Obsidian Protocol is a squad-based, mecha-themed tactical miniature wargame set in the near future. Players assume the role of squad commanders, leading powerful mechs and drones into 1v1 battles and multiplayer skirmishes.
All mech components are modular, granting players unparalleled flexibility in designing the perfect squad for the mission at hand.
Thanks to an innovative initiative system, combat in Obsidian Protocol is fast-paced and brutal, and every turn offers new tactical choices on the path to victory.
Latest Updates from Our Project:
Pledge Manager coming !
almost 2 years ago
– Tue, Mar 07, 2023 at 07:05:57 AM
Hello everyone!
Our first shipment is finally going out, so this update will talk about it.
Then, the PM page has been set up so that this update will be heavy on arrangements regarding PMs!
As for the development progress and design changes planned for this update, we will put them up in the next update.
Batch 1 - Simplified Chinese - Shipping
This shipment includes:
The Simplified Chinese version of the "RDL Corebox", the "Heavy Metal Expansion Pack", and the "Cavalry Expansion Pack".
The image above is a rendering. Some of the material in the picture is a temporary replacement material, only used to show the number of accessories in the product package.
The factory has indicated that production of this batch will be completed in late March, and we will be shipping as soon as possible.
If you participated in the Obsidian Protocol project crowdfunding on Modian or made an add-on order at a Taobao dealer before December 2022, please visit this link to check out the information. We've posted an update to explain this shipping schedule.
In short, if you have supported the Simplified Chinese version through the above channels, you will receive your first batch of products in late March to early April.
About PM
First, a quick note:
We plan to open Pledge manager on Backerkit on (BST) March 12!
Before that, we'll start Smoketest on March 8, and a random 5% of backers in each level will be invited to the PM page early as a final test before PM opens to ensure everything runs smoothly.
The Pledge manager will officially open on March 12, when access to the Late Pledge will also open. I know we didn't tease it far enough before that, but the whole PM is planned to last until May, so there's no rush. You've got plenty of time to get into it.
During this phase, two main things are in order:
Firstly, to collect shipping information from supporters and provide shipping calculations based on this so that we can make shipments.
Secondly, let KS and late backers add any add-ons you like.
1. If you are not participating in the KS crowdfunding, click the Late Pledge button on the KS page to go to the backer kit page, where you can shop for the add-ons you need and finally choose a shipping address to complete your order.
All products will be billed at a price on the page (also known as the "PM price"), and you will receive the same effect as if you had participated in the KS, including all unlocked items and crowdfunding restrictions.
This price will be higher than the price at the time of crowdfunding (in 2019) but still at a discount to the PM price.
2. If you have participated in the KS crowdfunding and have not received a refund until now (a refund request made but not received is not count), you will see a selection of products based on your pledge level when you click the Late Pledge button on the KS page to go to the backer kit page, and follow the instructions to the add-on shop.
Here you can continue to add the add-on content you want and finally choose a shipping address to complete your order.
You will notice that some items have two different prices, the one with "Ver. KS" in the name is the original price at KS, but you can only buy one of each.
If you want a Simplified Chinese version, please select Traditional Chinese in the type selection and contact us via email or Discord.
If you are in mainland China, an easier way is to use our Taobao portal, which can also be found at this link.
The following are some of the current FAQs.
1. What exactly is in the first shipment?
If you supported the Core Pack or Deluxe Core Pack during the KS campaign, this shipment would include an RDL Corebox containing all of the RDL stuff from the original Core Pack and a set of game-specific dice.
If you support Warlord, Heavy Metal or Cavalry, this shipment will include Heavy Metal and Cavalry (depending on the content of your order).
The Terrain Blanket and the Dice Pack will also be sent out in this batch, but not necessarily in the same package as the other products, as they have special dimensions.
2. What exactly is the schedule for shipping?
We ship our products in three batches.
The First Batch, including
RDL Corebox,
Heavy Metal Expansion Pack,
Cavalry Expansion Pack,
Dice Pack,
1200mmGame Mat.
The expected shipping dates are
Simplified Chinese: March to April 2023.
English, Traditional Chinese: 2nd quarter 2023.
Japanese, German: 3rd quarter 2023.
The Second Batch, including
UN Corebox,
Scalpel Expansion Pack,
Doorbreaker Expansion Pack,
Game Pack.
Expected shipping times are
Simplified Chinese, English, Traditional Chinese: fourth quarter 2023.
Japanese, German: 1st quarter 2024.
The Third Batch, including
GoF Corebox,
Hunter Expansion Pack,
Justice Expansion Pack,
Terrain Pack A,
Dice Tower.
Expected shipment dates are
2nd or 3rd quarter 2024.
3. Can you not send them to me in separate shipments? Can you wait until they all arrive and send them to me together?
Yes.
If you have a request for this, please get in touch with us in any of the ways mentioned above, and we will try to keep the items together and send them to you.
However, please note that we do not have a dedicated warehouse and therefore, the 'hold until X batch' process may involve switching the order of delivery, so if you temporarily change your order before the next batch containing your item arrives, we may not be able to get the item to you as quickly as we would like.
4. I see quite a lot of models. How long does it take to assemble?
According to our calculations, the following standard prime sets are followed for a skilled model maker:
Only very visible fit lines and burrs are dealt with, with no sanding, no decals, and direct glueing in the default pose.
With the above criteria, it would take about 60 hours to assemble all three packs of this batch relatively leisurely.
5. Can I play with just the first batch of content?
Basically, yes.
The 0.99 version of the rulebook (in English) will be uploaded to the website in April/May. We will post updated instructions available to everyone (backers or not) to download for free. This version of the rulebook is the clearest version of all the rules available to assist you in your play.
If you (or your playing partner) have received the "RDL Corebox" in this batch, then using the miniatures and accessories in your hand, together with the dice included in the RDL Corebox, you and your partner only need a game plate covered by 3" grids.
While the terrain blanket will ship shortly, we are unsure if we can include the paper board in this batch.
Whether or not we are able to send out the cardboard maps in the first batch, we will make the map files available for download on the official website so you can download them and print them on whatever medium you feel comfortable with.
6. Are the parts that have not been shipped confirmed? Will they be revised? Will there be further delays?
Subsequent batches of paper are still being adjusted and produced, so the content of both batches two and three currently on display will continue to be modified to varying degrees.
Most of the models in Batch 2 are already in T0 status and will be subject to minor adjustments and optimisation, but the appearance will not change.
The third batch of models and the second batch of terrain models have not yet been moulded and will still undergo some adjustments.
The terrain models, in particular, will undergo a complete upgrade, which we will elaborate on in the next update.
These changes can potentially cause further delays, and we will learn from our previous experience and optimise the development process to minimise delays. Still, we cannot guarantee this 100% as we will continue prioritising quality as always.
7. I don't want it anymore! Money back!
Following this update, we will keep the refund channel open from next week, so please get in touch with us if you have a request for this.
