Last Regiment is an upcoming fantasy-themed strategy game with simultaneous turn-based multiplayer and single-player campaigns following the story of a Portellan named Olivia, set in a post-apocalyptic world with Dragoons, Artillery, Orcs, Pirates, Chainsaws, and more! Form regiments of heroes and units from various factions, lead them across hex-based maps, and fight your enemies for control over all the lands and structures.
Currently being developed by Boomzap Entertainment, Last Regiment takes the best parts of the studio's previous title, Legends of Callasia, makes a bunch of neat changes for a faster, deeper, and more strategic game, and allows player to design their own levels through its built-in map editor.
This is our last dev update of the year for Last Regiment. Most of the week was spent fixing bugs and addressing a bunch of corner cases, but we're adding new things to make the gameplay more interesting plus more visual improvements. We're also getting a build ready for PAX South, so there are several things we need to mark off our checklist.
Artificial Intelligence (AI)
People have been discussing artificial intelligence on our Discord. One of the hardest things in making AI is making it seem human. In strategy games, the challenge is how does the AI make a grand strategy/plan and decide to do something in the game? For Last Regiment, we take a different way of doing it by setting decision-making metrics that the AI can look at. However, you can't get to this point until you already have a game that's well put together.
Creating the Tutorial
Another thing that had to wait until now is the tutorial, which we are unable to do until the game exists and the rulesets are defined. In the game's current state, and with PAX South approaching, we are now starting to build it. It's very challenging work, especially with strategy games being more complicated than normal games, and with our relatively new turn-based simultaneous mechanic. We have to make a fun and interesting tutorial to make our players think it's easy and draw them into the game step by step.
What We've Changed So Far
1. Added gameplay significance to deep and shallow waters by introducing new naval units, such as the Tentaklor of the Deep and the Giant Diseased Crayfish.
2. Added themed bridges and fords that can be crossed by people and boats.
3. Improved the way structures look to make them more "hex-y"
4. Improved the Choose Your Regiment screen and added faction backgrounds for the cards
Watch the video for a more detailed breakdown.
We'll continue working on these before the holidays and resume next year. We'll definitely be busy with conventions in January, but you can always keep updated through our Discord.
Merry Christmas and a Happy New Year everyone!
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