(April 1st) Armor Blitz Update: Rocket/Missile Class

Equalizing the Playing Field

Hello everyone! It’s been a long hard journey so far in developing our title, and we’ve received quite a lot of feedback along the way. One of the improvements that we will be rolling out is more innovative and unique classes. And because of the rapidly evolving sociopolitical climate, equalizing the playing field for players from all walks of life is becoming one of our priorities in the studio. The current ratio of female to male characters in our game is a staggering 100 : 0  … which is simply unacceptable!

Armor Blitz is proud to reveal our new upcoming class of weapon in the game, rockets and long range missiles! Since we have tank girls, we’re introducing powerful and handsome missile boys into the world of Factoria.

To start off, there are 3 new characters: the V-2 Rocket, V1 Flying Bomb (Doodlebug), and the R-1 Missile.

Unlike other traditional vehicles, these characters are activated similar to abilities. Select your target and the character will fire their projectile directly at the target. Their missiles will penetrate through enemy lines and deliver their long range arsenal directly to the enemy commanders in a devastating explosion!

The ramifications of this update are huge: first of all, we will have a fresh source of testosterone on the world of Factoria, something that the world has been severely lacking.  Second, it let’s us venture into a whole new world of character archetypes, that will bring us closer than ever to our anime influences. Archetypes such as:

  • The dense male lead surrounded by girls
  • An all-powerful hero who has never lost a battle
  • The mysterious character, who has never spoken a word, but always saves the day
  • The lucky guy – with absolutely no talent or skills, yet manages to win every fight

This is only the beginning of the future of Armor Blitz. We will continue to keep bringing in more of these male units until we hit a satisfactory ratio of 50:50 female to male characters. I hope everyone is happy with these changes moving forward. Us here in the Armor Blitz Team see this as a vital step towards bringing true balance to the game.

-Armor Blitz Team

March Update – Crunch Time

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Happy Spring, Blitzers!

This update is a few days late, so apologies for that. Some of you have noticed that we’ve been sort of slow in updates, and that’s because of how busy we’ve been! Because of our scheduled alpha testing date, we need to have a public build ready, and that means doing lots of clean up work to make sure the game is playable for non-developers. If you’ve seen other games’ dev builds… they can be pretty messy! In this letter, we’ll recap everything from the past month along with our plans for the future.


Art Recap

Last month we put out the third Armor Blitz Adventures comic featuring the Thor and her chuunibyou aspirations. She read about all the powers of the mighty Norse god, and thinks she can handle it too! If you haven’t seen it yet, go here!

Small Thor

There have also been a few redraws of old characters, done by Tenmuki. It’s a pleasure to have her on the team! The changes are a huge improvement for each character. You may not know this, but all of our old characters had no feet! Their art ended above the knee, so it could fit into the card. Nowadays, we make sure to create the full body even if it’s not needed in the game. It gives us more versatility and looks better outside of the game. Here’s a comparison to see how they’ve changed!

M2A4:

M2A4 Rework

IS2:

IS2 Rework

We will continue to slowly redo some of our older arts with better ones. Out with the old, and in with the new!


And Programming…

So I mentioned that the programming was our biggest hurdle right now. Some of the things we are currently developing include:

  • Push notifications – so we can send timed reminders to your device
  • Analytics server – to track progress and report bugs
  • Patching server – so we can update files without a complete redownload
  • Text system overhaul – We are using a new text system now for sharper fonts, more versatile effects, and more optimization

In addition to those, we are constantly squashing bugs as always. In the coding world, there’s a saying that when you fix one bug, something else  breaks. It’s not THAT bad… but there is some merit in that statement.


What to Expect

As you can tell, there’s a lot on our plates. In terms of business stuff, we did hit a huge milestone of officially incorporating! So we are an actual business under the eyes of American law – so official! Plenty of paperwork to sign there, but it’s important so that we as a team can continue to grow and make games under the Gaudium company name. We’re still the same old team of 5 volunteers, but with a much brighter future ahead.