Also, as we are shipping in batches and still have some time after this batch before we finalise delivery, we are still working on how the process of making refunds after the first batch has been shipped will work.
8. Will the items acquired through PM add-ons be shipped with the first batch?
The first shipments will be made in a relatively short period of time, depending on the language version (first in Traditional Chinese and English, then in Japanese and German), all expected in the second quarter of this year, and we think they will be shipped in June to August.
Note that the Simplified Chinese versions available for purchase at PM Plus will not make it to the mentioned March~April shipping time, as they are already in production.
9. Why is the PM price higher? Roughly how much more expensive?
We cost much more than we should have, so the original selling price on KS was unhealthy.
So far in 2019, we have used up all the money raised on KS and Modian and added an extra 3 million RMB at the end of 2021.
We used around 1.5 million to start another long-term project under the Ember worldview. Still, even without that portion, the overall cost was substantially more than expected, and in fact, our crowdfunding revenue wouldn't cover the cost if we just went by current sales.
Undoubtedly, we made many mistakes and caused some wasted resources throughout the project, but I'm also pretty sure that in the process, we learned how to make a quality product and perfect it.
I believe the market is receptive to this kind of work, and we have many more great and exciting ideas. Still, the whole project should move forward in a healthy, sustainable and profitable state if we hope to bring these ideas to fruition.
The Warlord level in our KS edition price means getting 25 mechs, 37 drones, and 142 extra parts for £280, and as a player, I'm really happy to share a product like this with you guys. It's beautiful, rich in content, enough to play with for a long time, and cheap enough.
But over the last three years, I've also been forced to learn to see things from an operator's perspective - for a product that doesn't have huge sales (say 10,000+ units), such pricing means that the company's cash flow is extremely fragile, and we want to make a series that we can keep developing and keep updating -which would be a disaster.
The exact PM prices are here:
RDL Corebox: £55
UN Corebox: £50
GOF Corebox: £55
Game Pack: £40
Heavy Metal: £33.75
Cavalry: £39
Scalpel: £43.75
Doorbreaker: £33.75
Hunter: £43.75
Justice: £48
Warlord Pack: £397
Dice Pack: £12
1200mmGameMat: £22
Dice Tower: £18
Terrain packA: £30
10. Why do original backers get a discount?
First of all, the crowdfunding players are the cornerstone of the whole project. Without your support, we wouldn't even be able to take the first step.
And since we promised during the crowdfunding that there would be PMs for people to add to their order and put in a seed slot, we shouldn't break our promise to the crowdfunding backers. That's the bottom line.
11. When is this PM open?
It is expected to end in May. Until then, you can consider and adjust your options.
On the Backer kit, the money is not deducted until the end of the PM, so that you can cancel your pledge anytime before the end.
If you wish to make your decision with the utmost care, you can even wait until we have sent out the first batch of the short medium and there are reviews on the market before deciding whether to jump in.
12. Will there be another round PM?
Not to rule it out completely, but we have no plans for that at the moment.
And after the PM is over and the first shipment is complete, the crowdfunded versions of the three main product packs from the first batch (RDL Core, Heavy Metal, and Cavalry) will no longer be available in any way.
Even if there is another round of PMs in the future, they won't have those three pieces of content.
However, some add-ons, such as the Game Mat and Dice Pack, will continue to be sold.
13. Will the price increase again in the future?
In principle, the retail version will be designed with new SKUs and will differ from the crowdfunded version.
Everything will be included in the retail version except for products marked as Crowdfunding Limited (KSE), but the quantity in a single pack may vary.
The retail price will generally be more expensive than the PM price. But exactly how much more expensive it depends on the contents of the package.
14. so, what exactly is in each pack now?
At the end of this update, we will put up the latest pic of nine major packs.
We will continue to release development progress and materials in KS updates in the future, and these changes will be synced directly to the individual PM pages during PM.
Finally, I would also like to emphasise something.
The Queti-Studio team is very, very serious about building this project properly.
In the process, we are stepping into areas that we have never ventured into before or that no one has ever ventured into.
Even though most of them are not profound, someone still needs to try them and pay for them physically.
For this project, I've not given as much as I'd like, but I don't regret it because I have players who tell me in various languages, "this is fun", or "this is cool", and "I like the worldview design".
And we'll keep trying to get more feedback like that.
If you have any comments about the EMBER project, Queti-Studio, or about me personally, please feel free to send me your feedback in the form of words or letters, and we will read and respond to them.
Please do not direct negative comments at any other player or supporter, whether they are "defending" or "blaming" us, as inter-player conflict is the last thing we want to see.
Please direct your comments to me, and I sincerely appreciate it!
Dev log 18. Happy Spring Festival!
about 2 years ago
– Thu, Jan 19, 2023 at 01:34:37 PM
Hello everyone!
It’s been another quarter since the last official update. The extremely difficult year of 2022 has finally passed.
As the Spring Festival approaches, 2023 is waving to us, and we can finally breathe a sigh of relief:
We got the pre-production samples of the first batch of content paper products in early January, and all the molds of the first batch have also been confirmed.
Now everything is ready, and we only need to wait for the factory to start construction after the new year.
Since in the past period, we have been continuously pushing information through Dis and groups, so this time we will put a simpler journal.
September
· Announced that optional rules, such as "Multiple Terrain", will be added to the official rules.
Other optional rules will also be considered, such as allowing units to enter the room, more complex missile operation logic, etc.
Most of these rules are to adapt to future content, and we may gradually update them online.
However, using more rules does not mean that the game will be more fun, you may choose according to the situation.
If a competition can be held in the future, it will be the contest organizer's decision as to which optional rules to use.
Of course, if an optional rule is very popular with players, then the organizer will most likely select it into the game.
· Signed contract of paper products.
· In mid-September, we began to receive batch 2 trial kits (T0, as of this update, all the kits made by TAKOM in the second batch have already received trial models).
Masters from White Stone Studio helped to optimize the design, so the assembly experience of the second batch is generally better than that of the first batch, and it is expected that the subsequent modification time will be shorter.
· Announced to make our LAB series, and then started selling at the online WF exhibition in October.
There are some others, but I won’t show them one by one here.
· Started the construction of the cloud database, which is the basis for the QR code function on the back of the card.
October
· On and off studio members are being locked up at home.
· Repeatedly adjust the mold, adjust the production documents of paper products, and make balance details.
· Delivering the LAB sold on WF, and chasing after the LAB supplier to modify the details, it is difficult to figure out the supply logic of the LAB.
November
· From the beginning of the month, the studio members took turns working from home, and from the middle of the month, SOHO was closed again.
I babbled and moved the computer and trial kits back home, most of the time Qinghe and I worked at my house.
· Organize the relevant information of PM, and then communicate the price with various transportation contractors (until today).
Because of the size and weight of OP, the quotations we have received so far are still quite high.
Perhaps the shipping cost of a single DLC (305x160x155, weighing about 1.6-2.0kg) to the United States is about 15 dollars. Considering that an ALL-in has a package as large as 10, this shipping cost really makes us anxious, so we expect the freight rate to drop after the Chinese New Year.
