A while back we were trying to solve an issue that came up in our playtests, where we would end up with increasingly large armies sitting next to each other, with both players building new soldiers every turn, trying to outpace each other. Another problem could also arise where one player would turtle, holing up […]
We have recently added terrain effects to the game, so mountains, forests and plains are no longer just cosmetic. Having these additional variables coming out of the map generation process makes each map feel more distinctive. As well as the connectivity of the regions, you now need to consider the terrain in each region when […]
Despite appearances, we’re not dead – just sleeping. Well, not exactly ‘sleeping’, more like ‘being too busy with life and projects to update the website’. But it’s a shiny new year, what better time for another ‘monthly’ update! We’ve both been working hard, but as always, when pushed for time it’s hard to keep dev […]
Which in this case is actually going to cover the last two months… but who’s counting! We kicked off the year with a nice solid sprint on the game. Ben has recently moved on from his work at FMOD and is now a freelance codeninja, which means Spies & Soldiers will be getting more time and attention. So what’s been happening lately?
Ben got a very rudimentary version of the game up and running on his android tablet! Not really that functional yet, but still exciting to see how it might feel running on a handheld device. We always intended Spies & Soldiers to be a tablet game, the format suits digital boardgames perfectly, but the logistics […]