • Arcade Mode exploring each character
  • Challenge Mode
  • Local and Online Multiplayer (Sync & Async options)
  • Level / Campaign Editor
  • Cutscene Editor
  • Jukebox
  • Codex
  • Gallery
  • Voice Acting – cast to be revealed in a future post!
  • Secret Unlockables
  • And more~

You might have caught a glimpse of the Jukebox, Codex and Gallery in our recent livestream, so here’s a few more details (without getting too spoilery of course!) First off, in the Gallery we’ll be sharing some cool concept art from the game, which gradually gets unlocked the more you play the campaign. There’s a whopping 70+ to unlock in total, including some early designs of our Commanders to feast your eyes on.

The Codex is full of cool tidbits all about the Commanders, Units, Terrain styles, Lore and gameplay rules. Some entries of the Codex are locked until you’ve completed certain campaign missions to avoid encountering story secrets, so it’s a good place to start and read up on plenty of helpful gameplay tips before you head onto the battlefield. Lastly we have the Jukebox, which will gradually fill up with tracks from the game as you unlock them in the Arcade Mode, so you can whistle away to the Victory theme to your heart’s content.

We had a really fun time during our recent livestream showing off the Campaign Editor over at Twitch and Mixer. We decided to do a ‘Twitch plays Wargroove’ kind of deal, where the chat decided what kind of cutscene we were going to make, and as you can imagine it got preeetty weird. The result was an amazing showdown between two Golems about pineapple pizza, with the ambient sounds of snow falling all around. You can watch the madness unfold on the full stream here, or read more about the editor’s features in Lili’s blog post.

We’re always super motivated seeing all the buzz in the community, so thanks for being patient whilst we work on the finishing touches.

Bye for now!

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Music Spotlight – Ancient Blood

G’day folks!
For today’s music spotlight, I’m pleased to present the baroque-inspired theme for Felheim’s High Vampire, Sigrid, who we introduced back in February. With every new song sent our way, we are continually impressed by the work that Phonetic Hero puts out, and we hope you guys are enjoying his efforts as much as we are! If this is your first time hearing his work, we’ve shared a number of Wargroove’s tracks for your listening pleasure, and you can look forward to hearing more in the future!

Cheers guys, and see you next time!

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All of Your FanFic is Canon Now

Hi everyone!

Lili here, Chucklefish art director, and producer! And despite being working on Wargroove since day 1 this is my first Dev Blog! I grew up in Sweden but I’ve lived in London for the past 9 years and I’ve been working as a game developer for 5 years.

I’m taking a quick break from our busy development schedule to tell you all about one of Wargroove’s (in my opinion) coolest features, that’s been implemented quite recently.

Wargroove is filled with maps that will encourage strategic battles. But our campaign isn’t all just about the clash on the battlefields – the story will also be presented to you through cutscenes! These cutscenes are created in our very own cutscene editor. I worked closely with our programmer Krakauer to make sure the cutscene editor is up to scratch with the team’s expectations… And I have to admit that it’s really fun to use!

The cutscene editor is perfect for presenting the story in Wargroove. It supports a comprehensive timeline where you can add, rearrange and edit actions.

With several emotes and voice lines per character, you can whip up a quick interaction or spend hours fine tuning your perfect cutscene.

To show off the editor, I’ve made a little demonstration cutscene just for this blog post. Here we can see everyone’s favourite good boy Caesar bounding into action to chase after that pesky undead Felheim army. 

We’ve certainly come a long way since the cutscenes shown in our original announcement trailer from last year! As you can see below initially all cutscenes were static portraits with on-screen text only, but we found this just wasn’t giving us the flexibility we needed to tell the stories we wanted.

The cutscene editor will be fully available across all platforms of the game, and you can access it as soon as you boot up Wargroove for the first time. It’s really simple to use, so you’ll be able to create your very own campaign cutscenes and share them online with your friends in no time. I can’t wait to see what stories you create!

Now I have to go back to creating some Wargroove cutscenes. See ya!

We’d love to hear your thoughts on the cutscene editor on our forums or the Wargroove subreddit!

You can also follow us on Twitter and join our Wargroove Discord channel to keep up with the latest news or check out our official wiki!

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Music Spotlight – Lucent Mage

Hey guys! As Wargroove’s development has made excellent progress, so too has the game’s soundtrack, courtesy of the ever-talented Phonetic Hero. Thus far we’ve put out quite a varied selection of tracks, but we felt that sharing one belonging to a Cherrystone commander was long overdue. You might remember Emeric, the Cherrystone Kingdom’s royal mage, who we formally unveiled a few months back. This is his theme, which you will be hearing whenever you face him on the field of battle!

Have a great weekend everybody!

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