Dev Diary #10 - April 2022

Take up the role of a great wizard, wield powerful spells, command fantasy races and challenge your rivals in this remake of a cult turn-based strategy classic. Do you have what it takes to become Master of Magic?
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Roby7979
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Dev Diary #10 - April 2022

Post by Roby7979 »

Personal log: How are we doing so far?
We’ve had a pleasantly surprising response to the beta announcement, and also just to us working on the remake. As such, we have seen a lot of new ‘faces’ on our community sites. With that in mind, I decided that this month’s dev diary will take a look at the team and try to give you an insight on how we’ve been doing thus far.

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So, for those of you who are new here, our team is made up of six people:



A’vee - CEO’s Boss, UI master, creative director, sound designer.

Khash - ‘The Programmer’ aka grandmaster of all MuHa code!, CEO

SirPi - Lead Game Designer

Yuuki - Writer/Quest designer/Community manager

Obi - Programmer

Shell - Lead QA and everything else we might need of him...




In addition to the fantastic six, we work with freelance artists and composers and the wonderful Andy, a programmer who worked with us on the UI code.




Team Q&A

We will start with a few questions I actually asked the team myself:

What is so far, your favourite part of working on Master of Magic?



Khash: Modability is by far the most interesting part for me, as this opens the possibility for players to make the game truly their own, something that a team of any size won't be able to achieve.

A’vee: I had a lot of fun creating those tiny animations for the 2d town map - things like little characters debating in front of the university building or a tiny wizard atop the Wizards' Guild. I feel these have really added life into that map, I wish I could spend some more time on this task.

SirPi: For me, the joy and tribulations come together in the complexity of the original game’s rules. There are just so many little exceptions and quirks. And then you try to capture them, and recreate them, but also keeping in mind we want new players to discover this magic too. If we had more than six people and our resources, I think there could easily be a whole team with me working on how to approach this. So yes, I love doing it, but it is also tough.

Obi: It’s probably been said before by someone, but the spells and working on them. The key role spells play in the game and their versatility are the true selling point and the thing that makes Master of Magic stand out. And so working on recreating and implementing those spells, so that they continue to give the player that sense of magic and power has been really interesting and inspiring.

Shell: Working on an existing and classic IP, or more specifically, attempting to recreate the old magic while bringing it into the current game market. I spent a lot of time playing and researching classic MoM in preparation for this, so seeing our version and how the two work together is what I enjoy.

Me (Yuuki): Delving into a wonderful, magical world that has meant so much for the history of gaming. Interacting with the awesome fanbase, even when they are critical, I just like the fact that we’re talking and resolving stuff. I also really liked adding some background story/lore to wizards and heroes and races, although I will say that also goes into the ‘stressful category’. I loved doing it, but I didn’t always get it right, and I hate it when my recreation causes disappointment for the core fans. Still, MoM is such a rich game, it is a blast to work with its many, magical possibilities.



What has been the most challenging aspect of working on MoM so far?

Khash: Recreation of someone's idea is much harder than inventing one on your own. Trying to get such a huge list of features and mechanics of the game the way the original inventors wanted it to be, was the most challenging work I ever worked on.

A’vee: For me it was unit and hero design - recreating full unit portraits in high resolution based on the few pixels in the classic MoM. Back then it was mostly the player's imagination that designed these units. Doing them afresh (yet still in a way that would resemble their specific features!) was quite fun but due to the great number of units and time,as well as budgetary frameworks, there wasn't a lot of wiggle room for creating different versions to choose from - we had to get it right the first time.

SirPi: Exceptions to rules and features that need to be implemented just for one thing. This is what makes MoM special, but also what makes it a nightmare sometimes to implement, track and balance... You need to code it all, implement it, then find space on the UI to try and explain it to the player. It can be a real headache - I am looking at you Torin, master of exceptions...

Obi: I am actually gonna say spells again, because as inspiring and cool as they are, they are also insanely complex and often riddled with exceptions and mechanics that apply only to one spell. And then of course you have to make sure the AI is able to use all of those wonderful spells properly. So that has been and continues to be a real challenge.

Shell: Catching all the exceptions and nuances that may have escaped us. And I am looking forward to sifting through all the beta tester bug reports and feedback by myself soon...

Me (Yuuki): Managing fan expectations. I am constantly worried about remaking such a great classic with a small team and available resources. In Thea, our restrictions didn’t matter as much, we were able to adjust our work as we saw fit or as we had to due to limitations, but here, there are targets we need to hit for the game to be a real remake, and so, there is little room left to cut or even to add a bit of ‘us’ to it.



Community Q&A


We also reached out to the community for any questions they may have.

Here's a fun question to try to answer without upsetting fans of either camp: How much influence of Thea will there be in the new MoM?