· In late November, as we completed the first Chinese draft of the official version of the rules, we began to invite players to participate in the proofreading and polishing of the translation on Dis.
So far this translation channel has worked well, many players have brought us great suggestions and also helped us optimize the format of the card text.
We originally expected to start the production of the English version after the Chinese version is shipped, but we are currently discussing whether the Chinese and English versions can be produced at the same time.
· In short, at the end of November, as the progress progressed, the scene became more chaotic.
Whether it is molds, rules or Graphic, the content of the work has become a superposition of a large number of trivial matters, and all the work that needs to be finished before needs to be done in one go.
December
· Less than a week after the end of the lockdown, we all went home... and then one by one had bad fever...
Counting the subsequent physical discomfort and the time to take care of our families, we actually did not completely resume work until this week (January 16).
So actually the workload in December is very limited.
· January
· After the New Year's Day holiday, we received paper samples from Longpack.
Fortunately, most of the content looked good and there were not many adjustments.
However, it is clear that it cannot be put into production before the Spring Festival, so we make good use of this last time to finalize the first batch of content.
Oh yes, we have confirmed that the paper product manufacturer is Longpack, they are very experienced board game manufacturers and have provided us with a lot of opinions and suggestions。
· Back and forth with players in Dis translation channel to fine-tune text details
We are very happy with the progress of this part.
After everyone's cooperation and help, the current version of the card text format is the best among all versions, thank you!
· We invited 飞艇 from Dwarf Daddy Studio and 王小贱 to help with the final correction of the assemble instructions.
The two of them fought in the dark.
By the way, let us collect the estimated time required for the player to assemble (about 60 hours, you can finish the first batch of content leisurely.
· Then we spent quite a bit of effort revising the world view again.
To be precise, it is mainly about how the world of EMBER came to this point from a history similar to ours before the " Incident Signal 99676 " when players fought with the first season's products.
This is a parallel timeline starting from 1910 (or even earlier), which tells how people discovered the relics of the moon, how to start a frenzied space race for this, how to carry out the "moon enclosure movement" again and again, how to step into the abyss of war step by step.
And when the smoke and dust of the war fell, why there were three new forces overriding the sovereign state, allowing our commander and mech squad to continue the endless battle in the ruins.
Yes, this allows us to create service records for each pilot without going against the general history, and I hope that the growth environment of these pilots can effectively pave the way for their abilities and personalities.
The companies that serve also have their own origins.
In addition, due to the technical background, the actual age of some pilots may not be consistent with the appearance, just like in " Old Man's War ", and some other detailed settings, if you like science fiction, you will feel more or less familiar。
· Purchased and tested N52 magnets, and confirmed that N52 magnets are provided in official products, which are better than the previous ones.
· Also designed the painting of the main team on the RDL side.
Next, let's talk about our current arrangement and some content display.
· Considering the time when the workers actually return to the factory after the Spring Festival and the time when the two sides will meet, it is estimated that the production work will start between January 30th to February 5th, depending on the factory's arrangement, while the studio is normally arranged according to statutory holidays , start work on January 28th.
· At present, Qinghe is mainly responsible for the translation, collation and proofreading of the rules in the studio.
He is also responsible for Dis communication, group management, mold monitoring and other hard work.
· DK is mainly responsible for the final promotion of paper products, graphics, and accessories.
· I (Cyprinoid) is busy with the rest, such as PM, transportation and communication, and other miscellaneous chores.
So if you are wondering why no one is doing xxx work, or why xxx things are progressing so slowly, the main reason is usually that we can't spare our hands
· At the end of last year, under the lead of Master 横 from Dwarf Daddy Studio, two painting masters, 长老 and 气息, brought us wonderful painting works.
When they were creating, we hadn't finalized the final color scheme, so the two masters are free to play~
The following are photos of their works, and 长老 also recorded a video~ Thank you!
Our plan is to invite more painting masters to create example works of different styles in the future. Because of the themes and size characteristics of the mechs, no matter whether it is using military model techniques, Gundam techniques, or wargame techniques, they can have effect of different flavors.
· We will cross-check the first batch of cards for the last two times during and after the vacation, and the current card will be displayed below.
The main rules are currently not finalized, and some secondary chapters have not yet been written, and the order of some chapters needs to be adjusted.
The online document address of version 0.9.93.1 for preliminary translation will be pasted below.
I would like to add here again: the paper main rule book is a content of the second batch, so after the logic of the main rules is finalized as early as September 22, no in-depth editing work has been carried out, and there will be no further changes affecting the card.
· In addition, we will continue to promote new LAB products in the next year, including but not limited to LAB-OP-02 (UN), 1:24 resin model, and resin terrain, which have been difficult to produce due to printing problems.
· In terms of graphics, in addition to the paper parts introduced earlier, we also designed the team logo for the first protagonist team "Test and Evaluation Squadron 066"~ I hope you like this meerkat too!
· The pilot is also finalized, and more and more UN pilots are visible as well.
Next, are answers to some FAQs~
· FAQ 1 "When will the shipment be shipped?"
Based on the Chinese version, production will start on February 6 at the latest after the new year, and shipment will be on March 6 one month later. This time is expected.
· FAQ 2 "I didn't participate in crowdfunding, can I buy it? If so, when can I buy it?"
After the first batch of crowdfunding is delivered, we will announce the information of the first batch of general sales version, including content, price, and release time.
Due to cost reasons, the general version will be more expensive, and the content of the single package will also be adjusted. For details, please refer to our official information.
· FAQ 3 "Can the parts limited by crowdfunding be used in future games?”
We have always emphasized before that if an "official competition" is held, the crowdfunding limited parts will be disabled in the game, but we don't think these parts will affect the "unofficial" battle between you and your friends.
But we've seen some players discussing that if we can't use these parts in the game, then they don't seem to make sense, so we might consider doing the following:
Apply the balance template of ordinary parts to the parts limited by crowdfunding, and then launch "normal versions" with the same performance as these parts in the future, but with different shapes, so that the parts limited by crowdfunding are only unique in shape.
This consideration has not yet been conclusively confirmed.
· FAQ 4 "The rules of the game seem complicated?"
This release is the main rules, and each chapter strives to be written clearly.
I can assure you that the main rules of the official version -- will be longer, because the main rules of wargames usually need to avoid various special cases.
However, compared with other mainstream model wargame, this game is really not complicated to operate, and the number of units is not large. A 300-point battle (4~6 mechs on each side) usually ends in 40~60 minutes.
Here is the rough version of the rule demo video uploaded earlier.
· FAQ 5 "Where did the agreed Partygame rules and ruler version rules go?"
Both of these are delayed.
We found that the partygame and ruler rules made by directly simplified the existing rule framework or directly changing the distance calculation method are not enough for playability.
The current version of the main rules has a very large degree of freedom.
The assembly of parts has a lot of tactical significance, and you can also play a lot of interesting small operations.
