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Features Survey

Hello, esteemed Nobles of the Council!

What feature would YOU like to see us add to the game? Let us know!

Though it's non-binding and we're only trying to gauge interest, filling out this (super short) survey would still help the Tributary team massively.

Here's the link, and many thanks! https://forms.gle/MLJyavE1ZDxCbFJ66

King of the Castle - Dev Log 7 - The Evolution of KING OF THE CASTLE

The idea that would eventually germinate into KING OF THE CASTLE first started in December 2020.

Sam Partridge, the studio lead here at Tributary Games, had just finished working on Over the Alps, a choose-your-own-adventure spy game. He’d observed a few streams where the streamer had set up impromptu polls so their audience could pick the next option.

This sort of makeshift democracy, which obviously harkens all the way back to the days of Twitch Plays Pokemon, tickled his fancy. What if you could make a whole game that operated on these principles? What if it could mirror and satirize the pitfalls of a real democracy?

He brought the idea to two pals, namely me (Harry Tuffs, narrative lead, hi), and Owen Newburn, tech lead. Over several long design sessions (most of which were online, one of which was at the pub), we refined it into something that we thought would push the core themes to the fullest, and cause maximum chaos and hilarity in the process.

It was about a Monarch in a fantasy Kingdom, and an unruly Council of Nobles. It was about a Kingdom divided into regions, constantly at each other’s throats, and the Monarch’s attempts to keep the peace. We called it KING OF THE CASTLE.



Of course, no idea is perfect. And the process of refinement is never easy. I thought I’d take the opportunity, in today’s devlog, to show our progress from the early days of dev to the finished product.

[h2]The Concept[/h2]

In the earliest days of the game, when it really was just a proof of concept, the Kingdom was just a weird archipelago. Instead of “Trade,” one of our stats was “Wealth,” and instead of “Faith” we had “Industry.”

There were no proper events, of course, just placeholders. And notice that there are 5 regions in total - this was a conceit that persisted a surprisingly long time into development.

At this early stage, we were really just playing around with UI. But we needed something playable, sooner rather than later.



After a month or two of work, we had some playable events - see below - and we had managed to find an artist, Emily Cheeseman, to work with us on making this game a reality. Her art immediately elevated the game beyond what it had been. I think the below screenshot, though rough-and-ready, is actually rather fetching.

We’d introduced the overall Kingdom stats - Treasury, Authority, Stability - and were able to playtest the game with a rudimentary voting system. The good news: it was hugely fun to play! There was definitely something to this idea.

The bad news, which became quickly apparent through playtesting, was that there was no game quite like this in existence, making its development a daunting task. In a game that was designed to be streamed, all information needed to be on-screen at once - no hiding parts of the UI behind buttons.

This was a challenge we’d continue to wrestle with throughout the next two years. A lot of credit needs to go to our UI designer, Lucy Morris, for solving some of the trickiest problems that had totally stumped me, Sam and Owen.



[h2]The Prototype[/h2]

Now we were sure that the game was fun to play, it was time to flesh it out into a prototype which we could present to publishers.

First off, we needed a map - but Emily wasn’t working with us full-time yet, and she was busy on other projects.

So we cobbled together a map ourselves. The first three regions we came up with were the Chiefs, Patricians and Counts. We even gave each region its own name, which we’d later replace with the more intuitive, self-explanatory and pronounceable “North,” “East” and “Coast.”

As you can see from the below screenshot, a lot of stuff has carried over from the prototype into the full game. The modern UI is much better designed, and the map is vastly improved, and the event system is better to interact with… But the core of the game is there, even in these early screenshots.



For the prototype, we also added a voting system which was fully integrated with Twitch. In this early version, notice that we’re constantly experimenting with the best way to represent stats - first with bars, then with dots. It took us a while to crack this.





Eventually, we decided to have the events pop up on the map. Of course, the text was still shoved off to the right-hand side, making it hard to read.



Once the prototype was reasonably well fleshed-out, we contacted Hannah Rutherford (Lomadiah), a professional Twitch streamer. In exchange for a small commission, she very generously agreed to playtest our game, provide her feedback from a streamer’s perspective, and allow us to show her gameplay footage to publishers.

Of course, we still needed an audience to actually play this game with her! And the game wasn’t announced yet, nor would it be for over a year. So we recruited about 30 of our friends and family to watch the game and vote along.