This is a tough one to answer really. Thea and Master of Magic are very different games and while they obviously share some aspects of the 4x genre, the two/three games approach those aspects in vastly divergent ways.

But, if I was to fish out an aspect, apart from hexes and some genre similarities, I would say that both games appreciate that perfect balance is not always the way to have fun in games.



Will there be any balance changes to existing spell factions?



No, we are not balancing the magic for now, however, this is subject to change, pending the beta tests and player feedback, that’s when we will consider tweaks and changes to mechanics and balance.



When will we see the first animations? When magic effects? When will we hear music?

A question I have been wondering about is: is there going to be like a couple minute play through that THEY have done and recorded? Not necessarily for us which I know beta is coming for us… but if we don’t get picked for it. I’d like to just see a couple minutes of it if nothing else.

In answer to both of the above, Slitherine is planning their Home of Wargamers Live on May 10th and you can expect some Master of Magic exposure there, so note the date!



How much of the gameplay is 1:1 with the original game and how much is revisited? I’m interested from the perspective of future plans: are you going to expand on the original concept more on a future game? Or DLC to this upcoming game? Or are you planning to encourage more user content and mods as a primary means to extend the game?

We have tried to recreate as much as we were able to without the source code and detailed design notes. As for the future plans, well, we are not counting anything out, but neither do we have any solid plans right now. This is because we are a small team, and we tend to focus on the project at hand as it is, and then expand our plans accordingly once we see how it is all going. However, we have included a lot of modability, so yes, we do hope modding will pick up and be great.




Will the music be done in house, or are you looking at outside talent? Also, will it be only remasters of the originals, or are there plans to add a few more entries?

Our music is outsourced, and done by the wonderful Murmur Studio. The OST is actually ready, and the music is inspired by the original rather than a remaking of it.



Do you intend to make AI profiles, that means different AI routines that play differently instead of one AI master routine?

Our diplomacy AI does have several variants depending on the Wizard’s character (see answer below). Apart from the diplomacy AI, at the moment, we have only one AI routine, although this routine can be modified in the game settings to raise/lower difficulty. The scripts for the AI are moddable though, so perhaps in the future,either we ,or the modders, will be able to adjust this.




How smart will the AI behave in regards to diplomacy and co? Pls don't give us something like the original that goes like: "you want peace? Ok!" and "you want this awesome spell that is gamebreaking? ok!"

An mentioned in dev diary #7 January 2022 , we are working on the diplomacy AI having a lot of complexity. So the enemy Wizards have their behaviour patterns, and should act in accordance to those, as well as our actions towards them, or any needs they may have (so, in theory, they should offer to trade when they actually need something from us, and not randomly offer up spells).



How is the New MoM going to address the 'final 50 turns' problem? Mainly that the latter 1/4 to 1/3rd of most 4X games range between 'dull' and 'perfunctory', where the outcome is defined and known by the player but not yet the game engine.

This one is a huge question, for most of the 4X genre, I guess. In short, and I will sound like a broken record here, we have not addressed such things a lot, beyond putting an effort into working on the AI and its complexity. We are finding that recreating Master of Magic in all its glory and faults alike, is a huge task for us already, so we will approach such questions most likely during the beta process. In the past, with our Thea games, we found working with our community was the best way to find/add/polish and in doing so, also address those kinds of big questions from new angles. So, in short, we hope to find some ways to address this, but our focus remains on the remake first.



This [MoM] story needs a proper wrap up! Could we have an interview of the original creators together with the new team and modders? This game has been burnt in so many minds since the 90s, I think the world needs to know more about it. Such brilliant ideas surviving the test of time mean a lot more than what meets the eye.

I [Yuuki] would be happy to participate in such an event, for sure, but apart from the modders and dedicated fans with whom I am always open to talk to, we have not had any contact with the original game creators.



Visual Update

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We now have the map view as you enter your city, which we implemented so that it would be easier to instantly know which city you are managing.

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One in the city view, you can still switch to the 2D map view, to see what building you have, or just have a look at the nice map...

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We finally also have a working mini map, yay. And, at the very top right corner, you can see our nifty Bug report button, which will become invaluable in the months to come, during our beta.



Beta news

Our plan is to begin beta tests this week!

We will do the tests in waves, meaning that we will not invite everyone who applied at once. Our first wave, in fact, will be very small. We do not have precise plans on the frequency with which we will increase the beta tests, so please remain patient with us as we do our best to include as many willing participants as we can.

Thank you so much to everyone who has applied by the way! The response has been super cool, and I know together we will make Master of Magic great again.
Arent
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Re: Dev Diary #10 - April 2022

Post by Arent »

Ok, the mayor change so far seems the change to hex fields.

