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Category: development


We haven’t posted much recently, and there’s a good reason for that: we’ve been very busy cranking out features and improvements to Conclave. Here’s what we’ve accomplished since the last time we posted:

Usable items

The Runehammer and Alchemist’s Pitch are among the new utility items.

  • Leveling up lets you customize your character by choosing which abilities to learn and which traits to increase.
  • We also added a slew of new abilities, including ones that let you create terrain on the battlefield and abjure magic-using foes.
  • We introduced usable items to the Vault of Arms. These items take up a new utility slot in your inventory and grant limited-use abilities for your characters, such as a Brace of Knives you can throw or a Stone Draught you can quaff.
  • Quests play atmospheric music tracks composed by Sam Hulick of Mass Effect 3 and Baldur’s Gate: Enhanced Edition. We’ve revealed three tracks so far and will have several more in the final release.
  • Combat features animated token movement, with additional visual effects coming soon.
  • Character creation offers 30 portraits to choose from, with three options for each combination of race and gender. All the portraits feature striking art by Chris Rahn.
  • The user interface indicates whether your party mates are online.
  • The game’s numbers and mechanics now use a common scale so that you no longer need to wonder how a +1 Agility bonus compares to a +5 Dodge bonus.
  • You can play multiple characters at the same time in different tabs of your browser.
  • We’ve streamlined the user interface for quest selection.

In addition, we’re well on our way toward completing the full campaign of quests, which will include revised and expanded versions of all our current quests plus about the same number of totally new ones. Here’s one of the new maps you’ll encounter:

Bower

We also have a number of other features in development, such as friends lists, line-of-sight targeting for ranged attacks, and more ways that your party’s choices can affect how the game and the story play out.

We’ll keep you posted. In the meantime, we always appreciate hearing from you on our forums and our feedback app.

Developer Diary: Breaking open the black box

Black box

Level 2 + Agility 7 + Light Blade 14 = ??

Players have been asking for years what checks are, and how exactly we resolve attacks and other uncertain situations in the game.  Many have written long forum posts with theories about how the numbers are crunched in Conclave, making their best guess at how useful a +5 attack bonus is, how painful a -2 penalty to Strength must be, and what your chances of success, great success, and epic success are at any given time.  So far, every guess has landed far from the mark – and that’s not something to be proud of.  We want Conclave’s resolution system to be easy for players to understand and apply, even while making sure it supports all the concepts in the game and offers a variety of possible results to many actions.  Right now, the system does the latter, but not the former:  it’s too much of a black box.

Conclave’s resolution system can be broken down into two pieces:  finding score differentials, and using them to find a success range.  Any time we need to see if an entity succeeds or fails at something, we calculate a score differential, derive the success range, roll some virtual dice, and get a result.  This whole process is called a check.

A score differential is a comparison of some aspect of an entity that’s attempting some action – attacking a foe, sneaking past a guard, wielding the Earth Rune – against some aspect of the thing it’s trying to affect with that action.  For example, a hob thug trying to hit a character compares its Attack score versus the character’s Melee Dodge.  The result is a positive or negative number, which is the score differential.  If that thug has an Attack of 12, and the character has a Melee Dodge of 7, the score differential is a 5.

We then use a set of equations to map the score differential to a range of probabilities for achieving different levels of success or failure, all on a percentile scale.  That’s the success range.  I won’t get into the details of the equations for deriving success ranges here, in part because they may well change in the coming months; the important thing to understand is that, given a score differential, they tell you the % chance that you’ll fail, succeed, succeed well, or succeed awesomely.

The big problem with score differentials right now is that some of our scores are on an entirely different scale than others.  Specifically, traits and level are on one scale – a scale where numbers are generally between 1 and 10 – and skills are on a scale between 1 and 100.  This means that every time you want to make a comparison between, say, my Tactics skill and your Insight trait, we are comparing apples to oranges, and have to do a conversion.

This might not sound so bad, and indeed it’s no big deal for the computers running Conclave.  But the need for conversion makes it harder for players to understand what’s going on with any given check.  I may personally know that a +5 to attack (your attack being based on your weapon skill) is roughly equivalent to a +1 to your Strength, but how is a player supposed to realize that?  Even if we educate players as to how the calculation works, they are stuck constantly having to make a division-based conversion each time they want to weigh the odds and figure out how much a given bonus or penalty might affect them.

