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Hakan's War Manager News

HWM Development Update V.0.3.1


Hello again, fellow Khans! Let's catch up on what's been going on in the game this past week. Here are the details:

Updates


  • New Battlefield Arrangement: We've organized where units stand based on their roles—left, right, center, or back. Each group has its own space to fight, but they're still close enough to help each other.
  • Tactical Board Save Improvement: Now, you can plan where your units go on the tactical board, and it will remember your plans. A helpful update for your strategies.
  • New AI System: We're working on a cool new system for how computer-controlled units make decisions. More details coming soon!
  • Unit Smartness Upgrade: Units are getting smarter. They can now tell who is their friend and who is their foe. This is a foundation for some exciting future improvements.
  • Order Page Upgrade: We're still working on it, but we're making the orders you give in the game a bit more advanced. More options are on the way!


We are trying to make the game better, and we're always eager to hear new ideas or suggestions. Stay tuned for more updates!


Oba Games

HWM Development Update V.0.3

Greetings, Mighty Khans!

Time for our weekly update on the journey of "Hakan's War Manager." Here's a rundown of what we've accomplished:

[h2]Updates[/h2]

  • League Battles Result Page: We've crafted a new result page for league battles. Now, after the dust settles, you can check out not only your clan's result but also that of other clans too.
  • New Song Added: We're thrilled to announce the addition of a new track to our playlist, courtesy of the fantastic band Otyken. With their permission, we're enhancing the game's auditory experience.
  • Calendar Week Progress Animation: Witness the days passing by with our updated short animation on the calendar. A subtle touch to keep you in tune with the game's timeline.
  • League Rewards and Messages Update: Collect your hard-earned rewards and messages as you wrap up a league season. We've polished up this aspect for a more rewarding experience.
  • Tactical Board Reworked: The tactical board has undergone a transformation. Units are now placed on the board, and your strategic genius is required to adjust them based on your tactics.
  • Unit Direction Created: Units are now more vulnerable when attacked from their sides or back. A new layer of strategy to consider in the battlefield.
  • Swordsmen Removed (Temporary): Swordsmen have taken a temporary leave. We're refining and ensuring that a simple yet robust system is in place.
  • Tactical Positions Redefined: Carefully consider where to place your units—center, right/left wing, or back-up line. Each position carries its own significance in the battle.
  • Pre-defined Maneuvers Rearranged: With the revamped tactical board system, our pre-defined maneuvers have received a facelift.


[h2]Fixes[/h2]

  • League's First Battle Bug Fixed: There was a sneaky bug causing the system to overlook the first battle in a league. Rest assured, we've exposed and squashed that bug.


As always, your feedback is gold to us. Keep those insights coming as we sculpt "Hakan's War Manager".

Best regards,
Omer and the Oba Games Team

HWM Devlog 28.12.2023

Hello, Esteemed Khans!

As we draw closer to the end of 2023, I've decided to change things up a bit. I'll be sharing my design log for our game this week—a practice I usually do outside of Steam. It's a glimpse into the behind-the-scenes of our development process. If you're curious about how things are unfolding or if you have any feedback to offer on our journey, feel free to join the conversation!

[h2]Decisions were Made[/h2]
When we kicked off this game, there wasn't even a league concept on the table. But, as we entered the wargame realm, we stumbled upon some pitfalls we wanted to avoid.
  • The first obstacle is killing the opponent. Now, with killing, you need to generate troops. They can get wiped out easily and you have to build the army again. But what happens to the population? Isn't it a little unfair to these troops? Our starting point was to think that these troops also wanted to stay alive (which is why we turned the war into a sportive activity).
  • The second obstacle (for us) is about conquering places. We've got Khans, essentially the kings of the tribes. The initial goal was to catch that grand "Hakan" title, the king of kings. Starting out, we thought, "Hey, this title should be up for grabs by anyone, not just the player." But here's the deal- to become Hakan, you've got to conquer everything. And that's pretty much game over for the player if the AI snatches it up instead.


[h2]League Format that Suits[/h2]
Here's where it clicked for us - football (or similar sports) shares some striking similarities with battles. The whole tactical dance, outsmarting each other, and the pursuit of victory - it's a common thread. So, why not borrow a page from the sports playbook? The idea of battles in a league season system seemed like a natural fit. Battles need to happen, and they need to keep happening. The league system offers just that constant flow.

Here's the twist - we've structured it in a way that the champion clan can catch that dreamed Hakan title, making it up for grabs by anyone. With this idea, we've also turned our commanders (leaders in our game) into something akin to football players, and the whole thing revolves around having the right leaders in your squad. Admittedly, I'm not entirely sure if this can be pulled off smoothly in terms of development, but hey, we're giving it a shot.