It was a blast to watch, and everyone had a great time! Including Lomadiah, who said she was sure the game would be a hit with her audience. It was becoming increasingly clear we had something special on our hands - we just had to meet its full potential.



[h2]The Alpha[/h2]

After securing a wonderful publisher in Team17, we were able to hire a full team and start turning the prototype into a proper game.

The prototype was a Potemkin village - it mimicked a game well enough, but it wasn’t replayable. All the twists and turns were hard-coded. We wanted a game that could be vastly different each time you played it, which could constantly surprise you and generate an emergent narrative that would be memorable and unique.

I think we succeeded. But it took a lot of work!

Having a full team at work on the game very quickly paid off. In a matter of months, thanks in great part to Emily, the game was looking beautiful:



And thanks to our wonderful team of coders, Dave Lewis, Paul Joannon and Laurie James, we were able to procedurally generate different regions on the map every game:



We moved the text down to the bottom of the screen. The UI still needed some work, but it was immediately apparent that this was better for readers.

(Side note: Even at this late stage of the project, one of the 5 regions was going to be called the “Governors,” rather than the Grandees. That change only came in at the last minute, as we realized the concept for the Governors was lacking something, and we wanted a region that heavily interacted with one of the major stats of the game, Faith. We may still revisit the Governors one day…)



Of course, the UI wasn’t perfect - Lucy would soon come in and help us fix that, starting by solving the thorny problem of how to represent the Kingdom’s stats without a UI that looked like a dot-matrix printout.

But the code was sturdy, the art was fantastic, and I was busy writing new events to flesh out the game world (along with my wonderful team of narrative designers, Rhea Newton and Hannah Powell-Smith, under the eagle eye of our editor Nick Bush). Everything was - despite a number of bumps along the way - coming together.

Emily’s art team was filled out by Mark Skinner, who drew a bunch of our character customizations, NPCs and event illustrations. This really helped the game in general - and the customization system in particular - come to life.



Bit by bit, the game started to come together. Of course, the UI wasn’t perfect - Lucy would soon come in and help us fix that - but the code was sturdy, the art was fantastic, and I was busy writing new events to flesh out the game world (along with my wonderful team of narrative designers, Rhea Newton and Hannah Powell-Smith, under the eagle eye of our editor Nick Bush).

We spent the next year tweaking at the design, replacing the UI with the help of Lucy, and shovelling a whole slew of content into the furnaces. Eventually we arrived at…

[h2]The Final Game[/h2]

The final game would end up having over 800 events, for over 800,000 words in total.

(That’s not because each event is overly wordy - in fact, we’ve tried to ensure the opposite, aiming for snappy dialogue and cutting wherever possible. But each event is hugely flexible, designed to reflect the game-world as much as possible, with sometimes dozens of variations.)

The final game also features over 40 stunning event illustrations and a cast of over 50 fully-illustrated NPCs. A procedurally-generated Kingdom that’s different every game. Stories that change your Kingdom, so that no reign is the same as the last.







It’s been a ton of work, but we’re immensely proud of the final product. And we plan to keep iterating on it, and adding updates, in the future - as long as we’re able to! The game is huge and sprawling, but we have so many ideas for expanding it even further. Whether this will be possible depends on its success, however.

So if you’ve enjoyed this dev log, and want to support the game, why not add it to your wishlist? Every little helps!

v0.8 “Argy TuTu” Update is out!



Our second pre-release update is available to play right now!


We’d like to start by thanking our streamers, chat players and many members of our community, especially our Discord. The deluge of support and feedback you’ve given us has been incredible, and directly influenced what’s in this lovely new update.

Thanks also to KingArgaroth for naming this update! He’s been streaming King of the Castle regularly and is a superb Monarch, so go drop him a follow here.

[h2]King of the Castle v0.8 “Argy TuTu” includes:[/h2]

[h3]An overhaul of Rebellions![/h3]



  • Rebellion UI has been overhauled to better inform the Nobles and Monarch what triggers a Rebellion.
  • Rebellions now only need a majority of active players in game to start a Rebellion, ensuring smaller Regions aren’t blocked from starting Rebellions.
  • We’ve updated Rebellion Events, improving the length and variety of Events in Rebellions and to have them respond better to multiple Region Rebellions.
  • Rebelling Nobles may also now fund buildings in the Building Auction screen, giving them more chances to bolster their campaign.
  • We’ve made a variety of bug fixes to Rebellions also.