This is the result of careful polishing.
We hope that each game mode can have enough gameplay and be fun.
Here is an unofficial analysis of the use of mech parts created by a player, all the creative content is based on his own understanding of the game. We really appreciate him.
The card QR code database is still being edited in the background and has not yet been launched.
· FAQ 7: "In the past, the mechs of the RDL were called Wu Zu, Lei Gong and so on. They were very Chinese. Why did they all change?"
This is mainly because of two aspects.
The first is that after the background setting is updated, the relationship between the three major factions is further alienated from the sovereign state, and they become more independent.
Their suppliers no longer have the background of a specific sovereign state. avoid being too inclined to a single country; secondly, I hope to reduce the "misleading" of players' understanding of the world view of the game.
The names of the components of the other two factions have never been too specific to a certain country, which makes their "character" more vague. It is more beneficial for subsequent story writing.
· FAQ 8 "You said you wrote a new timeline, where is it? Will it be changed in the future?"
It will not be released in this update yet, because I still have a few details that I want to add during the holiday.
I expect that Ember’s world view will be slightly modified in the future, but I like this version quite a bit, and it’s not much different from the previous version.
The main reason is that some settings that are too vague and not suitable for gamification have been cut off , replaced with a more traditional, more down-to-earth setting
The main modification is that in the previous version of the worldview, the concept of community was rather vague.
We hope that this is a system that is completely out of touch with geology, so that every person in the world of Ember can have two equally important Identity - Citizenship and Community Membership.
I still like this idea very much, but my ability is limited, and I can't make this idea fall to a point where the story and worldview can be self-consistent enough, so we adopted a more conservative design instead, making the three factions the three forces in one coalition.
· FAQ 9 "Why are you doing so slowly?"
Simply put: Our ability is not enough.
To put it complicatedly: there are many things that are more difficult than we imagined, and may also exceed the imagination of many people.
After delivery, we will share the experience of reviewing the entire project for the reference of latecomers (if any), but For now, we're still struggling.
The above is the current main content.
In addition, I'm sorry that there are still some messages on KS that I didn't read. I will read them after the annual vacation. If there is a refund request, we will also deal with it.
2022 is really the most difficult year I have experienced since I started the Obsidian Protocol project.
All the difficulties have collided together, I believe everyone has experienced it.
2023 is finally here, judging from the situation in January, I really believe that everything will be fine, I hope all my friends can gain something in the new year and turn around.
Appendix 1 English version card list
Appendix 2 Main Rulebook - English Version - 0.9.93.1 Online Documentation (Google Shared Documentation)
Appendix 5 Photos of the second batch mechs after primer surfacer
Small update : There will be a official long update before Chinese New Year.
about 2 years ago
– Sat, Jan 14, 2023 at 05:20:48 AM
Hello everyone! Have a great weekend!
For the past while, it's basically been QingHe who's been in charge of communicating with everyone and moving forward with the translation of the English version, while I've been busy with something else.
First of all, a big thank you to all the players who participated and followed the rules and translations!
Because of your help, during the month or so we've been waiting for the factory to progress, we've further optimised the grammar of the rules, made them better, and made the English version of the card text more and more perfect!
Here is the content of the English card that is currently close to completion. We would like to sincerely thank all players who supported the translation work.
We would also like to give a special thanks to Josh for his great assistance in card translation.
e them better, and made the English version of the card text more and more perfect!
This includes, but is not limited to:
more shipping contractors (trying to get better quotes for international delivery),
international distributors (if we have big and established distributors, then we will have a more consistent supply of goods to everyone in the future),
and more suppliers (we are considering other feeder products, which require more types of processes).
Also, one of the more interesting things is that we've spent quite a lot of effort recently revising the worldview again.
To be precise, the main focus is on how the world of EMBER has come a long way from a history similar to ours, before the "Signal 99676", the point in time when players fought with the first season of the product.
It is a parallel timeline that begins in 1910 and tells the story of how the discovery of the lunar relics, the frenzied space race, the "lunar encirclement", and the step-by-step descent into the abyss of war, and how, when the smoke of war fell, three new powers overtook the sovereign nations, leaving our commanders and mech squads to continue the endless battle in the relics.
Yes, this allows us to create service records for each pilot without contradicting the general history, as well as the environment in which I hope these pilots were raised to bring about an effective padding of their abilities, personalities and of course the companies they served with, with their own origins.
Also, due to the technical background, the actual ages of some of the pilots may not quite match what they look like, as in Old Man's War, while some of the other details of the setting will look more or less familiar if you're into sci-fi.
I'm hoping we can finish this version of the timeline before Chinese New Year and show the more crucial parts of it in an update, and if we make it in time I'd also like to be able to briefly say why the story is written the way it is.
We have prepared a lot of contents, and try to make an official KS long update a long time ago. But as everyone knows, in 2022, especially after entering winter, everything has become a bit out of control. We're still working hard on this project and have made a lot of progress, but for various reasons it didn't make it to KS, we're sorry for that, and we will improve this.
We guarantee that there will be an official update including all the current work results before the Spring Festival, including but not limited to RDL and UN models; new pilot illustrations; printing samples of various graphic designs, packaging boxes, Tokens and cards; EMBER’s Background story and various content related to the rules. We are used to seeing KS as an important phased summary, but such a huge update often requires a lot of energy to produce. We are finding ways to improve on this.
One other small thing, a friend suggested the other day that I buy the N52 magnets, which I did, and in a couple of days we'll see how much stronger they are compared to the original N35 magnets.
That's all for today, I've got to get back to work, and once again, if anyone is interested in investing in the Queti Studio, contact me and let's have a chat~~.
There's no doubt that 2022 was the hardest year we've ever had, and now that we're standing at the doorstep of 23 years and seeing the light, I truly believe that everything will be fine this year, and that we'll bring you more than just what we'll be crowdfunding in 2019.
Again, sorry for not being able to make an official update on KS.
Have a great weekend~
Dev log 17. Running account.
over 2 years ago
– Fri, Aug 26, 2022 at 03:32:45 AM
Hello everyone!
It's been two months since the last update, and this month feels like the blink of an eye has passed.
In the past few days, although I will send some progress-related news in the QQ group and on Dis from time to time, I have never been able to report the progress in detail.
Today, let us take a closer look at the recent progress.
The first is the running account:
On June 27, the last update was released.
Then the news came from White Stone (白石工作室, our second mould supplier. We are sorry that their name was wrongly translated as Shiraishi before) that the mould for the bases began to undergo preliminary milling.
On June 29, one of the contents of the second batch, "Octopus", underwent a print test.
Many models in the first batch did not have a large enough assembly gap in the design stage, so we performed a round of re-inspection on all subsequent models.
This print test is a test for this modification.
On July 1st, we started to revive pages such as FB pages and Twitter (Then I haven't been online very much in recent days).
I really don't have the energy to juggle all the information platforms.
On July 5, the base mould entered the sparking stage.
On July 10, the redesign of the game map began.