It gets worse, though.  The conversion of skill scores to the same scale used by traits and level is not strictly divisory.  (If you want to skip this part, don’t worry:  the whole point is that the math is unnecessarily complicated and confusing, and there’s no need to go through the confusing complication in order to get it!)  See, the problem is that skill scores go up at different rates right now, depending on whether you are good at the skill or only okay.  Every archetype has a skill in which they are primary (e.g., Beacons are primary at Persuasion) and another that’s secondary (e.g., Beacons are secondary at Polearm).  Each level, you get 7 skill points towards your primary skill, and 3 towards your secondary.  This means that, as you reach higher and higher levels, the disparity between primary and secondary skills grows greater and greater.  Left unchecked, this would mean that a level 10 Beacon is vastly better at Persuasion than at Polearm, even though the difference is fairly minor at level 1.  This forces us to include a “normalization factor”, where your skill total is divided by your level when we calculate your final score for a score differential.

All of this works – and even works well – from the perspective of coming up with good probabilities of success under the wide variety of situations where we want to use checks.  But it’s an absolute beast to try to understand and apply, as you can see from the above explanation.  Heck, it can be challenging for us to intuit, and we designed the system!

So it’s time for an overhaul to the calculation of the scores we use in determining score differentials.  Here’s the big change:  skill scores are going away entirely.  If you have a skill, you have it; if you don’t, you don’t, and that’s all there is to know.  Some checks are skill checks:  for those, you’ll get a bonus if you have the skill.  You’ll still have a chance of success if you lack the skill; it just won’t be as high.  Specifically, we’ll take your level, add the trait that’s related to the skill in question, and add a skill bonus to that if you have the skill.

This allows us to calculate all scores for score differentials using a single equation based purely on addition.  We don’t have to divide skill scores by some factor to get them on the same scale as traits and level, nor divide them further by level to keep primary and secondary skills from growing widely variant as characters grow more powerful.

How will this affect you as a player?  First, your character sheet is going to look a bit different.  You’ll just see skills, not skills plus skill scores.  Your attack and dodge scores will be lower, because those were based on skills scores.  Attack, dodge, skill and check bonuses granted by equipment or abilities will be lower too.  However, this is all just a change in scale, and it means that if you get a +1 bonus, whether it’s to Strength, Bludgeon skill, or directly to attack, it always has the same effect on your chance to hit with your maul.

All of this is subject to change by the time the final version of Conclave rolls out.  We might put these changes into testing and find that players hate them.  But we feel pretty confident that the basic theory here is correct, and that we’re taking a good step towards making Conclave a game that models all sorts of situations well, but is still easy to understand.

Hmm… what’s this?

Arthur claims a sword from the Lady of the Lake: the magical “cut-steel”, Excalibur.  Bilbo burgles a simple golden ring, whose magic will change the face of Middle-Earth.

What are we talking about?  The glint of treasure:  finding items on your quests.

Treasure is one of the oldest traditions in the fantasy genre and, with it, of RPGs.  From 1st Edition AD&D’s extensive random treasure tables, all the way to World of Warcraft’s set items, crafting, and party treasure divvying options, loot has been a major component of the fantasy RPG experience from the get-go.  And so Conclave’s lack of found items stands out like something of a sore thumb.

After the Kickstarter, we plan to finally add found treasure to Conclave.  However, we will be doing it in our own way, reflective of our goals for the overall Conclave game experience.

1.  There won’t be lots of it.

Many RPGs hand out tons and tons of loot, most of it junk.  They provide so much of it, in fact, that they have to provide ever-bigger backpacks and stashes, hotkeys for rapid selling, color-coded rarities, even pets that can be ordered back to town to do your treasure-selling for you.

For a realtime RPG, this can be a good approach.  If, in your game, players are offing monsters fast enough to measure the results in KPM (Kills Per Minute – if not Per Second), then you have a lot of opportunities to drop treasure if you see fit.  Indeed, you can make loot collection one of the primary purposes of your game.

