Spellslinger Towns Devblog #3: Victory!
Hello everyone! Last week we got some questions on the win conditions of the game. Since Spellslinger Towns is very much a sandbox, this goes a little bit different from other strategy games. Sit down, relax, and find out more here!
The basic gameplay loop goes as follows:
Good question! In the first few playthroughs, you'll be focused on making sure your city survives the early-game events such as wild fires, raids, droughts, and so on. You'll have to work on your instincts and figure out how you can set up a well-oiled production line, trading agreements, diplomacy and military, regardless of the circumstances you are presented with.
Once you've got the hang of that, it's time for Feats!
Feats are kind of (very much?) like achievements. Because there will be hundreds if not thousands of Feats, we went for the name Feats to avoid confusion with Steam's Achievements. ...Anyway!
Every playthrough presents you with different circumstances. Not only are the biomes, random events and nearby players different every time, so are the cards you are offered. This means that a simple victory condition would not fit very well: what if you don't get the required cards to achieve said victory?
To mitigate this issue, we present you with a vast array of Feats, each with different tiers. Every time you achieve a tier of a Feat, you are rewarded with Paper. Paper is the in-game currency that will be used to buy (cosmetic) rewards (but that's for another devblog!). Paper can only be earned in game. No Microtransactions.
At any point in the game, the game shows you the Feats you're closest to achieving:
If you want to see more, you can always open the Feats menu and see the full spectrum of possible Feats. Note that you can achieve every Feat as many times as you want, but only once per playthrough. For example, reaching 1.000 gold will reward you with Paper every playthrough, regardless of whether you've reached this amount before.
A sandbox game wouldn't be a sandbox game without a large array of settings to configure before starting the game. Want to exclude certain biomes? No AI players, or maybe a huge amount of AI players? No wildfires, or perhaps lots of raids? You name it, you can configure it.
Based on the configuration of your scenario, you will get a Paper multiplier for every Feat you achieve. The more difficult you make things, the bigger the reward! We're also exploring ways to integrate a global leaderboard so you can see the crazy things other people have achieved, or flaunt your own achievements.
This feature is still very much in development, so no screenshots yet, sorry! I promise we'll show this once it's ready.
If you're interested in following the development of Spellslinger Towns, or want to become part of our community, be sure to visit our Discord Server! Additionally, wishlisting the game would really help us out.
Over and out!
Getting started and surviving
The basic gameplay loop goes as follows:
- Manage your city in real-time, expand, explore, trade, ...
- Play cards (more about this in the last devblog!)
- Every few card hands, expand your deck
- After X deck expansions, you no longer get any extra cards
- ...Now what?
Good question! In the first few playthroughs, you'll be focused on making sure your city survives the early-game events such as wild fires, raids, droughts, and so on. You'll have to work on your instincts and figure out how you can set up a well-oiled production line, trading agreements, diplomacy and military, regardless of the circumstances you are presented with.
Once you've got the hang of that, it's time for Feats!
Feats
Feats are kind of (very much?) like achievements. Because there will be hundreds if not thousands of Feats, we went for the name Feats to avoid confusion with Steam's Achievements. ...Anyway!
Every playthrough presents you with different circumstances. Not only are the biomes, random events and nearby players different every time, so are the cards you are offered. This means that a simple victory condition would not fit very well: what if you don't get the required cards to achieve said victory?
To mitigate this issue, we present you with a vast array of Feats, each with different tiers. Every time you achieve a tier of a Feat, you are rewarded with Paper. Paper is the in-game currency that will be used to buy (cosmetic) rewards (but that's for another devblog!). Paper can only be earned in game. No Microtransactions.
At any point in the game, the game shows you the Feats you're closest to achieving:
If you want to see more, you can always open the Feats menu and see the full spectrum of possible Feats. Note that you can achieve every Feat as many times as you want, but only once per playthrough. For example, reaching 1.000 gold will reward you with Paper every playthrough, regardless of whether you've reached this amount before.
Scenarios
A sandbox game wouldn't be a sandbox game without a large array of settings to configure before starting the game. Want to exclude certain biomes? No AI players, or maybe a huge amount of AI players? No wildfires, or perhaps lots of raids? You name it, you can configure it.
Based on the configuration of your scenario, you will get a Paper multiplier for every Feat you achieve. The more difficult you make things, the bigger the reward! We're also exploring ways to integrate a global leaderboard so you can see the crazy things other people have achieved, or flaunt your own achievements.
This feature is still very much in development, so no screenshots yet, sorry! I promise we'll show this once it's ready.
Join our community!
If you're interested in following the development of Spellslinger Towns, or want to become part of our community, be sure to visit our Discord Server! Additionally, wishlisting the game would really help us out.
Over and out!