[h3]Rework of Voting percentages[/h3]


  • We’ve removed the percentage limit of votes needed to advance the game, leaving the decision to close voting down to the Monarch.
  • The timer now takes priority in Voting and Successor Voting, with an option to leave the screen early if enough Nobles have voted.
  • This design change will allow Monarchs to start and end votes more easily, and is based on direct feedback about voting we’ve received.


[h3] New customisations for Nobles and Monarchs![/h3]


  • A selection of fine new crowns for Monarchs to wear.
  • New outfits and hats for the Barons and Chiefs, with more to come for all Regions.


[h3]Schemes now respond to Dynasty Games[/h3]

  • How your previous game ended will alter Schemes, tying them better into the story of your Dynasty.
  • This update also includes a host of fixes to highest and lowest Scheme goal description inconsistencies.
  • Read the balance changes below to see our other changes to Schemes in this update.


[h2]Our new update also includes:[/h2]

A number of key balance changes to the game:

  • Wealth values have been rebalanced throughout the game, giving Nobles more buying power.
  • Blood Ritual Scheme final goal has been changed from Farming to Trade.
  • Ashmedean war storyline now matches the similar Monarch’s Ambition.
  • Fixed recurrent Comet Sighting Events occurring in games.


The following polish changes to King of the Castle:

  • The End Season button is now easier to see and removed from play when not available
  • Improvements to UI text in the Vote Screen.
  • Tabbing in input fields is now available.
  • Wealth increase strings have been updated for the Golden Choice Law.
  • Tutorial button colours have been swapped.
  • All Regions now must have at least one player joined to start a game.


We also have these features in the game:

  • Optimizations for our Fetch request system, improving load times for larger games.
  • Regions are ordered consistently in the UI (thanks to feedback from our Discord!)
  • New typefaces for text with special characters.
  • Camera will now zoom out on the final Event of a season.
  • Advanced state tracking for adversarial Monarch choices, which appears in various Events in game.
  • Improvements to our analytics system.
  • Flashy new splash screen.


We’ve resolved the following bugs:

  • Claimants' pronouns are respected in their description (i.e. they/them are now Treacherous Half-Sibling rather than Half-Brother).
  • Rebellions no longer incorrectly trigger immediately after loading a save.
  • Fixed issues with wealth-dependent Events failing when Nobles gain/lose wealth during a Season.
  • Region music now loops throughout a Region Event.
  • The map shader no longer removes when the Noble List is open.
  • End game screen alignment issues resolved.
  • Fixed cropped hats in the Successor Vote screen.
  • Fixes to misaligned banners for certain NPCs.
  • Numerous content fixes.


If you have any feedback join the Discord or post below! We’d love to hear it and are keen to make King of the Castle even better.

Finally, don’t forget to wishlist the game. We’ve designed King of the Castle to be perfect for your board game group, D&D session or for those who love to scheme against their friends and family…



To stay up to date with King of the Castle, wishlist the game on Steam, like it on Facebook, follow on Twitter, and join the Community Discord

[h3]Wishlist King Of The Castle now![/h3]

https://store.steampowered.com/app/1839880/King_Of_The_Castle/

King of the Castle - Dev Log 6 - Character Customization

The votes are in. The Council has passed a unanimous motion - you are to wishlist KING OF THE CASTLE, effective immediately. Do not risk their wrath!

https://store.steampowered.com/app/1839880/King_Of_The_Castle/?utm_source=KingOfTheCastle
Today we’re going to talk about the character customization system.

Normally, when you join another player’s game as a Noble, you get automatically assigned a randomly-generated Noble. However, a player who has bought the game is able to uniquely customize each of their Nobles for the five different regions.

Now your unique character can show up as a guest star in streamers’ stories!



(By buying the game, you will also unlock extra hair colours, accessories and outfits.)
…And why not customize your family shield, while you’re at it?



And of course, any player who owns the game can customize their Monarch as much as they like.



[h2]Technical Details[/h2]

To get some insight into the work that’s gone into our character customization, I rode out into the programmer paddock and lassoed one of our finest coders, Dave Lewis.



Let’s see what he has to say!

“The customization system in KoTC is made up of hundreds of pieces of artwork with dozens of color options; the Monarch alone has nearly two trillion customization combinations!

Each piece of art needs to be positioned correctly on the x and y axis, but also needs to be assigned a layer in order to appear above or below certain other pieces. Hands need to appear above outfits, eyes need to be above the face, eyebrows need to be above the eyes, hats need... Well, hats cause problems.

