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Dev blog 64 - Map variations

Hey folks! As were nearing our early access release, were looking at things we need to improve during it. We have some plans and ideas of additional content to add during EA, but map variations are at the top of that list. As Mat has been testing combat a lot and playing through the game, he agreed that hes getting sick of playing on the exact same maps every time. Each map is tied to an encounter, but the encounter drives the initial combat conditions. Based on your choices during the encounter, you might change the position where your units spawn, or whether the enemies start first, or their numbers, but ultimately, its still on the same map with the same layout and cover placement. The core of the issue could have been solved with procedural generation had we approached our map system differently all those years ago. However, its important to note that even procedural generation has its issues. Maps could be generated with very bad layouts, bad spawn positions, and generally require a lot of tweaking of a black box system to get a good enough map generation algorithm. Of course, this only applies if the map generation runs on the players machines, but theres a good middle ground: generate the maps in the editor and save the good results. Unfortunately, its a bit late to think about that for this project. Next project perhaps. :) For Merlin, were doing it the dumb way, which is luckily also very simple. Duplicate the map, change the layouts, polish the visuals. We did a test run on one map called Meadow, and it took Mat (cover placement) and Lucija (visual polish) less than a day to create the variation. Here you can see the result.

I also had to add some tech to support map variations. Since encounters define the combat map to load, they would have to be in control of the map variations. To keep encounter changes to a minimum, they can now reference a Skirmish Map Set resource file that just has a list of maps to randomly pick from. Once an encounter links to this resource, only that resource needs to change to add a new variation, instead of potentially multiple encounters that might use the same [set of] maps. Our plan for early access is to create variations for the most important maps. The maps that get seen most often will be prioritized over maps that get seen less often. Ultimately wed like to add variations for all maps, but this really depends. Some maps might not need variations because theyre so rarely seen it would make little difference. Were also still thinking whether boss fights need variations, since theyre kind of set pieces and intended to be tougher than other fights - maybe they would benefit from not having variations so they can be optimized? Hopefully, the players will tell us about it during EA. In the end, map variations are here to solve the issue of replayability, so each run feels fresh in as many aspects as possible. Tell us what you think about it on our Discord server. Were happy to receive feedback even now before EA. MarkoP https://store.steampowered.com/app/600610/The_Hand_of_Merlin/


[ 2021-04-14 11:15:48 CET ] [ Original post ]

The Hand of Merlin
Room-C Games Developer
Versus Evil Publisher
2021-05-11 Release
Game News Posts: 132
🎹🖱️Keyboard + Mouse
Mostly Positive (293 reviews)
Public Linux Depots:
  • GameBin_Linux [91.57 M]
  • Common_Linux [23.65 M]


The Hand of Merlin is a turn-based rogue-lite RPG in which Arthurian legend clashes with cosmic horror. Recruit a company of up to three mortal heroes and guide them in spirit on a desperate journey from Albion to Jerusalem. Explore a richly-imagined medieval setting on the brink of apocalypse. Trade with merchants, improve your heroes and unearth ancient relics. Search for the lost fragments of your soul, scattered across the multiverse - and save as many worlds as you can.


Enjoy a compelling story inspired by Arthurian legend, the Matter of France, and the history of Al-Andalus - with an unusual twist. Make choices in interactive encounters that change every time you play. Written by Jonas Kyratzes (The Talos Principle, Serious Sam 4) and Verena Kyratzes (The Lands of Dream, Serious Sam 4).


Master the tactics of squad-based and turn-based combat to conquer both human and demonic foes. Your enemies will be tough and ruthless; make use of cover, set up ambushes and coordinated attacks, harness synergies between different Hero classes and skills.




Carve a path across the lands of Albion, Marca Hispanica and Al-Andalus. Will you take a dangerous route, risking life and limb in pursuit of a legendary relic? Or will you choose a safer path? Plan and prepare. Negotiate, barter, fight. Tackle challenges. Suffer losses. Recruit new Heroes. Earn Gold, Supplies and Renown. Be careful: your choices are permanent, as is death. But don't tarry - evil never rests.


Use Renown to level up your Heroes, and choose between a randomized set of new skills or improved attributes. But choose wisely! Select skills with great synergy and balance your party for the road ahead.




As you jump from one parallel dimension to the next, history is reshaped. Different kings rule the land, changing the encounters, characters, and events. No two worlds are ever quite the same, and each journey will be unique. And should your heroes fall, remember: defeat is not the end, only a new beginning.


Seek out towns to improve your arms and armor, or stumble upon hermit artisans in the wild. With every day that passes, the world plunges deeper into darkness, and you will need all the equipment gold can buy.


From a peasant's humble luck charm to the legendary sword wielded by Arthur himself, items imbued with magical power are scattered about the world. Some you will be able to purchase from merchants and collectors, but others will have to be earned through acts of heroism - or displays of wit.



Rain thunder and brimstone upon your foes! Seek out and gather Soulstones to restore your power and unlock new Spells. Even if defeated, your spirit will retain all of your collected arcane knowledge as you jump into the next dimension.


There are as many worlds as there are stars in the sky. In each stands Camelot; in each there is a Grail. But there is only one Merlin, and his eternal burden is to stand against the horror from beyond. Each world that is saved is saved forever; each world that is lost is lost for good.

https://store.steampowered.com/app/600610/The_Hand_of_Merlin/

MINIMAL SETUP
  • OS: Linux SteamOS 3.0 or Ubuntu 18.04 LTS
RECOMMENDED SETUP
  • OS: Linux SteamOS 3.0 or Ubuntu 18.04 LTS
GAMEBILLET

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49.95$ (17%)
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MacGamestore

[ 1805 ]

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