General gameplay and the turn system
Welcome to the first Leviathan: Warships developer diary!
My name is Johan Hellberg and for the last year, I have been working on Leviathan: Warships as both Producer and Lead Designer, trying to shape the game into something you, the players, will enjoy. I’m looking forward to hearing your feedback on the game as we get closer to release! In this part of the developer diary I will go through the most basic concept in Leviathan: Warships, namely the turn system. This is the heart of the Leviathan: Warships experience and something that offers players many ways to play the game at their own pace.
So how does the turn system work?
Each turn is divided into two phases: The Planning Phase and The Result Phase.
The Planning Phase
During the planning phase each player sets the movement orders for each ship and specifies any manual targets for their weapons. The player is free to take their time here. They can switch between all on-going games as all games are stored on our server, so it is easy to continue playing on any platform.
There is an option to enable a timer during the planning phase for those players that want a quicker, almost real-time game. We offer multiple turn time limits, from 30 seconds limit on a turn, up to one week. When the timer runs out, the game is auto-committed. 30 second blitz games can be a little hectic and intense, but are often immensely fun.
When all players have committed their turns, the results are calculated and sent to all players who can then view the results of their orders.
The Result Phase
The result phase is 10 seconds long which we feel is just about long enough for the player to have good tactical choices without feeling that they lose control over their fleet. You cannot influence the game during this phase, only watch in glee or horror as your plan plays out before you.
The turn system really makes the game highly flexible for the player. You can easily have multiple games running at the same time. We have support for both in-game notifications and e-mail notifications so you’ll know when a new turn is available in a game.
In the next Development Diary, we’ll go into more detail about cross-platform and how to play with your friends.
Welcome to the first Leviathan: Warships developer diary!
My name is Johan Hellberg and for the last year, I have been working on Leviathan: Warships as both Producer and Lead Designer, trying to shape the game into something you, the players, will enjoy. I’m looking forward to hearing your feedback on the game as we get closer to release! In this part of the developer diary I will go through the most basic concept in Leviathan: Warships, namely the turn system. This is the heart of the Leviathan: Warships experience and something that offers players many ways to play the game at their own pace.
So how does the turn system work?
Each turn is divided into two phases: The Planning Phase and The Result Phase.
The Planning Phase
During the planning phase each player sets the movement orders for each ship and specifies any manual targets for their weapons. The player is free to take their time here. They can switch between all on-going games as all games are stored on our server, so it is easy to continue playing on any platform.
There is an option to enable a timer during the planning phase for those players that want a quicker, almost real-time game. We offer multiple turn time limits, from 30 seconds limit on a turn, up to one week. When the timer runs out, the game is auto-committed. 30 second blitz games can be a little hectic and intense, but are often immensely fun.
When all players have committed their turns, the results are calculated and sent to all players who can then view the results of their orders.
The Result Phase
The result phase is 10 seconds long which we feel is just about long enough for the player to have good tactical choices without feeling that they lose control over their fleet. You cannot influence the game during this phase, only watch in glee or horror as your plan plays out before you.
The turn system really makes the game highly flexible for the player. You can easily have multiple games running at the same time. We have support for both in-game notifications and e-mail notifications so you’ll know when a new turn is available in a game.
In the next Development Diary, we’ll go into more detail about cross-platform and how to play with your friends.