Conclave operates on a different time scale, more deliberate and drawn out; for some parties, a combat may take a week or more to complete.  We also shoot for a more realistic approach to the existence of treasure in the world:  our hob raiders are not treasure piñatas, ready to burst into piles of kneesocks of bravery and +5 armored pantaloons of volcanic wading.  For both these reasons, we don’t expect to be dropping items left and right.

Instead, finding treasure should feel special and unusual in Conclave, like it does in a good genre movie or book.  This is not to say that we want to leave you feeling deprived, starved for treasure, just that it shouldn’t either be an everyday occurrence in your characters’ lives.  It also means you shouldn’t be carting around boatloads of it to sell at some fictional shop with bottomless coffers.

2.  Make treasure fit your characters’ needs.

What happens in a game when a party finds a valuable item, and it’s not really right for anybody in the party?

First, the party has to spend time figuring that out in the first place.  This takes time.  Then they need to find somebody to whom to sell or trade the item.  After that, they have to figure out what to do with the cash or item that they received.  Do they share the cash?  Create a party stash?  If they receive another item, who gets that?  And so on.

What happens in a game when the party finds a valuable item, and it’s useful for more than one character?  Now we get into the wonderful world of divvying up treasure, and trying to make sure that everybody feels like they got an equal share of what was found (which almost never happens).

With Conclave, we want to try something different, which is to make sure that characters get items that are pretty obviously good for them.  We don’t want you to have to spend aggravating time arguing over who gets what, or trying to figure out what do with an item nobody wants.  Will this be as realistic as giving players awkward treasures?  No – but realism is not the only thing we are going for.  We also want you to feel excited about the direction your characters’ equipment is going, to feel like it is part of the story, and not feel either like it’s something you must worry about overmuch.

3.  Managing treasure won’t become a primary activity.

Ultimately, we don’t want Conclave to be all about the treasure.  There are plenty of other games that do a great job of making treasure the focus of play.  With Conclave, however, we are aiming for a distilled approach to the whole tabletop roleplaying experience.  We want to deliver you the best of tactical combat, the best of group decisions, the best of storytelling, the best of socialization – and the best of treasure.  In each case, we give you a focused version of the experience, and one that does not require you to devote more time to it than you need to.  This is part of how we keep Conclave flexible, and convenient, a game you can play any time and any place you want.

By making treasure both unusual and well-tailored to the characters in your party, we distill the treasure experience in the game to its fun essentials, and avoid wasting your time.  When you receive an item, you’ll know it’s worth paying attention to.  You may or may not make use of it; that’s fine.  But you know you won’t be bothered with supposed “treasure” that is ultimately just dross.

We’re intentionally staying away from more specifics in this post.  We want to save some surprises, and still have a number of details to work out for ourselves.  But we hope this exploration gives you a sense of the philosophy we are applying to the presence of treasure in Conclave, and how it fits into our larger goals for the game.

If your party likes to play Conclave together at the same time, you’ve probably encountered the most dreaded foe of all:

Another player has acted!

We hate this message, too.

The game displays this message whenever you submit a combat action after another player has acted but before the game has updated your view of the combat to reflect it. Since you might want to change your action based on the result of the previous action, the game cancels the action you submitted and gives you a chance to redo it after updating your view.

This definitely isn’t ideal: your action might still be what you want to do, and in any case it’s just plain annoying to be interrupted. We’ve done a lot of work to make the game run smoothly when you’re playing asynchronously, and one of our priorities is to make similar improvements to realtime play; a big part of that is reducing the number of times you see the “Another player has acted” message.

We’re tackling the problem in two ways. First, we’re making some changes that will reduce the amount of time between one player submitting an action and another player seeing it. That will reduce the window of time in which submitting an action will trigger a conflict and cause you to be interrupted by the message. As a bonus, these changes will reduce the time it takes for chat messages to appear after they’re sent; realtime conversations will feel a bit more … well, realtime afterward. (For those of you curious about the technical details, we’ll be switching from the simple “pull” approach of periodic AJAX polling to a more efficient “push” approach where we maintain a persistent connection and send updates as they occur.)

The second way we plan to tackle the problem is by indicating when other players are online and in the process of taking action. Many chat programs will tell you when a person you’re chatting has started typing, which lets you know that you might want to wait until he or she has had a chance to finish. We’ll do something similar, but for action-taking.