Hats often need to appear partially in front of the hair, partially behind the hair, and also need to affect how the hair appears. We can't have hair peeking out the top of the hat, and hair below the hat should flow differently. Early on in development, we had a lot of hairstyles that didn't obey the laws of hat physics!



The solution to this is simple yet effective: we group our hats into hat-shapes, and then assign each hat-shape a mask. This mask defines not only the outline of the hat, but also the shape the hair should take below the hat. Masks can be placed on any type of customisation in KoTC and each mask can define what layers should and shouldn’t be masked by them. Once the mask is applied to the hat, we get the following much more preferable result:



To enable our amazing art team to create (and iterate on) all of these avatar customizations without worrying about a difficult and timely integration process, we needed a way to efficiently take their artwork and get it into the game without any manual data entry.

But to turn each piece of art into a customization, there's a lot of data we need to infer;
For starters, there's the layer, masking, and positioning information for each piece as mentioned above. But also the art must be grouped up into customizations such as eyes, hairstyles, and hats. Each customization is often made up of multiple pieces of artwork.

Once grouped, a customization must be assigned further data - should it be locked to a specific region, or is it a premium customization? Is it masculine or feminine, what is its default color, how should it appear in the customization screen? What type of customization is it?



All of these behaviors and rules are defined using a naming convention the artists apply to each texture in photoshop when creating them. This is then decoded during the import process and all the necessary rules are applied automagically. This is absolutely necessary - nobody wants to come in after the import and start manually tweaking things. That just leads to errors and inconsistencies.
The naming convention includes all of the following information:

  • The Layer the asset should appear on.
  • The type of customization.
  • The id for the specific customisation.
  • Whether the texture should be shared across multiple customisations.
  • What region the customization should belong to,
  • Whether the item is premium
  • The associated gender of the customization

Our final and unwieldy naming convention: type[-commonLabels]_[region]group[-p/h/s]_layer



Once all the customizations are in the game, positioned nicely, colored correctly, locked to the correct regions, and displayed on a character, we want to apply an outline around the outer edge of the character.

Obviously we don't want this outline around each individual customization piece (or we’d see all the constituent parts, destroying the overall illusion!). So first we position all the customizations on a separate canvas with its own camera, we then take a snapshot, and apply that snapshot to a render texture - finally we apply our outline shader to this render texture and display this final image in the game.”


Thanks Dave!

[h2]Looking the part[/h2]

But obviously, all this technical implementation would be useless if we didn’t have any art to smash together. Luckily, we have two of the best artists in the biz - Emily Cheeseman and Mark Skinner!



I’ve delved into the depths of the art cave and tempted Em out into the light with some new paintbrushes. Listen closely to her wisdom, for she will soon be forced to hide once more from the eye of God:

“One of the first things we established about the game’s general aesthetic was the character art. A colorful, geometric style with bold graphic details and a modern, minimalist take on fantasy fashion became the hallmarks of the game’s visual design with the goal of establishing an art style that was instantly recognizable as ‘KOTC.’

Each of the Kingdom’s regions have their own visual tropes, fantasy clichés, and historical inspiration (maybe you can guess them!) as well as their signature color palette; from there it was about adding variety.



For randomly generated characters and NPCs, we wanted to create enough of an assortment of hairstyles, clothing, and features to make each character look interesting and different, as any eclectic Noble should.

For players customizing their own characters, we wanted to represent a spectrum of shapes, sizes, gender expressions, fashion sensibilities, and taste in weaponry. We embrace the whimsical anachronism of having an axe-wielding Chief in furs appear alongside a dour-looking Count in a dramatic opera cape; Celest Ath is a land of many quirks, but it is nothing if not well dressed.”


Thank you Em! That concludes our look into the character customization side of King of the Castle - but expect to hear more at some point in the future, because we have big plans for expanding this system!


King of the Castle - Dev Log 5 - Schemes and Rebellions

You are ushered down a dark alley by a man in a cloak and hood. You follow him, but he darts into a shadowy passage and slams the door in your face. A narrow slot slides open, revealing a pair of glaring eyes.

“Password?”

“Wishlist KING OF THE CASTLE now,” you reply with a weary sigh.

“Pass, friend,” replies the shadowy figure. “Your devlog awaits.”

[h2]Welcome to the Scheme Team[/h2]

This time, we’re talking more in-depth about something we touched on last week - treachery! 