In the plan, the polygonal prism floor of the relic area 99676 is still used as the main element, but the rendering and post-processing of the 3D model are used instead.
This is a part of the old map, and the hand-painted feeling is stronger.
On July 13, a powerful outsourcer was found.
Choose to use procedural materials as the base scheme to represent the relic ground covered with moon dust.
On July 15, the rules were well advanced, and the new systems introduced in 0.9.8 were gradually implemented.
The test rules entered the 0.9.8b stage and finalised the pilot list for 0.9.8b.
On July 18, the graphic design of the new version of the dial was released.
We announced our future balance plan.
On July 20th, skip the electronic warfare test of 0.9.8, modify some details, and enter 0.9.9.
0.9.9 has sorted out various detailed modifications made in 0.9.8 and clarified the action system of Action Type + Action Length.
And the link mechanism, keyword logic, electronic warfare process and many other details have been optimised.
On July 22, the map material had a preliminary effect.
And received box samples of three crafts.
The size of a single expansion pack, also the size of a single faction core pack.
There is a picture of the original parts on the box, which is convenient for players to understand the size of the details.
On July 30, a simple update was released in the QQ group and Dis.
Talk about the 0.9.9 test that has been going on all week.
The remaining paper designs are planned for the 1st to 2nd week of August.
Said that we are ready to start promoting the translation of the rules.
And plan to write an update in the first week of August.
Also, on this day, we completed a 3D model of the new map and printed a sample.
On July 31, samples of the dice were received.
On August 2, the first test parts of the base were received.
This batch of moulds includes card trays, various bases for miniatures, and optical camouflage markings.
The trial parts are injected with white material to see the quality of the mould better. In the official version, some are grey, and some are transparent.
Then we found a minor embarrassment: After the part card is installed in the card sleeve, it can't be inserted into the card tray slot.
To that end, we modified the size of the cards so that they could fit into smaller card sleeves.
On August 4, the trial kits of the No. 007 plate were received.
The large artillery backpack and Cumulonimbus HMG.
There are still some issues with the moulds, but the mech looks cool holding them.
On August 6, I fell ill, so I postponed the 0.9.9F test that was scheduled for the weekend.
On August 8, a simple update was released in the QQ group and Dis.
It was notified that the first batch of moulds had all entered the mould repair stage, but due to the large amount of mould repair work, the expected delivery time was postponed to September.
Unhappy.
The 099F incorporates a "discarded weapon" system, unit orientation and firing angle.
The plan is to make a ruler version completely different from the grid rules. The ruler version has a faster pace of the game, while the grid version emphasises planning.
Complete feedback on bases mould.
Complete feedback on the dice. The official goods will adjust the colour. I found that I forgot to design the water stickers.
To sum up, since we have to wait for the mould, we will further test and adjust the game's rules.
On August 10, the graphic design of the component card adapted to 0.9.9F was completed.
There is a white square area in the middle of the twill area on the back. We will put a QR code here.
Scan the code with your mobile phone to see the information page of the component.
We hope this will further reduce the number of times players have to flip through the rule book in the game.
We found a skilled team for this part of the database to do it, which is very exciting!
On August 11, the second iteration design of the new map was completed, and the "helmet faces" of RDL were finalised.
We made different designs for each helmet face to enrich the visual effect.
(I will put the picture below)
On August 16, a simple update of "There will be an update this week" was released on the group and Dis.
I briefly sorted out the news that 099F is about to advance to 099G, especially the 3-inch large grid.
A closed beta of the new ruler version was planned for this week (and then delayed).
On August 17th, the revised bases test module was received.
The visual effect is much better after the frosting, and the combination of the round and square bases are also very smooth.
We even play with a base in our hands during meetings.
On August 18, two terrain blankets were received for proofing based on the second iteration of the design.
Playing games with terrain blankets is excellent, but blankets aren't as suitable for printing as paper or canvas.
The former is a terrain blanket, and the latter is an oil canvas. The effect is quite different.
Are we still thinking about how to improve or consider selling the canvas version in the future?
On August 20th, I participated in the model exhibition "Yuan·Su Miniature Model Salon" in Beijing, and I had a great time communicating with various bigwigs on the spot.
On August 21, when I woke up in the morning, I was sick (again), and so was my child. . . Just pigeon off the second day of the show and the update.
On August 23, I went back to the company to work for a while and then went home to rest. . .
August 24, write an update.
This is roughly the case.
Of course, what I wrote here is some of the more important progress from my perspective.
For those minutiae or repetitive work, I did not record them one by one.
Below, we add some details to the various types of progress mentioned above.
1. Future Balance Plan
After the product is released, the balance adjustment is expected to be divided into three situations:
1. Daily balance adjustments, the current version of the score table will be announced through the latest version, involving the latest scores of pilots/components/drones.
Since the scores are not printed directly on cards, players can write on the sleeve with a marker or the paper’s surface with a pencil.
2. Special balance adjustment, when there are serious problems with the balance of some components/pilots/drones, consider adopting the card ban scheme.
We avoid banned cards to the greatest extent possible to ensure the diversity of the game.
In addition, the KSE Part defaults to an indefinite ban card, which you can use in informal situations, but if there is an official competition, the banned card is not allowed.
3. Big version update.
After observing enough player battle scenes (that is, after at least 2~3 seasons of products), we expect more content and expansion, and the game community will be more complete.
Balance problems may be tough to adjust, or the entire game ecosystem needs reorganisation.
There will be a full version of the new rules and accessories.
Similar to X-wing's 2.0.
After that, the 2nd version of the product will be launched, while the 1st version will be gradually removed from the shelves, and a conversion package will be sold, which can convert the old version of the miniature piece into the new version.
Option 3 is the ultimate method, it will not be used frequently, and the price of the conversion package will be strictly controlled to avoid too much burden on players.
2. The adjustment of the rules
This Tuesday, we officially confirmed that we will no longer be tuning and testing 0.9.9G but will advance the rule to 0.9.91.
That said, we have entered the next stage of rule refinement.
Don't worry. 0.9.91’s changes to 0.9.9F are not significant, and there are currently no plans to make any significant changes before shipping.
What did 099 bring?
The first is to optimise the new timing system of 098.
The double-digit timing in the 098 (see our last update for details) performed well in testing.
It took players some time to understand the mechanics.
After a painful rookie period, they quickly began to choose the correct pilot around the timing system and adjust their planning accordingly.
Let's review what the 098's dial looks like first.
However, this "two-digit number" can be seen as a combination of two numbers:
The ten-digit number corresponds to the action type, and the one-digit number corresponds to the driver's "activeness" in performing this action type.
For example, a 1 in the tens is a "Fast action", a 2 in the tens is a "Melee", and so on.
When an "Assault" with a melee stat of 22 meets a "Scout" with a melee stat of 26, if both choose the melee timing (or Timing 2), the "Assault" will get the first opportunity for action.
Considering the serious damage of melee combat, perhaps it is not necessarily a good idea for the commander of the "Scout" to choose melee combat.
