Revolve Games Devlog 02
Pylon Defense Development Update
Since our last update, the development team has been hard at work, diving deep into enhancing the core aspects of Revolve Games. We've expanded our team with talented developers, each bringing something special to the table. Our focus has been on crafting a robust currency and shop system, refining our skill tree for deeper customization, and injecting variety through engaging minigames. We've also initiated the integration of our graphical style and are fine-tuning the gunplay to ensure it's both satisfying and distinct. Here’s a glimpse into our journey of evolving Pylon Defense into a richer, more immersive experience.
Onboarding New Developers
A few talented new devs have joined our team. While onboarding is a slow process we think these new members will be a huge boon for our development team. With the expertise they bring the games and worlds we'll be creating are going to be just that much better. We were lucky to be able to bring in some serious talent over the last month, namely 2 Blizzard artists who worked directly on Overwatch, since we will be styling Pylon Defense similar to Overwatch, we see this as a win and a strategic move to nail down the style we are working to achieve.
The above is an onboarding prop (an electrical box) of one of the blizzard developers we have onboarded.
Bringing Characters to Life - Brock's Transformation and NPC Development
In addition to the systemic enhancements, we've made significant strides in character development. Our main character, Brock, has undergone a transformation through our Substance pipeline, and the results are truly impressive. The enhanced modeling and texturing have brought Brock to life in a way that exceeds our expectations. Furthermore, we're extending these advancements to our NPC characters, with work currently underway on an NPC that promises to add depth and intrigue to the Revolve Games universe. These developments in character design are pivotal in enriching the visual and narrative experience of our game.
The In-Game Currency and Shop System
We're implementing a currency and shop system that spans across both modular game modes and the overarching world. Players will earn energy currency through gameplay, which can be spent on weapons, fortifications, and customizations. This system is designed to add strategic depth, allowing players to make tactical decisions about resource allocation for combat readiness and personalization. Our shop system will offer a variety of items essential for gameplay progression and tactical advantages. As we refine this system, our focus is on balancing strategic depth with accessibility, ensuring every currency transaction directly influences gameplay outcomes.
The above image is a prop in the process of being modeled. This will be part of the currency (energy) extraction process in Pylon Defense.
Skill Tree Development: Tailoring Tactics and Playstyles
In the heart of our development efforts lies the skill tree, a crucial component designed to deepen player engagement through strategic customization. Our vision is to craft a skill tree that not only allows for extensive personalization but also complements the tactical depth found in gameplay. This means players can tailor their characters to suit specific roles on the battlefield, whether it's bolstering defenses, enhancing firepower, or supporting allies.
We're focused on ensuring that each branch of the skill tree presents meaningful choices, directly impacting how players approach each wave of enemies. From selecting skills that improve turret efficiency to choosing abilities that boost individual or team combat effectiveness, every decision should feel impactful. The goal is for players to experiment with different builds, encouraging diverse strategies and team compositions to tackle challenges.
As we fine-tune the skill tree, we're excited about the potential it brings to the game, offering a layer of strategic planning that enriches the cooperative play experience. We're nearly ready to unveil it and are eager for you to see how it will elevate your tactical options and playstyle customization.
Minigames Development
Minigames can provide variety and a refreshing break from the main gameplay loop. At the moment we've been developing our fishing minigame while onboarding new devs. Our design philosophy is that minigames should offer rewards that are useful (or potentially in some cases) critical for the main game or various classes. Our goal is to ensure that the minigames are enjoyable for a wide range of players will enhance the overall game experience.
Graphical Style and Substance Designer Files
Establishing a unique and consistent graphical style is key to creating a memorable game. With that in mind we've been iterating and testing various designs that we'd like to use. We're then incorporating Substance Designer to automate textures and materials and greatly enhance the overall visual fidelity while maintaining a consistent art style. It's important for us to continuously test and refine the game's visual style to meet our vision.
Gunplay Elements
Drawing inspiration from Gears of War, we're honing our gunplay to deliver a deeply satisfying and responsive experience. Our aim is not just to replicate but to innovate, ensuring our shooting mechanics stand out with their own identity. We're meticulously refining how weapons handle, from recoil patterns to reload timings, to strike a balance between realism and playability.
The cover system is getting special attention. We're enhancing its fluidity and intuitiveness, allowing for seamless transitions between defense and offense. This system is designed to encourage strategic positioning and smart use of the environment during engagements.
Feedback from enemy encounters is another area we're focusing on. We want every shot landed and every move made to feel impactful. To achieve this, we're fine-tuning visual and audio cues, ensuring that players receive immediate and gratifying feedback on their actions. Whether it's the visual splatter of a successful hit or the sound of armor breaking, these elements are crucial for an immersive gunplay experience.
Our goal is to create a gunplay system that rewards skill and strategy, offering players a sense of mastery and accomplishment as they navigate through the game.
Bones and Blade Update
We've been implementing crucial updates to Bones and Blade. Our commitment to delivering a stable and fair gaming experience has led us to address and fix the remaining bugs that our community has helpfully identified.
The development team has been hard at work on these updates. After a week of thorough internal testing, we're ready to share that these improvements have notably enhanced the game's stability and fairness. We're now wrapping up the final touches for an upcoming release that's right around the corner.
List of Fixes:
Menu Accessibility: Updated the menu to block play buttons if the user has no character assets in their inventory, ensuring readiness for gameplay.
Health Display: Fixed an issue where health was not displaying its max value at the start of Chapter > 1.
XP Increase Rate: Adjusted the asset toucher to allow for XP increases faster than 1/frame for smoother progression.
Auto-play Penalties: Implemented a system where players are kicked from the match if auto-played three times in a row, with the main menu displaying a notice indicating the reason.
Single Instance Limit: The game is now limited to a single instance to prevent multiple sessions.
Version Control: Enforced version matching to prevent play if there is a version mismatch, ensuring all players are on the same update.
Victory Logic: Revised victory logic so that quitting early results in no reward, and quitting late offers a reduced reward, promoting fair play.
Analytic Interfaces: Added analytic point interfaces for future activation, pending confirmation that the build is working properly.
Bug Fixes: Addressed a rare null-reference issue that could occur during game shutdown and enhanced server error logging for better bug detection.
Artificial Opponent Countdown: Introduced a countdown for matches against artificial opponents, enhancing the competitive experience.
These updates are part of our ongoing commitment to not only respond to our community's feedback but also to ensure that Bones and Blade continues to evolve as a premier gaming experience within the Revolve Games ecosystem. Stay tuned for the official release announcement, and thank you for your continued support and patience.