It’s not paranoia if everyone really is out to get you. As a Monarch in KING OF THE CASTLE, you’re right to be on your guard. Every region starts the game by voting on a Scheme, which they’ll follow in order to take you down and put their own Claimant in your place.



There are a grand total of 18 Schemes to choose from in the game - each of the regions has 3 unique ones, plus there’s another 3 generic ones that any region can choose if they happen to get the option.

The ‘generic’ Schemes are Intimidation, Subterfuge, and Doppelganger. Intimidation involves infiltrating the Palace with your own soldiers, and using violence to intimidate the Monarch into following your orders. Subterfuge involves subtly replacing the Monarch’s advisors with your own agents, shaping their reality to benefit your plans. And Doppelganger involves finding a lookalike and literally replacing the Monarch with a pawn of your own!

Generic Schemes are designed to be broadly applicable across any of the regions, but the unique Schemes have a more cultural flavour. For example, the Chiefs can plot Ragnarok - to bring the ice giants down from their frost-entombed mountains, and set them on a deadly course to invade and pillage the rest of the Kingdom!



Each of the Schemes has 2 drastically different endings. In order to see their evil plots come to fruition, regions must follow manipulate the Kingdom stats 3 times to meet a specific goal (for example - being the region with lowest Defiance, or having a Military higher than 6). 

Generally speaking, the first 2 of these stat goals are relatively easy, while the 3rd and final is the most difficult. You can see these stat goals, and whether you’ve met them, on the left-hand side of the UI.



But what if your Scheme is out of reach? Well, in that case, look to Defiance…

[h2]Flipping the Table[/h2]



The threshold for a rebellion is either your Stability or Authority - whichever’s highest. Once a region’s Defiance gets higher than that threshold, they can ‘flip the table’.

That’s the terminology we used internally, anyway. We loved the idea that, if you’re failing at the delicate chess-game of the Schemes, you could instead choose to throw the board in the air and stomp all over the pieces.

In order to declare a rebellion, over 50% of the Nobles in the rebelling region need to type ‘!rebel’ in chat. They can only do so while the right conditions apply - if Defiance decreases again, or Stability/Authority rise, they need to bide their time for another opportunity.

The Defiance threshold proved quite difficult to balance. In the original design, the rebellion threshold was if Defiance > (Stability + Authority). However, this proved very difficult for the Nobles to hit, and we were barely seeing rebellions in any of our games. So we experimented with just having a flat limit of 8, beyond which you can rebel, but this made Stability and Authority seem much less weighty and meaningful.



In the end, the current system won out, and we think it’s a good way of making the rebellions a constant, looming threat that can turn the game completely on its head.

But choosing to rebel isn’t a no-brainer! By doing so, regions put their Schemes on a pause. If you’re close to finishing your Scheme, it might be far more preferable to keep a lid on your revolutionary sentiment…

[h2]The Drums of War[/h2]



Once a rebellion kicks off, everything changes. The entire Kingdom has collapsed into a civil war, and storylines will change to reflect that. We’re very proud of our story system, where if a rebellion is declared, every single plotline in the game adapts to take that into account. That might sound easy, but believe me, it was a nightmare to implement in a game with over 800 events and a higher word-count than The Bible.

We also get a whole new mechanic - Victory Points - which each side is scrambling to build up as much as possible. The first to reach 5 will win the rebellion. Failing that, if you reach the end of the ‘siege’ storyline with higher Victory Points, you win the rebellion.



A whole new category of events will spawn, ‘Rebellion Events’, which allow either side - rebels or loyalists - to gain these points over the course of the war.



And of course, a rebellion doesn’t need to be conducted alone. If a 2nd region accumulates high enough Defiance, it can join the rebellion too. And if the 3rd region also joins, it’s an automatic loss for the Monarch.



If 2 or 3 rebel regions win a joint victory, the game will end with a vote to see who ultimately takes the throne.

Rebellions are massively dramatic. As soon as we implemented them, we noticed that they changed the whole game - even in a reign where the Monarch never lets Defiance rise that high, they’re a constant concern and never far from the Monarch’s mind. Let us know on our Steam discussion page if you have any feedback for how we’ve implemented this feature!

One problem we’re noticing in games with huge numbers of Nobles (1000+) is that it can be hard to reach the 50% threshold for declaring a rebellion. I guess in such a huge game, hundreds of Nobles join but wander off or lurk without typing in chat. Don’t worry - we’re working on a solution to this! More on that once it’s ready.