||  

Back to News Listing Aggressors Dev Diary #7 - Customization

Posted: Tuesday, August 7, 2018 by Alberto Casulini

Type: News

I have always loved to tweak games, looking for ways to change the look or even the rules and create something new. That is why modding and flexibility were a priority for Aggressors. We already covered modding in one of the previous diaries together with the experience of one of our testers, so we shall focus on flexibility.

Hand in hand with flexibility goes the degree of customization.

 

I wanted to have the freedom to change the game to my liking from the inside.  It is not easy to make options of all kind (graphic, audio, visual and other) so flexible that every player can change the look of the game to suit his personal taste and have the feeling of “being at home” in the game.

We have come to a dead end several times during development. One tester likes one feature or game view, yet another wants exactly the opposite.

A typical example might be the preference of many old school strategy gamers to play in 2D game view rather than a full 3D. We wanted to have the game in 3D but we also wanted to make the "old-school" gamers happy. What to do? We introduced a so called "top-view" which is easily accessible with one click (or keyboard shortcut) which basically turns the closer 3D world look to a plain 2D but fully featured view. Player can simply stay in the top view the whole game without any necessity to get back to 3D. All information, hints, etc. are available in both views.

 

 

The list of preferences you can tweak is long. For example, when it comes to unexplored terrain, what’s your preference? Having invisible tiles covered by clouds or them just being dark, pitch black? We decided to implement both and let the player decide what he likes.

This is something I appreciate a lot in other games and so whenever it seemed that there are two (or even more!) groups with a distinct personal preferences, we tried to make settings customizable.

There is a great number of settings that can be customized from UI customization (like hiding various information panels, buttons and hints) through adjusting some eye candy effects (such as clouds, fog, trees, unit size, ambient animals or daylight).

For instance, you can change the saturation and brightness of terrain or the level of trees blending with terrain. We also introduced so called terrain "overlays" which allow you to look at the map with different filters to highlight certain information. There is a supply area highlight, player colour overlay highlighting the territories in the colour of the owner, or the terrain colour overlay that highlights types of terrains.

But even this level of customization was not enough. Even all these overlays can be further customized by setting the saturation of the coloured overlays from almost transparent to full opacity. You decide how much you want the terrain to blend in with the overlay.  The default settings were chosen based on the feedback we received but still I am sure anyone will find the right configuration for them.

 

 

I realized that once you adjust the look of the game to your liking, many people start changing the world by adding their own bits and pieces to the game or even creating their own worlds. But you don’t do all this just for yourself; you want to share it with the community.

The community is what makes a game truly flourish. After all, we developed the game for you to play and we want to give our fellow players the chance to create and share their own content.

Steam Workshop was choice number one here. Where else would modders and scenario creators meet in such numbers? That's why we implemented a full in-game integration of the Steam workshop where you can not only download Aggressors items like saves, scenarios, generated worlds or even mods but also publish and republish your own items without the need to edit it further on the Steam website. Just one click in game and you can publish whatever you prefer on the Workshop. It should be easy for anyone who wants to share his work with others.

 

More Info

Aggressors: Ancient Rome

  ( Views : 2753 )


In Other News..

Field of Glory: Empires Challenge #1 Ranking

Friday, April 19, 2019

We have the final list of the participants who completed the Challenge #1 – Conquer Italy playing as Rome in as few turns as possible.

 It was a bitter fight and many valorous soldiers have died trying. But what are they compared to the sempiternal glory of Rome?

Read more...

Happy Easter Sale! 30% Discount on everything!

Thursday, April 18, 2019

Here at Matrix Games we wish you all a very Happy Easter and we’d like to celebrate with an incredible discount.

The Easter Coupon gives a 30% discount on any purchase from our stores!

 The discount is valid for releases such as Armored Brigade, Strategic Command: World at War, Command: Modern Air Naval Operations and and many more! 

Read more...

Fantasy General II - What to expect next...

Wednesday, April 17, 2019

We announced Fantasy General II last week, and we were overwhelmed to see such a great reception! Lots of people wishlisted the game and applied to the Beta. We have also seen a lot of articles popping up on all major gaming sites, like PC GamerKotakuRock Paper ShotgunGamewatcher and more.
 

Read more...

Field of Glory: Empires - The Challenge has been accepted

Wednesday, April 17, 2019

Field of Glory: Empires is a very ambitious project. It’s perfect combination between empire management and grand-strategy, united to a set of unique mechanics, will set a new standard for strategy games.

To better introduce players to this upcoming masterpiece, we have launched a great Challenge series of events, inviting influencers and media members.

Read more...

Come and talk with the devs on the Discord server of Fantasy General II

Friday, April 12, 2019

Great news, people.

As we get ready to show you more and more of the game, we'd like to establish a more direct relationship between the development team of Owned By Gravity and all you fans who are waiting for Fantasy General II.

Read more...

Field of Glory: Empires Dev Diary #8 Legacy

Tuesday, April 9, 2019

Winning the Game

In Empires, you are building your nation so that it endures the passage of time, and your achievement is measured through the legacy you’ll leave, even if in the end, your nation is no more.

There are several ways to achieve this goal of being first in Legacy. It’s not just something to be only achieved by conquering part of the map, although that approach remains a possibility, rest assured.

If you take a military approach, then you’ll want to plan your campaigns so that you conquer and hold your objective regions. These regions are set for each nation and represent loosely their historical progress or areas of interest. Some nations will have objectives set in a concentric way, around their capital, so they will expand outward in each direction. 

Read more...

Armored Brigade first Nation Pack is announced! With a free surprise!

Monday, April 8, 2019

The Cold War is cold no more. NATO countries are facing their Warsaw Pact counterparts right in the middle of Europe, furiously fighting to control the Fulda-Gap and close key-locations.

But Germany is not the only European Front where the Soviet High Command is looking to overcome the West resistance.

On the south, a century-old hot border is ready to erupt into fire. Yugoslavia, although not a “Soviet” state, is willing to take advantage of the chaos in which the totality of Western Nations has been embroiled. Their eyes run along the Italian border and the important port of Trieste, the acquisition of which could be of immense value for its economy. The JNA (Yugoslav People's Army) is equipped with hardware of high efficiency and it is not afraid to use it on its old enemy.

Read more...