This might change combat somwhat. I already saw that in the combat mode the cities are now much larger than the original (I think it was something like 5x5).
cdurf
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Re: Dev Diary #10 - April 2022

Post by cdurf »

This is awesome! Just wanted to say that you all are doing amazing work. This game (and MoO) were staples for me growing up. Glad to see others who enjoy it and want to see more.
Teppic
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Re: Dev Diary #10 - April 2022

Post by Teppic »

Hello Devs, testers and contributors.
I am happy to see MoM again after having it played in the 90thies. From what I have gathered from the tw stream on Tuesday some german communities are aware of your work. I not only wish you luck with this project I will provide you with some detailed feedback on various screens I have seen so far.
I like great many things you already have done like the artwork of the wizards or the peoples.
And there are directly some things at the Selection of Race and Banner Menu I want to adress:
I would not name-tag it "Select Race and Banner". The word race (esp in germany) is somewhat problematic whereas "faction" is not. Maybe reverse-name it "Banner and Faction" as the faction colour imo is also more important than the starting faction. Coming to colours - have you checked the banners/game colours with somebody who is colourblind/ red-green weakness? I cannot help you on that matter.

All different factions from Arcanus on the left and Myrror on the right side. The heading is not prominent enough like Arent has written it in an older diary (8?, 9?) alone a change of header colour would make the header stand out more. The use of black text on grey is only sufficient. Font Size change?
Good choice to show all available factions, having the information text separated the worlds. Maybe you should arrange the different faction into small groups more according to similar playstyle:
Lizardmen, gnolls and klackons are far more direct/aggressive with small city building options whereas
High Elves & Nomads depend on bow range units and have many city building options.
The 5 Myrror Factions only in one columm - Dark elves on the same row/level as High Elves.

Important informations could be a bit more accessable.
Barbarian unit cost is 1.5 ... ->unit cost +50% or unit cost is 150%
Mentioning direct stats changes is sometimes ok, but without context I can not assess if -1 Attack for
Halvlings or +2 Att for Gnolls is much or not. More on that later.
Unspecific infomations are fine flavour but not sometimes not helping: Highmen - "they prefer diplomacy over conflict", is it helping me with my selection? only if there would be a reference to the barbarian human counterpart. For someone who has never played MoM would not get that standart Highmen units are slightly weaker than the barbarian units (throwing ability).
On the other hand as I may recall the human wizards were pretty dangerous on the battlefield, although it takes a lot of city-building to get there.
The informations on the capacities of city improvements are ok. Magnificiant cities of Highmen or orcs vs the slums of the gnolls or as described simple communities of lizardmen. For somebody who has not played MoM the infomation is not always accessable as the image contradicts with the playstyle: The image of orcs and human barbarians is relativly similar altough orcs play quite differently and not so aggressivly as physically weaker. Maybe change the image into an orcish priest or mage? The image of the high elves gives no indication what to expect. As I recall this faction had formidable bowmen. The image could show the specialty unit - like f.exe. done so with the halvling slinger.
The images of the high men or barbarian give a good indication what to expect.
As above please rename "race unit" into "specialty" unit(s) or outstanding unit(s).

The output information on workers, farmers an rebels is ok. Maybe remove the info on the rebels; you could add there an stat example of an early standart unit like the swordman, so that players see the actual differences for Attack, Defense and Resistance asf. esp. when modyfied.
Teppic
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Re: Dev Diary #10 - April 2022

Post by Teppic »

After some time - I think you have some potential which is unused.
I know it is somewhat late in the work progress. When you look at Banners and Identification
you could carve out some benefit here with relativly low work Input.
Many games like Battle Brothers and even Stellaris have the option at beginning of a new game
to create a Banner for a new run.
Banner Cration.png
Banner Cration.png (337.16 KiB) Viewed 1883 times
This Banner are also used for Savegames, so that players can relate which game they were playing,
incredible useful when more than one player is using one PC.
Load and Banner.png
Load and Banner.png (677.05 KiB) Viewed 1883 times
Teppic
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Re: Dev Diary #10 - April 2022

Post by Teppic »

This game has also Mod-Banners integrated
Stellaris_Banner_mod integration.png
Stellaris_Banner_mod integration.png (319.94 KiB) Viewed 1880 times
Arent
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Re: Dev Diary #10 - April 2022

Post by Arent »

(1) In the original Master of Magic, you could pick a banner. Same was true for Master of Orion. I assume that this will also be possible here, although the banner is probably not associated with a save game.
(2) There are lots of media that object to the use of all kinds of words. In general, they just want to push politics into games & don't even remotely care about any social issues. I would avoid pandering to them, because people will get annoyed by real world politics/political messaging in games.
Arent
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Re: Dev Diary #10 - April 2022

Post by Arent »

Here you have the current banners. But I don't think they are associated with save games:

Image
Teppic
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Re: Dev Diary #10 - April 2022

Post by Teppic »

Ah, thank you, Arent.
I have no Beta-Version and was referring to the yt-Vid "Home of Wargamers 2022 | Live from Venice" on the slitherine games channel on Minunte 26:45. My bad, I did not specify that.