[h2]League Design[/h2]
I'm all about keeping it simple with the design choices. No need to reinvent the wheel, right? So, I took a cue from football leagues. Each season consists of two battles - one at home and one away. With 10 clans in the mix, that sums up to 18 battles in total. We throw in a break after 9 battles, marking the first half of the season. Once the season wraps up, we crown a champion and dish out rewards based on the league table rankings. Given that we're rookies in this league system business, it's smarter to tackle the most straightforward task first - creating a proper league season.

[h2]Little Changes that Matter[/h2]
As I got in sync with the team, a few tweaks felt right, considering the nature of our game.
  • Firstly, our first league is set in a nomad Turkic universe, so battling in spring made more sense than winter. I like to imagine that during the league breaks, leaders are busy with tribal responsibilities.
  • Secondly, let's rebrand it as a War League since that's where the name came from. Lastly, let's shake things up by granting the Hakan title to the tactician of the champion clan.

Currently, the battle rules aren't exactly like football matches, but a win still bags you 3 points, and a draw earns 1 point. It's these little shifts that add flavor to our league.

Your insights and thoughts are always valued as we continue to shape the world of "Hakan's War Manager."

Best regards,
Oba Games

HWM Development Update V.0.2.9

Hello, Khans!

Here's a brief weekly update for you:

[h3]League System Focus:[/h3]
  • This week, our primary focus was on refining the league system. Picture it like a football league, where 10 clans battle it out to become champions. Each season involves 18 battles (9 in the first half and 9 in the second half). To facilitate this, we crafted the monthly schedule, allowing you to plan your games and anticipate your opponents.


[h3]Reviving the Contract System:[/h3]
  • With the introduction of the league system, we've brought the contract system back to life for leaders. Currently, contracts renew automatically, but we're looking to delve deeper into this aspect in the future.


[h3]League Table and Side Tables:[/h3]
  1. The league system brings with it the excitement of league tables. Additionally, we've introduced side tables to track interesting stats. For example, there are tables for the "most unit destroyer" and the "most staying alive unit" among leaders.


[h3]Time Pass Animation:[/h3]
  • If you've played our demo, you know how quickly time can pass. To add a touch of smoothness, we've introduced a time pass animation. It's not too long but enough to make you feel the steady march of time.


As always, your feedback is invaluable. Stay tuned for more updates as we work towards refining "Hakan's War Manager."

Best regards,
Oba Games

HWM Development Update V.0.2.8

Greetings, Esteemed Khans!

Omer here with another weekly update. I've decided to shake things up a bit and give you more than a dry log of updates. Let's see what happened this week:

[h2]Updates[/h2]

[h3]In-Battle Update:[/h3]
  • We listened to your feedback and increased the battle map size. It was getting a bit cramped for our units, hindering their clashes. A bigger map provides more room for strategic maneuvers.
  • Unit size got a boost! Now, you can witness a more grandiose clash of armies. While they might not be fully clashing yet, the increased size adds to the immersive feel of commanding an army.
  • Changes in unit representation: With the increase in unit size, the low numbers now appear much smaller in the battle screen compared to larger numbers. This tweak enhances the overall visual experience.
  • Movement mechanics got a revamp. We transitioned from a grid-based movement system to a simpler navigation-based one. This change aims to inject more soul into our units' movements.
  • Unit stats underwent adjustments. Base stats and leader effects now ensure that the pacing of the game isn't affected by the larger map size.
  • Clarifying battle roles: Wings are now positioned farther away from the center, and backup lines maintain equal distance. This provides a clearer distinction in battle roles.


[h3]League Update:[/h3]
  • A friendly match system is in the works. Soon, you'll be able to test your tactics and leaders during your off weeks.
  • Short Calendar update: Now, you can see the next two weeks on the short calendar, displaying your battle matches according to the season.
  • Time Pass update: Clicking the continue button now allows you to pass the week, taking you directly to battles if scheduled. It's a simple but crucial feature for managing your clan's time effectively.
  • Long Calendar update: We're working on enhancing the long calendar, providing a more detailed look at upcoming events. Expect its completion by next week.


[h3]UI Update:[/h3]
  • Stadium update: With units' animations and zoom options, our field has become even more crucial. We're giving it a makeover to align with the enhanced visuals.
  • Dark UI update: Progress is a bit slow on this front, but fear not! One of our team members is now dedicated to giving the Dark UI the attention it deserves.


We're making strides toward the Early Access release, and your feedback has been invaluable. Keep the suggestions coming as we shape "Hakan's War Manager" together.

Best regards,
Oba Games