Through the distance between the two sides, you can guess that the other party will choose the timing of melee combat and then adjust the movement to approach and launch a melee attack.
At this time, if “Scout” also chooses melee combat, it will be very disadvantageous because the movement is slower.
Then to avoid this unfavourable situation, we can choose to equip the "Scout" with some equipment to provide Fast actions to be performed at timing 1.
Or choose to move in the previous round to increase the distance.
Of course, this is a multi-unit fight, so if you have other mechs in your squad that have quick moves that can be performed at opportunity 1, they may also be used to interrupt someone else's melee.
And this combination of actions and actions is the strategic point of the game.
Of course, as a dice game, you always need some luck.
When designing this system, we considered that there might be some very special pilots in the future.
They can have very special stats, like a melee stat of 18, which means this pilot will melee before everyone else.
Or, a pilot could fire at 69, which means he will fire after everyone is done.
However, when reviewing the game, we found that a dial full of double digits will bring pressure on players.
First, players instinctively feel this is complicated, increasing the psychological burden.
Secondly, there will be multiple drivers on the field, and their attributes are all double digits, so most players cannot quickly judge their priorities.
Try it out. Arrange the following two sets of numbers in order from largest to smallest:
5,6,2,9,1,4,5
56,55,59,52,51,55,54
You'll find that the ones in the second set of numbers are a rearrangement of the first set of numbers, but it's just more challenging for you to "glance" to determine the order.
We tweaked this design because we wanted players to focus more on the game than procedural actions.
The specific method is that starting from version 099, we marked the action types on the turntable and the cards with the corresponding colours and indicated the order of these action types in the action stage with points.
The inception value becomes a single digit.
In this way, players only need to glance at their card to determine what types of actions the machine can perform quickly, and by looking at the dial, they can know the character's stat at this Timing.
At the same time, the action length that 098 tried to introduce was explicitly used in 099.
After getting the opportunity to act, the mech can choose:
· Perform an adjustment move - perform a standard action that matches the current timing type;
· Or, perform an adjustment move - execute a short action that matches the current timing type - and then add any short action (cannot be the same component of the previous action);
· Or, do not perform an adjustment move - perform a long action that matches the current timing type.
Taking shooting as an example, standard shooting action, such as various rifle shots, means that you can adjust the movement before shooting to increase the distance, adjust the angle, etc.
Whereas pistol shots are usually short actions, meaning you can not only adjust your movement but a fire in sequence when two pistols are equipped, giving you a chance to destroy both parts/units in one action timing, or you can shoot in one short action is followed by another short action, like throwing grenades or electronic warfare or something, or you can attach the shot to another short action to fire at a better time.
The shooting of some heavy weapons is a long action, and the movement cannot be adjusted before firing, which is very cumbersome. This means that if the opponent sees that you have chosen the shooting action, they are likely to hide behind cover before you fire or go out of the firing range.
But on the other hand, these shots are usually more powerful from a distance and tend to do more damage if you take the chance.
In summary:
Short movements are more flexible and can be "brought" out by short actions at other times.
Standard action is a standard action.
Long moves are bulkier but more powerful.
Hearing this, you may think that the rules of 099 are messy and complicated, but trust me, the process is still very smooth when the actual game is played.
Next, let's talk about other details.
In the 099E test, we added the "discard" gameplay.
That is, you can discard some weapons with the entry "hand-held", and by doing so, you will replace the card of this part with its "discarded card"
"Abandon" is a generic action, a Fast-timing short action, so you can use the discard to get a Fast-timing short-action window.
Also, most parts get a "Freehand" entry after being "abandoned".
And some parts even get new actions after abandoning the hand-held weapon, such as the combined pistol + vibrating sword, which will change the "slashing" action into "enhanced chop" after leaving the pistol because after abandoning the pistol, the mech can distribute more energy to the vibrating sword.
Another change is that 099F has fully improved the game's orientation mechanism.
Simply put, attacks from behind will be more dangerous, while shooting can usually only attack targets within a 90° range in front.
The rules related to the map are finalised in the later stage of the 099F version.
The following is a brief description.
Of course, the official version will be accompanied by pictures and detailed descriptions:
· The chessboard consists of 3x3 inches (75x75mm) square grids. Games with a score of 240 or less use a 12x12 grid (900x900mm) chessboard. For games with a score of 300 or higher, it is recommended to use a 16x16 grid (1200x1200mm) chessboard.
· The target line of sight is determined as: as long as the squares of the two pieces can be connected to any line of sight (a virtual line that does not pass through any cover of 1 layer or higher), they are "visible" to each other.
· To determine whether there is terrain protection, the "opposite sides" of the two sides are connected in parallel.
If any bunker blocks them, they will obtain terrain protection;
If the two units are at opposite angles, the attacker chooses which side to use as the "opposite side";
The cover that the attacker is in contact with will not provide terrain protection for the attacked side.
· As long as there is a line of sight to the target, and the target is within the firing range and the firing angle, the shooting can be carried out.
· Standard cover is a block that occupies 1 square (3x3 inches) and is one layer (2 inches) high, while the high cover is a block that occupies 1 square and is regarded as infinitely high; if the rules of advanced terrain are not used, the battlefield There are only two types of bunkers.
· Advanced terrain rules covering low cover (1" high cover), protective walls (3x1", 2" high), chests (2x1", 1" high), as well as bridges (limited height), ground holes (inaccessible), etc.
Special terrain rules and some terrains will allow medium/small units to enter but not large units.
· No unit can stay on the cover model.
· Flying units can move over cover or other units but cannot stay on the cover model either.
· When checking the line of sight, if one is a flying unit, then ignore all cover other than the high cover.
· Flying units are not protected by terrain.
· Large units (using a 3x3" base) can be used as cover by other units, while Medium (2x2") and Small (1x1") cannot.
· A square can place one large/medium miniature piece and up to 4 small pieces (you can place them on the base of the big piece or beside the middle piece); for medium/small pieces, put them Where it is on the grid does not affect its visibility or terrain protection determination.
The most significant changes are "using a 3x3 grid" and "can't go to the roof".
The main advantage of using a large grid is that it greatly improves the game’s efficiency.
We used a large grid in an earlier version, but the first reason for replacing it with a small grid is that we hope that the grid version and the ruler version can share the same data set.
In addition, we hope to make the map rich and interesting.
For example, there are some terrains that "big units can't get through and small units can pass".
The fact is that the small grid makes the distance more subdivided, but the corresponding "tactical" has not been greatly improved, but it makes the player very tired every time the grid is calculated.
Therefore, when we confirm that we will further distinguish the grid and ruler rules, there is no need to keep a small grid of 1 inch.
The cancellation of the climbing function is also based on similar reasons.
As long as the pieces can climb the roof, the vision/melee/skill rules between multiple layers of terrain must be designed (and the player must remember).
And this will weaken the terrain's ability to divide the battlefield.
