Archive: Dev Blog

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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Three’s Company

Hello again! Last week we revealed more details about naval combat, and this week we’re back with a rather exciting update, to finally show off our remaining three Commanders.

For anyone new to the Blog, Commanders are both your avatars in Wargroove, as well as your most important playable unit on the battlefield. They’re quite powerful, and each Commander has a unique ability called a Groove, which can sometimes completely sway the battle in your favour, if used strategically. But don’t go ahead and let your Commander rush in willy-nilly, because if they fall in battle, you lose the game.

Okay then, without further ado, let’s meet the new Commanders!

Ryota is the handsome general of the Heavensong Empire, deeply loyal to Empress Tenri. He may have lost his legs in battle but he’s just as powerful with his replacement prostheses, designed by the great craftsmen of Heavensong. His dedication to the Empire has seen him quickly rise up through the military ranks, now second only to the Empress herself.

Ryota is a man of action rather than words. In battle he’s truly in his element, making him a deadly foe, and an even more valuable ally. He can sometimes come across as a little insular and rude, but beneath that grand exterior, there may be more to Ryota than meets the eye.

You might want to steer clear of Wargroove’s vicious assassin, Sedge, of the Floran Tribe. Often sent by the Greenfinger to keep watch on the affairs of humans, it’s Sedge’s duty to stamp out those who pose a threat to the Floran. Although Sedge seems to be loyal to Greenfinger Zawan, this alliance may be born more out of convenience – after all, it does provide good opportunities to sneak in shadows and strike enemies down at a moment’s notice.

As a ruthless killer, Sedge takes true joy in hunting down prey and destroying opponents on the battlefield. One thing is for sure, this monster is not to be trusted.

And last, but certainly not least, is Queen Mercia’s loyal and majestic hound, Caesar. As the court’s royal dog, Caesar has stayed by Mercia’s side since childhood, guarding her at all costs and getting all the pets in return.

Despite being a dog, he has managed to create an incredible air of authority and dignity around him, so much so that he is able to command whole armies to defend the Cherrystone Kingdom. But you better watch out, this doggy gets ruff.

And there we are, our complete set of Commanders are now ready for battle. If you happen to be visiting E3 in Los Angeles next week, a new build of Wargroove featuring the weather system we showcased last month will be playable on the E3 Show Floor at the ID@Xbox booth! We won’t be there in person, as we’re focusing on finishing development, so if you have any questions give us a shout on the Wargroove Discord channel.

We will also be streaming Wargroove on Twitch tomorrow (Friday 8th June) at around 5pm UK time, so follow us here to get a reminder for when we go live!

Whose your favourite new Commander? Let us know your thoughts on our forums or the Wargroove subreddit! You can also follow us on Twitter to keep up with the latest news or check out our official wiki!

Until next time!

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All Hands On Deck

Hi everyone, I’m Katy (aka Superconsole), Chucklefish’s recent Marketing & Community recruit! I’ve been here around 2 months now, so you may have already seen me in our Wargroove Discord channel or on the forums, probably talking about chickens.

Today we’re going to be showing off naval combat! First of all, here are the Aquanauts.

Aquanauts can capture structures in water and on land. But even armed with bidents (that’s right bidents, not tridents), these little guys had better look out for nearby Warships…!

Warships are the most powerful naval unit in the game. They have a long range, so are also effective at attacking land units. But they’re not unstoppable, as Warships can also be strategically countered by air units and Turtles. So in order to defend your Warship, you had better get that Harpoon Ship ready to stop them!

Although naval units predominately travel by sea, they are also able to move quickly through ocean tiles, and slowly through reef tiles. All naval units can also travel under bridges.

You can mix up your water-based campaign using these tiles in the map editor to see how they change your gameplay, and then add in decorations such as shipwrecks, rocks and reeds.

Thanks for stopping by and check back soon for more updates. Bye!

While you’re here, feel free to post any feedback on our forums or the Wargroove subreddit!

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

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Music Spotlight – Oaken Sentinel

G’day everybody!
Thus far we’ve unveiled the themes of Ragna of the Felheim Legion, and Tenri of the Heavensong Empire. Today, I’m pleased to be sharing a track from the carnivorous Floran Tribes, belonging to the Oaken Sentinel and their wise leader, Greenfinger Zawan. Phonetic Hero continues to dazzle us here at Chucklefish, and we look forward to sharing more of his excellent work in the days to come!

I hope everyone has a great Easter weekend! See you next time!

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The Four Factions: Knight

Happy Wednesday! This week I’d like to show off one of the strongest ground units in Wargroove. Upon a trusted steed, here comes the Knight!

The Knight has an excellent movement range whilst dealing a lot of damage, making it a very dangerous unit to ignore. Its passive ability gives it a damage bonus if it moves its max range before attacking, meaning that a well positioned Knight is able to charge in and make quick work of many unit types.

Whilst it is effective against most unit types, the comparatively cheaper Spearman unit can do a surprising amount of damage against the Knight, and the winged Harpy can also become a real obstacle for them.

The Knight is always identifiable by their steed and giant lance. So, uh, what is that Floran riding? It kind of looks familiar.

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Strategic Design

G’day everybody!
In my first post I mentioned that I’d like to share a bit of what I was working on, so I thought I could touch upon that today. Wargroove is coming along at a great pace, and it’s been a real privilege to be taking part in its development. Initially I came on board to help with some sound work, but I’ve since gotten to take a big role in the game’s map design too, utilising the incredibly robust editor that Rodrigo has put together.

It’s been an interesting challenge, changing up my design process from my dungeon work on Starbound. It’s easy to underestimate how much of a difference could be made to the balance of a given mission, just by tweaking a few small things. For instance, one faction starting with just one or two more units, even the weakest ones, can easily determine whether a player easily trounces the AI, or if they end up in a fierce struggle where any mistake can cost them dearly. Discovering all of these variables as tools of design has been a lot of fun, and I’ve been putting them to careful use to achieve my desired results.

As far as my sound work, the process has ended up being quite similar to my time working on Starbound. If I’m lucky, getting something to sound right is easy. In the vast majority of cases it’s not. That said, when I wrap up one of the tougher sound tasks and end up with a satisfying result, it’s one of the best feelings! Here’s a quick taste of the Ballista attacking a Balloon unit, which you may remember from their reveal last year.

I hope you enjoyed this glimpse into my own efforts as a member of the Wargroove team. Have a good one folks!

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