Hey all, Ive decided to post my design plan for the diplomacy changes coming in v1.4 to give you an idea of whats on the horizon. Diplomacy is a tricky feature which requires a lot of playtesting to evaluate and so this is a fairly long-term project. When launching a new project I like to outline my goal in a single sentence and then break that down with some additional details plus a series of design pillars which together serve as instructions for what to pay attention to over the course of that project. This also helps keep scope from spiraling out of control, which is a common problem in game development. The v1.4 design plan also includes a Game Mechanics Summary section which outlines the most important gameplay changes that will be made. This summary will usually be broken down further before coding or art work begins, though sometimes its sufficient to start working on the game directly and from that point simply use playtesting as a guide for what needs further attention. Over time I often go back and tweak the plan but any deviations from it must be carefully considered and documented. Its really easy to lose track of important details if youre not diligent about keeping everything in one place! This is a really big deal with strategy games especially as they usually contain many overlapping systems. In total the design plan is a bit over 4 pages long and will give you a clear idea of what comes before coding and playtesting starts. Ive included a link both here and below to the design plan in Google Docs. Im linking to it rather than copying into this post because it looks a lot better in its native formatting. After v1.4 I have rough plans for a v1.5 which focuses on enhancing diplomacy further, with particular attention to the AI. v1.4 is a pretty big design shift and I want to make sure this foundation is working well before I start refining things too much. An unstable branch v1.3.2 update to fix some crash bugs will be going up in a couple weeks so stay tuned for that as well. Thanks again for playing AtG. Its been a really rewarding project to work on, and theres still more to come! - Jon LINK TO v1.4 DIPLOMACY DESIGN PLAN
Jon Shafer's At the Gates
Conifer Games
Conifer Games
2019-01-23
Strategy Singleplayer
Game News Posts 8
🎹🖱️Keyboard + Mouse
Mostly Negative
(390 reviews)
https://www.atthegatesgame.com
https://store.steampowered.com/app/241000 
At the Gates Linux [1.03 G]
You are a Dark Age lord. Your destiny is to build a kingdom in the shadow of the crumbling Roman Empire. Explore the dangerous landscape around you, harvest its resources, and build a mighty economic and military machine. Your clans have their own personalities and desires, so carefully consider how you use them.
It won't be easy. Your path is unsure. Overcome your immensely strong neighbors. Outlast the frigid winters of the far north to discover a source of gold and vast riches.
Are you the leader who will usher in a new era of European history? Or will you be forgotten?
--- Features ---
An Evolving Map
Seasons and weather dramatically transform the landscape around you. The river that once served as a barrier in the summer might become a highway in the winter - for both you and your enemies!
Character Management
Each of your clans has unique traits and desires, so choose carefully how you use them.
Survival & Roguelike Elements
Keep your clans fed through the harsh winter. Resources run out so always be hunting for more. Your neighbors can be immensely strong. Every game poses new challenges and opportunities.
Watercolor Art Style
A beautiful watercolor landscape serves as the canvas for your clever economic and military strategies.
Tooltips-in-Tooltips!
AtG features a revolutionary user interface which utilizes "tooltips-in-tooltips" for the very first time, making it far easier to learn without sacrificing any gameplay depth.
- OS: glibc 2.15+. 32/64-bit
- Processor: Dual Core CPUMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 3.0+ support
- Storage: 2 GB available space
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