Actually, I do not understand what do you mean with:
"(2) There are lots of media that object to the use of all kinds of words. In general, they just want to push politics into games & don't even remotely care about any social issues. I would avoid pandering to them, because people will get annoyed by real world politics/political messaging in games."
I do not concur with you on behalf with words. Words have a meaning. I apologize as a non-english native for my sometimes inaccurate english wirting. Race as term for classification is blurry. In german the direct translation to race is considered as an outdated term and when used having someone pushing an outdated agenda used by the right wing of the political spectrum. By using the word faction noone will be annoyed or did I miss something?
Teppic
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Re: Dev Diary #10 - April 2022

Post by Teppic »

:?:
I am just curious. Did you change wraiths in any sort?
In the original MoM there were Wraiths as a Unit from the Death realm. It was rare and you needed
a lot of death books to be certain to get it, but you could get it right from the start when you
dedicated all points to death books. From there it was only a matter of mana to cast it and after
that the game was easy to win even on impossible level.
(Read also the comments on)
https://masterofmagic.fandom.com/wiki/Wraiths
Only towns with many priests or shamans were able to withstand attacks from wraiths and
even then it was not certain. Halvlings did pretty well because of +10 to Hit. Klackons stood no chance.
This was an early game problem. It don´t think the unit was of bad design because it had
its weaknesses, only the AI did not know or was not able to tackle it and
yes Life magic was not strong enough against them.

:!:
A solution to that might be that all rare spells of a realm are harder to cast and maintain in the early game as their specific threshold has not met and therefore need additional mana. For death units it could be that a certain amount of units have to die to meet this threshold, for live popultion to be born, nature and sorcery mana to be created and used and chaos is chaos.
Eradanfaroth
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Re: Dev Diary #10 - April 2022

Post by Eradanfaroth »

By the way, the post of Teppic remembers me of a flaw in the original MoM :
when IA encounters an invisible unit who can't be seen by his units, it flees automatically and systematically even if the unit is perhaps weak and have no chance at all in combat.
A player wait for first strikes before taking such extreme option.
Teppic
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Re: Dev Diary #10 - April 2022

Post by Teppic »

The City Screen
seen at yt - sliterine Games channel
#HowLive2022 Gameplay - Master of Magic
https://www.youtube.com/watch?v=ArRk3tfe_cA
0:30+

I was pretty keen to see how you managed this. Not to get excited too much this is not the final version! Start.

Ohhh -kay. I can see the city like on the strategical map.
But, where is the city itself? I see only statistical/managing informations, meh.
Might be handy but no immersion at all.
That was a deep dissapointment for me. The orignial MoM had it all in one.
(I know now there is a SMALL button to look into the city itself,
but that is not what I saw when the city opened the first time).

Also when I look at strategical map and the city surroundings nothing changed -
no fields, nor little farmsteads, no activity in the direct vincinty of the city nor
in the city itself - no smoke from chimneys - is this a city of dead people long forgotten?
Ah no it supposed to be halvlings. Ohh.
I will not see any enchantment and the city changing it. What a bummer!

Another problem is this: This big city model doesn´t fit in the area and this initial city screen
doesn´t trigger any (positive) emotion. Massive walls indicate there is something to be worth
to be protected - if it would be a castle that would be acceptable.
A city inticates activity, but I don´t see any. I the old MoM entering a city I could see a dark rituals,
with the everlasting night enchantment or the havenly light shining from above.
Here first impression... nothing.

Ok, later at 3:45 there is a orcish hamlet without walls. It looks better - like a small fishing village or
market place. Better, not great. It meets my expectations. The word city and these (thick) walls
alienate it to its surroundings whereas the small coastal village in the desert fits in it quite good.
In my opinion you can still use the actual model for (neutral) castles to conquer.

:!:
A suggestion - the first time a city is opened the player will see the city view (Timestamp 2:00).
At least like that you can save some initial immersion. Add a small check box to skip into the closer city view.
For hardcore players and later in the game that immersion might not be wanted anymore.

The old MoM had a more abstract strategic map, so the contrast toward the city view was strong.
Nothing I liked to look at really. It surved its purpose.
The new MoM has a smoother view/realistic view, but right now this aspect it looks hollow, boring.

I know I might be unfair & smug but top-end looks and overloaded playfullness examples are out there:
google humankind. Your grafics there have to be adressed. As a player you look at these cities for many hours -
imo they are at least as important than the fine artwork of the sorcerors at the beginning.
For me the closer city view without a look at the sky where a chasm of chaos could be spotted is wasted potential.
https://masterofmagic.fandom.com/wiki/Chaos_Rift

This was only my first impression - sorry :cry:
some other day I comment on UI of the city screen. First impression on that - it looks far better.
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