Category: Conclave


State of the Game, April 2012

With so many new feature and performance releases for Conclave in the past couple of months, and with dramatic increases in our audience over the same period, we realized it was time for a properly comprehensive look at what we’ve been doing, what Conclave players have been doing, and what you can look forward to in the near future.

While Conclave was technically released in October of 2011, we didn’t really start talking about it until mid-February.  Since then, traffic to Conclave has quadrupled, thanks in large part to players spreading the word.  As we hoped, all those new players gave us a lot more information to work with in identifying good and bad parts of the game; not only could we see, numerically, where players were getting hung up, but our fabulous players also gave (and continue to give) us tons of helpful feedback through UserVoice.

Mid-February also saw a major feature release for Conclave.  Some of the biggest changes:

  • Players could join parties mid-quest for the first time, instead of having to wait for the party to finish their quest to do so.
  • We opened all quests up to solo play, not just the very first.
  • We added new ways to invite other players, like posted links and Facebook.
  • We updated quest selection from a simple list of available quests to our new map-based approach.

And so on; you can find the full changelog here.

As our traffic picked up and we began to gather more feedback, we used it to guide additional changes to the game:

  • We launched our first gameplay video to help new players more quickly understand the game.
  • We added new email controls that give players the option to turn off unwanted email notifications (eliminating many spam reports!).
  • Clickable terrain graphics were introduced, providing advance warning of hurtful (and helpful) terrain.
  • We added many performance improvements, including a 3x reduction in lag time between one player acting and the next seeing the result.

So what about the future?  Per Yoda, “Difficult to see. Always in motion is the future.”  But here are some things we expect to do soon:

  • Show you who in your party is currently online while you are playing or chatting.
  • Provide a better system for finding other people to play with.  Specifically, we want to be able to find players in similar time zones, and/or with similar expectations for how often they’ll play.
  • Loot!  You want it, we want it, you’ll get it.

It’s been a big couple of months, and we plan to keep that momentum going in months to come.  Let us know if you have any questions, and we’ll do our best to answer them!

If you’ve ever wondered what Conclave looked like at various stages of its development, here’s your chance. Those of you who are sensitive to crimes against good graphic design might want to skip the first few screenshots.

1. In the beginning …

Our very first prototype of Conclave had no graphics. We were too busy trying out ideas for gameplay, but even at this early stage you can see that we quickly settled on a tile-based battlemap for the combat part of the game:

Combat Iteration 0

2. You ought to be in pictures

It didn’t take long for us to get sick of looking at a text-based interface. We grabbed some placeholder graphics, came up with a preliminary layout, and switched to the default “fantasy” font, which on many browsers is the overused Papyrus:

Combat Iteration 1

3. Things start getting real

As you can see, we tested a few different dimensions for the battlemap. We started with 8×12, briefly went as small as 5×7, and finally settled on 7×9. We also made and commissioned some real graphics, replaced Papyrus with other typefaces, and began to experiment with different layouts:

Combat Iteration 2

4. The ninety-degree turn

One of our first conclusions from these experiments was that we needed to switch the orientation of the battlemap to make better use of the horizontal screen estate afforded by most monitors:

Combat Iteration 3

5. Bigger, better, brighter

Up to this point, our iterations had been fairly incremental and straightforward to implement. Our next one was not. We decided to:

  • upgrade the quality and size of the battlemap backgrounds so that they could cover pretty much the whole user interface
  • switch from a straight grid to a staggered one that behaves more like a hex map, which had some profound implications for our code and mechanics
  • cap the party size at four rather than six
  • add more effects to the battlemap: inaccessible squares would be darkened, the token of a character hiding in shadows would be made slightly translucent, and so on

The result:

Combat Iteration 4

6. What condition my condition was in

We haven’t made major changes to the battlemap itself since then, but the other interface elements have changed quite a bit as we’ve improved the game. We added persistent conditions like burning, bleeding, and off balance, and we made it possible to review prior events in combat. Both those features required us to rejigger the interface a bit:

Combat Iteration 5

7. Good things come to those who give feedback

Since the start of Conclave’s public beta, we’ve made some tweaks based on the feedback we’ve received. We added timestamps to chat messages and an icon to indicate party leadership. We also made it easier to find and manage the party’s settings:

Combat Iteration 6

I think it’s safe to say we’ve come along way since that first text-based prototype. I expect we’ll continue making changes, both big and small, as the game evolves.

It’s alive!

Conclave

If you’re not following @10×10Room on Twitter, you might not have heard our big news: Conclave is open to the public!

We’ve put a ton of work into the game, and we’re thrilled to finally be able to show it off. We don’t think anyone else has made a game quite like it. A multiplayer RPG set in an original fantasy world that you can play from any web-enabled PC, tablet, or phone? And that you can play whenever you have a few minutes of free time, even if you and your friends have different schedules? Sounds kind of crazy even to us, really.

Since we’re a three-person team and this is still a beta release, expect a few rough edges here and there. We’re opening up the game now because we’d like you to help shape it from here on out, and we need your feedback for that.

But enough talk. Go play, and tell us what you think!

You wouldn’t know it from how little we’ve posted lately, but we’ve been very busy working on our game the past few months.

Conclave

Same game, new name

The most obvious change, if not the most significant, is that it has a new name: Conclave. For the first year and a half of development its working name was Bastion, but you might have heard about the recent launch of another game by that name. Although we were using the name first, we didn’t think a legal battle would be in anyone’s interest, and it gave us a chance to come up with something better. The word “conclave” refers to an assembly or gathering, and we think that’s fitting for a game designed to bring friends together online. It also has an important in-game meaning, which you’ll hear more about in the future.

Besides the name change, our summer can be summed up in three words: development, development, development. We received a hugely positive response when we demoed the game at the “Made in MA” event on the eve of this year’s PAX East, and since then we’ve been working to complete everything that wasn’t ready then. To make sure we’re staying on the right track, we’ve also invited small groups to playtest our changes. If you haven’t received an invite, don’t worry; we expect to begin an open beta of the game soon.

The improvements we’ve made include:

  • dozens of new character and foe abilities
  • interactive terrain for our combat challenges
  • forks in the story where party members can vote on a course of action based on their skills
  • thoroughly revamped quests and challenges
  • a more responsive and graphical interface

Each of those could be its own post, but right now it’s time to get back to work. It won’t be long before you’ll all be able to see the results.

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