Between the two, we think you’ll see a lot less of the “Another player has acted” message, and the game will be more responsive to boot.

Developer Diary: Character Customization

One of the major features we will be adding if our Kickstarter is funded is character customization.  Today, I’ll be looking in detail at what that means, and the new options you’ll be afforded once we’ve developed this feature.

When you level a character in Conclave, you get some mix of the following benefits:

  • A new ability
  • More skill points
  • A new trait point
  • More Health

In the beta, you have no control of any of these:  every character follows a preset path that is determined wholly by your archetype.  For example, all level 2 Vanguards get +7 to Bludgeon, +3 to Tactics, and gain the Persevere skill.  Once character customization is in place, however, you’ll have options with ability choice, skill point assignment, and trait point assignment.

Finishing Blow

Will your Rogue choose this at Stealth 30?

The most important of these is ability choice, because Conclave’s combat is so heavily ability-driven.  Sure, your various stats matter, but their effect is subtle, behind-the-scenes.  Abilities are what define what you can do, and take front stage because you select from them over and over.  Put another way, abilities are much of what create characters’ identities in combat.  And today, those identities are pretty narrow.  All Runecasters focus on damaging, ranged magic, with a touch of protective buffing.  All Rogues rely on striking vulnerable foes in melee.  And so on.

This will still be true for 1st level characters once customization is in place.  Every Rogue will still start out being able to go Into the Shadows and Dash about.  But as characters level up, they’ll grow more and more divergent, exploring a larger ability space defined by their skill point allocations and their player’s interests.  We are really excited about this, as we’ve never meant for your archetype to be a railroad for character development – that was just a necessary expediency during the beta.  In the future, you’ll see Vanguards who are shield masters, and those who are battlefield tacticians; Beacons who are true masters of the polearm, and others who are focused on inspirational healing; Rogues who love dirty tricks, alongside Rogues who are dueling experts; True Bows finding perfect clarity in the magic of True Sight, or with a battery of trick and utility shots; Runecasters who manipulate terrain, or use Lore to uncover the secrets of their foes.

As you level, you’ll be able to select from a variety of different abilities to add to your character.  We have at least twice as many abilities defined for characters as are actually available within the game currently – and that’s just for characters levels one to five.  Once character customization is open, all those abilities will be available to you.  However, most have specific requirements that your character must first meet before you can access them.  The majority of these are skill-based:  you’ll need a Bludgeon score of 15 to access Sweeping Blow, for example, or a Lore of 30 to choose the new Secrets of Mortality.  Others have trait requirements (e.g., Agility 8 is needed for Twin Strike), and still others require that you already have some other ability (e.g., the new Gale needs both Air Rune and Runecasting 20).

I’ll leave you with a few abilities that might make their way into the final version of the game, though no doubt they will be tweaked after playtesting; I hope these inspire you to think about new directions your Conclave characters could take in the future:

 

Rippling Earth

Requires Earth Rune, Runecasting 20

Major action

All squares in a 5-square line emanating from you become rough terrain.  Check your Runecasting against the Agility of each combatant in those squares.  If you succeed, the combatant takes 5-7 bludgeoning damage.

 

Part the Veil

Requires True Sight 20

Minor action

All unnoticed foes within three squares are revealed and become dazed.

 

Battle Rage

Requires Fortitude 7

Minor action

You become enraged.  You must be at least lightly wounded to use this ability.

 

Riposte

Requires Light Blade 20

Minor action

Until the beginning of the next round, if an adjacent foe attacks you, make a free attack with your weapon on that foe.

 

Oration

Requires Persuasion 20

Major action

All inspired allies recharge a random ability.

We’ve just released an update that makes it easier for all party members to visit the Vault of Arms between quests and to see which quest was selected. After a player selects a quest, the game now displays a streamlined version of the Quest Map to the other party members as they proceed to the quest. This version shows the details of the selected quest as well as the usual Vault icon, which you can click to change your character’s equipment before heading onward:

We’ll be making other improvements to quest selection in the future, but we wanted to get this one out to make sure everyone can take advantage of the Vault. As always, let us know either here or in the Issues forum if you have any problems.

You won't be seeing this again.