Therefore, we have chosen to remove the possibility of general units "standing on cover models" in the ground rules, which means that the impact of terrain on the battlefield is enormous in most battles.
You need to move each of your units carefully so that they don't lose sight of one another.
The ability to fly quickly across terrain is critical in this tactical environment.
Using the small grid map test, counting grids is really overwhelming.
In the test using the large grid map, the number of grids is clear at a glance.
Under the current rules, there are a lot of choices and exciting operations in the game, so there's no need to be hard on ourselves.
And I won't say too much about the "new ruler rule" in development this time, but we plan to make it more light-paced than the grid version.
Players have mentioned in previous updates that I hope the rules of grids and rulers can be completely different, and now we are going to do it. I hope you like it.
Regarding the rules, I will only talk about these this time.
We will release the complete main rules for everyone as soon as possible.
In addition, the rules-related content this time is still translated by me, so it may be difficult to read.
The translation work a while ago was not smooth, and we had to change a partner.
Many players are offering help to be our English/other language proofreaders.
I sincerely thank you here, but what we lack most now is adequate Chinese-English translators.
Only by solving this step can we produce something worthy of your proofreading.
3. Graphic design
The design of various cards and markers has been finalised.
And, highlight our "Pilot-ID-link " system, which replaces the original link token.
Each pilot has an exclusive dial for timing.
The pilot's ID is stated on the dial, and each has a different ID.
At the same time, each pilot will also correspond to a small dial, one side is black, and the other is white, and the ID is written, and it can also be rotated to different angles to record the current remaining link.
When players play games, because the dial is often transferred on the table and in their hands, it is easy to misremember the question of "who drives this machine".
When the game starts, the small wheel will always be placed next to the mech, recording the link and marking the ID, so it does not matter where the big dial is.
One player uses the black side, and the other uses the white side, so even pilots with the same ID can be distinguished.
In actual use, this thing is much easier to use than a lot of small link tokens~
In addition, in the last update, some players pointed out that our EMBER logo does not look good because it uses the same letter width.
Thanks a lot for your suggestion, @Ryan!
In the figure below, the top is the original plan, the middle is the final plan, and the bottom is the unadopted plan.
Regarding maps, we are currently in the second iteration, which is what it looks like in the picture.
At present, the final plan of the map is still being adjusted.
In the plan, the double-sided map will adopt a more realistic sense on one side, and the other will be similar to real-time satellite scanning, and some of them are still low-definition pixel "night battle" Versions.
However, we are still adjusting the design.
We have been busy these two days and will take time to iterate another version.
4. Miniatures
The primary information about the model has been said in the previous journal.
Here are the new photos.
And then to say more, now these models look good, but there are a lot of small problems.
These problems are said to be small but may affect the assembly.
If they are not modified, it will inevitably affect the assembly experience of players.
Therefore, to correct these problems is not how perfect we want; we just want to make the products qualified, and we will produce them as quickly as possible after repairing them.
Please wait for a while; and sorry for the delay again and again.
Finally, the original plan wanted to talk about some things about the refinement and modification of the game background, but I have written a lot of it for a long time. .... leave it to the next update.
Here, as always, we need to hurry up PM, but the international shipping fee has changed again... we can only recalculate it again.
Fortunately, it has been decreasing recently.
So here is the update.
Finally, add a few more pictures to the fun for everyone.
See you next update, join our Discord channel if you want~
https://discord.gg/JqDGKsYd
Dev log 16. The update we said last week is comming~
over 2 years ago
– Wed, Jul 06, 2022 at 02:53:20 PM
Hello everyone!
Good weekend! This week we've brought some tidbits of progress, as well as some details that were left unfinished last week.
Mould development:
The total number of moulds for the first season of Obsidian Protocol is 25 pieces. We originally planned to make all of them in TAKOM, but because the pre-work time was much longer than expected, after we completed the mould design, the schedule of TAKOM became very short.
From March to April, I had a round of communication with the factory and decided to hand over all moulds numbered 013 and later to another supplier. The outbreak of the month has interrupted all our travel plans.
In June, we had another conference call with TAKOM. Everyone decided to quickly advance the progress of the mould and complete it in two batches:
The first batch is mould 001~007, including almost all the moulds of the revival faction and some moulds of unique crowdfunding content. This batch is expected to be completed by the end of July.
The second batch is mould 008~012, including almost all the moulds of the joint faction. The batch is expected to be completed by the end of October.
On the other hand, we also formally established cooperation with Shiraishi Design, a group of experienced and enthusiastic model workers who helped us with part of the part and mould design before. Next, as a supplier, we will first make chess pieces chassis, control panels, and transparent parts for the Obsidian Agreement. In the future, we will produce the third batch of moulds (013~025).
Thanks to all our collaborators, thank you!
By the way, when it came to moulds, when we went to the factory in October last year, we took some pictures of the moulds that were being made. Many of them are very industrial and beautiful. Here are a few pictures~
Shipping plan:
Here, first of all, is a detailed explanation of the batch shipment plan mentioned last week:
1. We first split the core package of the crowdfunding product into the following parts:
"RDL Core Pack", which includes all the RDL faction models, pilot dials, markers, etc. originally in the core pack;
The "UN core package", of course, also includes UN accessories;
"Accessory Pack", including terrain, game rule book, script, and game map;
"Packing box" is the big box of the core package;
"Dice pack", the dice in the core package.
On this basis, the original deluxe core package means that a "GoF core package" and some additional terrain models are included based on the core package, and the box will be slightly different.
2. We're seeing a lot of urgency from many players, and we'd like to ship sooner as well.
On the one hand, shipping as soon as possible can restore our reputation as an "ace pigeon".
On the other hand, after the crowdfunding version is released, we can theoretically sell the related official products.
Our financial situation is very tight. If the official product can be sold, we can have the funds to promote the follow-up work better.
3. Based on the policy of "as soon as there is content that can be batched, send it to players", our plan is as follows:
From August, the first batch will be issued, including "RDL Core Pack", "Dice Pack", "Tie'Ji Expansion Pack", and "Heavy Metal Expansion Pack". This includes most of the revival faction content and can be used for small-scale battles, but because there is no game-specific map, it can only be used for inch-scale battles, and because this batch does not contain paper rule books, so you need to download the electronic version of the manual.
From November, the second batch will be issued, including "UN Core Pack", "Accessory Pack", "Packaging Box", "Scalpel Expansion Pack", and "Breaking Hammer Expansion Pack". If the payback file you selected is the base core package, you should have received the full content by this time.
The third batch, which has yet to ship, will include all the remaining content: "GoF Core Pack," "Hunter Expansion," and "Justice Expansion." The reason why the time of the third batch cannot be determined is that we have not yet scheduled the production of this part of the mould, and we do not have enough funds to pay the cost of opening the mould for this batch of content immediately. There may not be an immediate schedule.
4. Again, based on the reasons mentioned in Article 2, we are very much looking forward to early delivery, but under the current situation, if the first batch in August and the second batch in November can be dispatched on time, it will already belong to It was very smooth.
