I’ve been super lax with these updates – the schedule is getting tighter and the pressure is definitely on to get Forged of Blood over the last few months here. However, we do have a cool new update to share so here we go:
Over the last couple years, we’ve had some hazy discussions internally over the implementation of a Fog of War system in Forged of Blood. Should we? Would we? Could we? It was one of those things that we unanimously agreed that we “would” with the “should” and “could” of all up in the air until we’ve developed the rest of our mechanics.
Early on in the development process, we had designed the basic tactical mechanics around the idea of being able to survey the battlefield and the enemies in it right away (this goes back to the “meaningful choice” design pillar we chose). Over innumerable playtests in the last couple years, the tactical game loop had largely revolved around two steps:
- Scrolling around the map to find the enemy spawn.
- Reacting and moving units accordingly.
Internally, and in the builds we’ve showcased at past public events, the tactical order of operations had been very predictable with players positioning their units like pieces on a chess board leading to the eventual engagement flashpoint. Positioning and turn efficiency carried the day and giving the player a full overview of the map and tactical situation made the battles feel more like a tactical puzzle. In that iteration, Forged of Blood was already a challenging game for most (less than a third of our public playtesters win, and a flawless victories were counted on one hand per event) and we realized just what a curve ball a fog of war system would do to the tactical layer. That said, we also still had a few mechanics (spells and the like) that were contingent on the nailing down whether or not we would be implementing a fog of war system, so we finally took the time to test it out.