One piece of feedback we often get is that Basic Attack is superfluous, and should get the axe.  We agree, and in fact planned to remove Basic Attack many, many months ago, but the task got displaced in favor of more important things (like, say, providing party chat, or implementing battlefield terrain).  However, we’re finally getting around to making this change as we spend some time on smaller tasks like this that help the overall game experience.

So why did it take so long for us to get around to removing Basic Attack?  Even a change like this has consequences that you’re likely to miss until you really take a careful look and think the whole thing through.  First of all, most of the enemies in Conclave have Basic Attack.  Coming up with a set of replacement abilities – most of which are just flavorful renamings of the same effect – isn’t hard, but it takes time to assign each replacement to the right foe.

The larger complication, though, is that Basic Attack is occasionally relevant to the Vanguard and Beacon.  Both the Rogue and True Bow have abilities that are strictly better than Basic Attack (Deft Blow and Prescient Blow, respectively), and the Runecaster isn’t supposed to be whacking anybody on the head anyway, but Vanguards don’t always want the movement associated with Charge or the off-balance penalty of Wild Swing, while the Beacon may not want to move an opponent with Pushing Blow.  (What about Lead by Example?  More on that in a moment.)

This means that the Vanguard needs a new at-will attack that, like Deft Blow and Prescient Blow, is always better than Basic Attack.  Why better?  Well, we don’t want anybody to feel penalized by having selected an archetype whose base strike is just lamer than that of the others.  Meanwhile, those base abilities are part of what provide identity to each archetype:  you want to be able to picture the Rogue getting clever with a blade, and the True Bow anticipating where her enemy will be moments before she looses her arrow.  The Vanguard deserves the same, and that’s what it will receive with its new Basic Attack replacement:  Smash, which ignores a point of your target’s Protection as the force of your attack pushes right through intervening armor.

With the Beacon, we wanted to make sure to provide a base strike that’s better than Basic Attack even if you are playing solo.  This is in keeping with recent changes to Rally and Turn the Tide to make them affect the Beacon as well as any party mates.  Lead by Example doesn’t currently meet this test.  One easy option would have been to apply the same +5 attack bonus to the Beacon that its buddies already enjoy.  That’s an option we almost took.

In the end, though, we’ve chosen a different approach.  Here’s Lead by Example 2.0:

Make a weapon attack.  If you hit, you and all adjacent allies become inspired.

We like this for a few reasons.  One is that conditions like inspired are already visually represented on the interface, while simple bonuses remain hidden (for now).  Conditions also have other interactions in the game:  they may last multiple rounds, they can be zapped by nasty enemy mojo, there are abilities that depend on having a certain condition, etc.  Plus the flavor is stronger than before:  you have to hit, and if you do, everybody is literally psyched (well, as literally as a character can be in a game like this!), as opposed to receiving the abstraction of a numerical bonus.

Finally, this addition allows us to remove Battle Call from the Beacon.  That might seem like an odd thing to cheer about, but it helps us firm up the identity of the Beacon as a battle leader – somebody who does, indeed, lead by example – saving the on-demand inspirational effect of Battle Call for an archetype we’ll be adding to the game down the road.

The addition of Smash and change to Lead by Example has other consequences for the Vanguard and Beacon.  Adding Smash necessitated removing an existing ability from the Vanguard, as we want all archetypes to have equal numbers of abilities.  We chose to move Defiance until level 2, Sweeping Blow to level 3, and then to remove Shattering Blow entirely from the Vanguard’s ability progression.  Waiting until level 2 to get Defiance is a pretty minor change, as characters achieve level 2 so quickly; it largely affects the perception of the archetype as new players are browsing them during character creation.  Sweeping Blow is a powerful ability, and also one that becomes more relevant at higher levels where you are more likely to be outnumbered, so we deemed it appropriate to wait until level 3 to grant it.  Shattering Blow is partially obsoleted by Smash, and therefore probably won’t be missed.

Meanwhile, with Battle Call no longer needed, we were free to give the Beacon a new ability at level 1.  Feeling the Beacon to be slightly underpowered, we were happy with this result.  The Beacon now gets Fend Off at level 1, Haft Blow at level 3, and a new ability called Whirling Strike at level 5.  Putting Fend Off at level 1 increases the party-helping abilities of the Beacon, further defining the archetype.  Haft Blow really helps the offensive output of the Beacon, letting it serve better as the battlefront leader we want the Beacon to be capable of being.  Whirling Strike does the same.

