-
Posts
3718 -
Joined
-
Last visited
Reputation Activity
-
Ladadoos liked a post in a topic by Zyna in Introducing... Eirias, our new game designer!
Greetings Skylords, Skyladies, and Skyfolks!
we are happy to announce another addition to our team today, @Eirias! As a game designer he will work on designing new quests and achievements, evaluating and improving match rewards and distribution, designing new ways to use currencies (gold being the more prominent currency), proposing improvements for a healthier economy (currency sinks for example), designing new progression systems or features etc.
We are glad to have him with us and we are looking forward to his contributions. On a side note, we are still looking for more volunteers! We would love to be able to provide new content at a more steady pace, and you can help us in various ways. You can have a look here:
Best Regards,
Skylords Reborn Team
-
Dutchy liked a post in a topic by Ladadoos in Skylords Reborn: Open Staff Positions
We have restructured our open staff positions, and other ways you can contribute to the project. Please consider reading the following thread instead. Thank you!
-
Teixeira liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
Kozzrazz liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
Metagross31 liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
Perthos liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
Hirooo liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
DevDanielson liked a post in a topic by Ladadoos in Skylords Reborn: Open Staff Positions
We have restructured our open staff positions, and other ways you can contribute to the project. Please consider reading the following thread instead. Thank you!
-
Cocofang liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
Tweeto liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
Mynoduesp liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
HalloBob liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
Volin liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
Timer liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
WatcherOfSky liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
Sykole liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
Xanatoss liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
Toggy liked a post in a topic by Ladadoos in Project status and card balancing
A summary of this announcement is written at the bottom.
Greetings Skylords, Skyladies and other Skyfolk!
Over the past two months project progression has considerably slowed down and it has become apparent that the community is in need of a status update. This announcement aims to provide said status update, where we discuss what has happened the past few months, what the current status of the project is, what some of the roadblocks are and how we plan to alleviate them, what we are currently focusing on and what our plans and expectations are to move forward. We also take a more in-depth look at the current roadmap for new cards and card balancing, and newly added staff members.
General project state and current plans
Let us start by going back more or less 1 year. At that moment @Ladadoos and @Zyna were still only client developers and the only server developer, Kubik, had just left us. With no foreseeable new server developer and the server being in a very unstable state, Ladadoos and Zyna decided to step up and become server and client developers. For the next few months they worked many hours per day to fix as many game related issues as possible and bring the gaming experience to an enjoyable state so that Skylords Reborn could finally release. This lead to the project reaching an unsustainably high update throughput, likely giving false expectations for parts of the community for the future. Just before the project released the only two administrators, InsaneHawk and MrXLink, also stepped down from their role. The lack of a leading role started to show and considering Ladadoos and Zyna had the most involvement in the project at the time they stepped up to also become administrators. As a step in the process of re-structuring the team and improving work efficiency, we noticed that there was a clear need for extra designers. Game design has always been behind and with release coming, we needed to finish design decisions quickly. That is when @ImaginaryNumb3r joined which helped immensely and, alongside other designers, we were able to get game design to an acceptable state for release.
On December 18th, 2020 Skylords Reborn released. With this milestone achieved we decided to shift more of our attention to ensuring our servers properly handle the hundreds (and sometimes thousands) of concurrent players and to start implementing our first ever card balance changes! With the help of ImaginaryNumb3r, Zyna and the discord balancing server we released our first big card balance change on 1st of January, 2021. This was followed by a couple of extra updates, after which the project progression greatly decreased. ImaginaryNumb3r had to spontaneously spend a lot more time at his real-life job and Zyna and Ladadoos had to catch up with university duties like bachelor and master thesis. In the meantime other staff members have also had it busier than usual.
This leads us to where we are now. Two months without game updates and a community without a clear idea of the current state of the project. In the past few weeks we have internally discussed project health and team structure and decided to use the little time we currently still have into adding more team members to the project and improving code and workflow documentations. This process takes a lot of time which unfortunately comes at the cost of even slower game progression. Ever since we made our open staff applications page we have had many new applications come in and a lot of time has been spent processing them. Our goal is to expand the team such that we try to minimize the chances the project hits a complete halt again and as a result you can expect the team to grow in the upcoming weeks/months. We recently also added three new roles (discord moderators, community manager and event organizer) alongside the existing ones, which should improve the current project state. Feel free to have a look!
Faction design and new staff members
That being said, today we are most happy to announce the future for card balancing and potential new cards in Skylords Reborn. To us, card balance is of critical importance to provide new experiences and allow for greater deck building freedom in the game. To accelerate this process we are proud to announce that we have established a team of 5 people which are dedicated to improve the overall gameplay and deckbuilding experience.
With the introduction of this new team, we have created 2 new official titles:
- Faction Designer: They explore the design space for card changes and create specifications which will be implemented.
- Balance Developer: They implement features which were designed by Faction Designers or fix bugs of different sorts. They will also help map making in the future by adding new map specific units like bosses.
In other words: faction designers design the cards and balance developers implement them.
The team consists of the following members:
- @RadicalX: Faction Designer with PvP focus
- @WindHunter: Faction Designer with PvE focus
- @Chibiterasu: Balance Developer
- @Razeroc: Balance Developer
- @ImaginaryNumb3r: Lead Faction Designer
Expectations and steps moving forward
Experience has shown that working on balance and faction design is too work intense for just one developer at a time. As such, it goes without saying that you can expect more frequent balance iterations with card changes which won't only address balance, but also bugfixes and quality-of-life changes. Furthermore, we want to use our new resources for improved communication and greater transparency in terms of card and faction design.