Like mentioned in February’s update, we’re trying to get a closed alpha build done by the third week of March… that’s very soon! It will just be a small handful of random picks from our mailing list, and some of the fans that have followed our project the longest. You will get personal instructions on how to help on March 21st!

Until next time, keep cheering us on!

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Technical Update – What’s going on behind the scenes?

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Hi all, this is Kevin, Lead Programmer on the Armor Blitz team! Sorry if I haven’t been posting for awhile. Rest assured, it’s because I was hard at work developing features for the game. Through various stages of optimization over the past couple months, we managed a higher and much more stable framerate, shorter loading times and higher resolutions. Furthermore, we are currently developing additional features that will add more diverse content to the game and a way to show off your amazing collection to other players by crushing them and sending your own army to opponents’ tiles! This is currently a very experimental system that we are working on — and while the rough feature is implemented and working, there is a lot of polishing work that still needs to be done and other workarounds for players that aren’t comfortable with being invaded.

Obviously, this is not all! We are currently working on additional systems such as the achievement system that will reward you for accomplishing certain tasks within the game, and many others. We are currently hard at work to deliver the best possible experience to as many users as possible once the game launches. While the game itself is a huge component in servicing the game, we also need to set up various other tools in the infrastructure in order to provide the best experience. These include balancing, fast response to server delays, customer support, etc to better accommodate everyone when the game launches. We definitely don’t want anyone to be locked out from playing because it doesn’t work on their device. While we can’t guarantee a perfect experience with zero technical issues, we will do our best to resolve these issues as quickly as possible in the future.

We will also be posting several gameplay videos soon so stay tuned! I will be back later this month to introduce quite a new system that we have been experimenting with.

Mid-Development Testing: Why devs need your opinions

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Oh, really?

Hi everyone! I’m David and this is my first major post here. When I first setup the website several months ago, I put up the very first post to introduce our game and make sure things are running smoothly. Since then, I’ve been doing a lot of behind the scenes work in all departments: coding, prototyping, website maintenance, and writing. Now that Summer is in full swing, I’ll be posting more often and sharing our progress alongside my other team members.

 


Today, I want to bring up an interesting topic in the field of game development: pre-release testing. This has existed as an industry standard since the inception of the game development industry. For major companies — such as EA, Blizzard, and Nexon — live play testing is a crucial part of their development process. This takes the form of onsite testing for live feedback, and online build releases to a wider selected audience. The purpose of this is clear: to find out if the game is truly fun. It’s easy for developers to be clouded in their own judgment and possess a deeply immovable bias due to their own views. It’s the same reason a mother can love her children no matter how they change. A developer’s game is their baby.

We absolutely need outside opinions to push us out of the sphere of circular thinking. After all, we aren’t making the game for ourselves. It’s for you, the wider audience. As a potential player, it’s vital to voice your opinion about things you dislike so that the developers can try to fix it. Although this doesn’t always help in the case of negligent publishers, indie studios like us will be more than happy to oblige.

How can you help?

Armor Blitz is currently going through some heavy internal testing to improve our core gameplay. After asking friends about their thoughts so far, we’ve found that the game had only achieved a small portion of its potential. With that in mind, we are working on improving everything we can right now! From the UI and art, to the core gameplay and optimization, we are doing our best to test our hearts out.

Eventually YOU can play a role in this process as well. When we reach the point of alpha testing in the near future, keep an eye out for our announcements. You can help shape our game, and have a part in the development process by partaking in limited release alpha builds.

Future testing process

Hi, this is Kevin.

With the summer heat rolling in, we are getting evermore close to beta release of our game. For many of our close beta testing, we will be running through google plus accounts. If you would like to participate and get further news on progress of the game developement, please like and follow our facebook page. We will also have many events prior to launch and give out many things to help you start the game.

 

https://www.facebook.com/armorblitz

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