As always, let us know your thoughts on the changes we’ve made!

Up until this point, equipment has been a pretty minor part of Conclave.  When you create a character, you get assigned some basic items; at levels 3 and 5, the Council upgrades one of these for you.  You have no say in what you get, no opportunity to customize your weapons or armor or anything at all.  With the release of the Vault of Arms, that will all begin to change.

The Vault of Arms is a new place you can visit from the map.  At the Vault, you can use your Renown – the stock of faith and reputation you’ve built up with the Council – to take equipment from the Conclave.  Weapons, armor, shields, and other miscellaneous items are all available for your use.  You are only limited by the Renown you’ve built up.

When you see that brown tower appear on your quest map, you'll know the Vault is open for business.

So how do you get Renown?  Simple: by completing quests.  Each quest will earn you some Renown to “spend” in the Vault.  (Note that there may be other ways to get Renown in the future.)  I say “spend” because you never lose your Renown; your Renown simply puts a limit on how much equipment you can “check out” from the Vault.  For example, perhaps my True Bow has accumulated 500 Renown.  I might use it to borrow a Rastanhi heavy bow (250 Renown) and a bronze scale cuirass (also 250 Renown), say.  Later, I might decide to trade those items back in, and take out an Ashenweald spirit bow (500 Renown).  I can make these changes any time my party isn’t on a quest.

Why did we go with this model instead of the familiar “accumulate treasure, spend it at the shop” approach?  Flavor was the main driver.  We wanted a place where characters could go to choose from equipment that would scale up as they grew more powerful and faced greater challenges, but the traditional RPG shop is a bit of a flavor disaster: where do shopkeepers get all this great stuff?  If they have it, why are they spending their time running a shop?  But the Conclave itself has resources – smiths, artisans, some practitioners of magic – and should be able to keep characters equipped appropriately for a long time.  Renown provides an alternative currency that fits the flavor of the game better than gold and limits what the Conclave will make available to characters.  Prove yourself, and you will be rewarded with greater trust.

Mechanically, we also get the opportunity to maximize player options in tinkering with their characters’ equipment.  In a shop-based model, you lose money on each transaction: if you buy a bow for 50 GP, you can bet you’ll get a lot less than that if you sell it back.  That means experimentation is costly.  We wanted to make experimentation cheap, or more precisely free.  This means you can customize your equipment to the needs of a given quest, if you see fit.  Will this be fun?  We’re betting so, though we will also be keeping a careful eye out to make sure players don’t feel like they have to be changing equipment all the time in order to maximize the way they match up with each quest.  One reason we think we’ll be okay is that equipment will still play a fairly minor role in overall character power after the Vault is released (though it will be somewhat more important than it is today), so there’s no huge need to fiddle constantly with equipment.  Ideally, people who enjoy playing with equipment will have lots of fun, and those who don’t care as much simply won’t need to.

Some of you might be saying, “Sounds cool… but what about loot?”  Don’t worry, we haven’t forgotten how much fun it is to find that awesome and unexpected sword while out on an adventure.  The Vault is just the first step – albeit a big one – in our larger plan for items within Conclave.

When will the Vault arrive?  Well, we pretty much never talk about release dates – that’s just begging for trouble – but it’s fair to say you don’t have long to wait.  Really.

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!

Sometimes it’s difficult to get a tabletop RPG going in person: friends move away, or you just don’t live in an area where many people want to play. Since the three of us at 10×10 Room are divided between two major cities, we know what that’s like.

To help with that, we’ve created Bones, a dice-rolling app for Google+ Hangouts. If you’ve never tried one before, a Hangout is a group video chat that supports extra features like screen sharing. With Bones, now you can roll dice and share the results with gamers no matter where they live:

Bones for Hangouts Screenshot

To play with Bones, you’ll need a Google+ profile. Then click this button to kick off a Hangout with the app:

Start a Hangout with Bones

After that, you’ll be able to select Bones from any Hangout you kick off; you won’t have to keep using the button. Check it out and let us know what you think!

p.s. Hangouts are also handy for playing our web-based RPG Conclave face-to-face.

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