5. This solution is a bit cumbersome in general and will inevitably result in more postage, so naturally, there will be some players who want to receive the product at one time at a later time, and we will open the corresponding channel.
Since most of the backers of KS are not located in China, the increase in shipping costs caused by multiple shipments will be relatively high.
Our plan is as follows: On the PM page, we divide the products into different shipment batches. You can choose the cluster you want when you pay for the postage.
But whether this function can be realized, we need to consult the staff of CrowdOX.
This Wednesday, I spent most of the day writing an enthusiastic consultation letter, stating the current situation of the project on the one hand and also explaining the expected plan, and then just when I was almost finished:
Then I found out - my SSD was broken...
So please wait a few days, and I'll talk to CrowdOX over the next week to see if this can be implemented. At the same time, if you think there is a better solution, you can also leave a message below or come to Discord to discuss it with us.
In terms of rules:
Version 0.9.8 needs more testing to decide whether to adopt or not, and we will continue to test version 0.9.8 in the next week and will not continue to advance until it is confirmed.
Here is a brief description of the main changes in 0.9.8:
(I try not to be too complicated in the description because it will be tedious and lengthy. But even if it is simple, I am unsure if the English version can express it clearly. If you don't understand it, it's okay, we will eventually have a prominent instruction manual, and we will also make a clear instructional video of the rules.)
Initially, the logic of the core mechanism "Timing System" of the Obsidian protocol is:
The component provides optional "Actions". Players use the pilot's turntable to select a "Timing" between 1 and 6 each round. Then in the action phase, when the corresponding "Timing" arrives, they can choose any "Action" that matches this "Timing" to execute.
The feature of this mechanic is that since the turns of the two players are not differentiated, and the unit selected earlier in the timing can perform the Action first, the Action with the earlier timing is generally more advantageous.
At the same time, later-timed moves tend to be more powerful, such as dealing more damage or having a more extended range.
When playing, this mechanism does show a certain degree of strategy. Players must consider each round's action selection and timing and guess the opponent's actions.
But this mechanism has some problems:
First of all, there are only six timings in total, and often multiple units choose the exact timing, which causes them to decide the order of actions again, weakening the order logic provided by the "Timing system".
Secondly, "Timing" is a relatively abstract concept compared to the Action type that is emphasized in most miniature wargames. Players need to think like this:
"I have to choose the timing for this round, during which I can perform certain actions for this. I need to see when these actions are to be taken."
Instead of: "I have to think about what actions I will perform this turn."
which undoubtedly increases the learning cost for new players.
For these problems, we iterate again based on the kernel of the timing system.
The new scheme is that we stipulate that all "Actions" in the game are divided into the following seven types: "Quick", "Melee", "Projectile", "Move", "Shooting", "Tactical", and "Passive" that does not require active execution.
On each pilot's turntable, the original six timings will be replaced with icons corresponding to 6 active actions, and there will be a "Timing" when the driver performs these actions.
The new "timing" is all double digits, but don't worry, and it's no more complicated than the original.
For example, the timing corresponding to the "Quick" of all pilots will be between 11 and 19.
This will vary from pilot to pilot, and you can think of it as the pilot's proficiency in "Quick".
For example, a pilot with a "Quick" timing of 14 will act earlier than another with a timing of 17.
The same principle, on the pilot's dial, there will be a number between 21~29 behind the "Melee" icon, "Projectile" is 31~39, "Move" is 41~49, "Shooting" is 51~59, "Tactical" is the slowest, 61~69.
During the planning phase, you can think about what kind of Action you want a unit to perform, then turn the dial to the corresponding action icon, and you're done choosing.
In the action phase, all the turntables will be turned over together, and then according to the number of "Timing", they will act in order from small to large, and only the corresponding type of Action can be performed.
Under this new mechanism, the most fundamental strategic thinking is that there is a sequential relationship between the six basic actions, and each of your machines has a high probability of performing 2~3 of them. You must choose according to the actual combat situation. actions per turn.
Another level is that when you choose a certain action type, and you predict that the opponent may choose the same action type, the order in which the two drivers perform the same Action is usually determined, which also needs to be considered.
As far as the current testing experience is concerned, I still prefer this new mechanic. It has more certainty than the previous timing system and more strategic components.
But under the new mechanism, the principle of balance is entirely different from the old version, so I need some time to make a new version of the value and do more testing.
I don't know if my description is clear, but let's move on to the next part first.
Graphic design:
Due to the need for batch shipments, we prioritized the completion of all elite pilots of the revival faction.
All pilots of the "Impartial" are highly prosthetic soldiers, using a full Obsidian protocol to control the mech.
These elite mecha pilots are not only excellent soldiers but also experts in a particular field, so they have special skills.
The main logos of the three factions are undergoing a new round of iterative adjustments, and the final plan for RDL and UN has been determined. The GOF ones still need some tweaking.
The whole world view (project) is named "Ember", "月尘" in Chinese, and "Obsidian Protocol" "黑曜协议" as the subtitle of the first season of the miniature wargame. Thanks to our designer DK, the logo for the project and subtitle have also been designed.
While it's not yet certain which box type to use, the general design of the expansion pack has been completed, and there may be some slight adjustments to the box later.
Personally, I really hope to provide the product with a large enough and strong enough packaging box so that players can use the box for storage after the assembly is completed.
But the project overruns are a bit serious, and good boxes are really expensive, so we can't make any guarantees on this yet.
The layout of the assembly instructions is progressing smoothly, roughly in this style.
The first batch of painting guides and decals are in the early stages of design and will be released soon. No pictures will be released this time.
On the model side:
In the past, model-related was always put at the top. We realized that this part is mainly to show pictures, so subsequent, if there is no significant progress in this part, it will be put in the back.
First of all, as mentioned last week, we reorganized the sub-packages based on the actual design of the board. The following is the new content of each package. The red parts are the additions unlocked through crowdfunding, and the blue ones are other additions. Giveaway, yellow is cancelled (sorry).
The layout of the first and second batches of boards has been confirmed, and roughly 5% to 10% more parts will be received than the crowdfunding. The plates involved in the third batch may still be adjusted, but there are only a few more.
I hope you all have fun.
Of course, for PM and post-promotion, we still need to render a new set of renderings, which have not been rendered yet...
Just this one today:
With the test parts of the 004 version arriving on Tuesday, we now have 90% of the revival faction plastic samples in our hands.
Although there are various imperfections in these samples, I believe there will be a better result.
I took some pictures and put them at the end.
I once felt that working on this project was a bit numb, and seeing these mechas I made myself was also aesthetically fatigued.
But when I change them up, test and take pictures with various configurations, I still feel delighted and have fun.
It is increasingly looking forward to the effect players can have after they get the product.
There were still some pieces of work progress this week, but many of them were lost in my SSD tragedy on Wednesday... I hope you all learn my lesson, back up your files frequently, and take good care of your computer.
Well, see you next month!
And here's this week's Discord invite to welcome you to the channel.