Card changes are important steps to make the game more fun, but because there are so many ways one can adjust cards good design is everything. For PvE in particular our ultimate goal is to strengthen the identity of each faction (pure elements and hybrid factions) and give them their own signature playstyles. But for now, our efforts are best spend on cards which don't require a mechanical rework to make viable (like the Mutating Maniac buff). And for PvP, our new development resources allow our expert group (a group of hand-picked community members that help with design) to make faster progress and make more tests. In the future you can expect more detailed short and long-term goals for card balancing.
That is it for now. Thanks for your continued support the past few months and we look forward to what the future brings us!
Summary
Developers and designers are very busy with real-life jobs and university. New open staff roles were made here as an attempt to keep the project progressing. These rules include discord moderators, community manager, event organizer, developers, designers etc. A lot of time is currently spent reviewing applications and making it easier to integrate new staff members. @Chibiterasu and @Razeroc were recently added to staff and are responsible to implement card changes designed by the new faction designers @RadicalX and @WindHunter. This should greatly speed up card/faction balancing. -
DevDanielson liked a post in a topic by Ladadoos in Skylords Reborn: Open Staff Positions
Thanks for the question! As of now, not particularly. Even though everyone's time is very much appreciated, I am afraid 3 hours per week would currently not justify a developer role. Your time availability sounds like it would be more suitable for an open source project, which we are not as of now.
-
Minashigo Hiko liked a post in a topic by Ladadoos in Skylords Reborn: Open Staff Positions
We have restructured our open staff positions, and other ways you can contribute to the project. Please consider reading the following thread instead. Thank you!
-
Mynoduesp liked a post in a topic by Ladadoos in Skylords Reborn: Open Staff Positions
We have restructured our open staff positions, and other ways you can contribute to the project. Please consider reading the following thread instead. Thank you!
-
Loriens liked a post in a topic by Ladadoos in Skylords Reborn: Open Staff Positions
Thanks for the questions. We understand that real life comes first and also encourage you to prioritize it over the project. People sometimes are absent and as long as there is a good reason for it that is fine. We are in the makings of designing a roadmap and new systems to keep the BattleForge experience fresh for everyone, where one of our focusses is to release content when it is ready compared to demanding it to be ready on a certain date (deadlines). This means: you contribute when you have time and if it is not done in time, we try to include what was being worked on in the next update. Of course you can't endlessly delay content and at one point it should be ready. How much time you exactly need to spend depends a lot on your skills and where exactly you want to help in. We are more goal focused instead of "you must spend X hours per week".
"Is there more or less a freedom of choice, considering what i would work on based on a list of things or something?"
Depends on where you want to help in exactly, but in general the team has an idea and purpose for the art (loading screen, card artwork, event artwork etc.) and might suggest a few ideas. We are not going to say that you absolutely need to make something a certain way, because a case like this should ideally never happen considering the team should have their values and visions aligned. I think the most important part is that you should be open to constructive criticism and be willing to incorporate feedback into your work if you or the majority of the team think it improves the content (in other words, not have the mentality "I want this and I will do it no matter what"). What you end up working on depends on what is needed at the time. Usually there is not so much work available where you have many options to choose from, but within an artwork you have a lot of freedom to propose your own ideas. We are not going to micromanage you.
I hope this gives you a bit more insight. Let me know if you have any remaining questions.
-
BraderZ liked a post in a topic by Ladadoos in Skylords Reborn: Open Staff Positions
We have restructured our open staff positions, and other ways you can contribute to the project. Please consider reading the following thread instead. Thank you!
-
__luc liked a post in a topic by Ladadoos in Skylords Reborn: Open Staff Positions
We have restructured our open staff positions, and other ways you can contribute to the project. Please consider reading the following thread instead. Thank you!
-
Ladadoos liked a post in a topic by shroomion in New AMII - unit the POWERSLAVE
Hey!
Weird_flex here.
I have had a chat recently in this forum which inspired me to paint a card illustration for this game. Maybe one day it will be used. I would certainly play it. It is also a thanks for bringing back this fun game =) Just for skylords reborn you can use it as you wish but please do not change the painting. Since i hold the source files, i am anyways the only one who can easily make effective changes.
I also added the quick pencil sketch which led to the finished painting.
I could imagine this getting based on the giant slayer model.
I thought about the following abilities and stats..all subject to tweaking for balance of course!
Orbs/Faction:
1 Nature 1 Shadow / AMII
Cost:
60
Stats 666/666 or something lol
Passive ability:
Book of Souls
Every other own Powerslave that dies transfers 10% of its stats to the strongest/healthiest other powerslave you control ( making this card scale up to t4 if you manage to save at least one all the time..likea fun little minigame. The added % have an upper limit which make the card on par with t4 units (statwise)
Since it is an Amii card it will get 2 Stances:
Stance one:
Be quick or be dead
It gets the steadfast/knockback-resist/swift ability and if you motivate it, it loses swift, takes only 50% dmg but also deals only 50% dmg.
Stance two:
Brighter than a thousand suns
Cost 50 Let the Powerslave enter a well and increase its production rate by x %. x is the % of the well that is already drained. The powerslave will still bind power but will return once the well is empty. (this also has a connection to the song because it is almost kind of a chain reaction lol..at least it accelerates exponentially)
Cost 50 Let the powerslave enter a monument and it gets +20 range and s and m knockback (pvp people feel free to adjust before you explode..but i want a strengthened and useful monument for 110 extra power investment lol
(since amii were the first able to build monuments and wells out of the same stuff from which the forge was created they should have ways to beef them up or manipulate power)