Tournaments

1/28/2020 6:17:09 PM

Although I prefer the two-way instantaneous communication that discord provides, as mentioned in my previous post, I'm totally swamped right now with implementing Tournaments. So in the interest of not totally abandoning all communication, I'm gonna try to at least talk "at" you all more regularly via this blog.


So... what can I say? I guess one item that probably deserves a bit of explanation is why Tournaments are late in the first place. To explain that, I have to talk a bit about how Rhino Games works. As you know, we're a tiny team - the engineering team is all of four people, of which I'm one (I split my time between management, direction, and engineering). We have no QA staff, so we're all pretty much responsible for testing our own code.


Over the last couple years of development, the Mythgard code base has gotten pretty extensive. The vast majority of it is code we wrote ourselves. The client runs on top of Unity (which seems pretty common for CCGs these days), primarily because of how easily Unity abstracts cross-platform development. The programming language used to interface with Unity is typically either C# or Javascript (in our case we use C#). As an aside, none of us are primarily C# programmers - most game development is done in C++, and this is actually my first time writing C# code. The servers are entirely custom code, from the front end, which take connections from the clients to game servers (which handle the actual simulation of the game and game rules), match making, community (which handle social stuff), metrics, web, customer service, payments, mail, persistence (kind of like a memcache for the technical minded, these guys talk to the various databases we use to store your data), and more.


It's kinda crazy actually, but all this custom code gives us the ability to do some of the stuff we do that other CCGs have a real hard time doing. Like how you can instantly switch devices in the middle of a game. All in all, it's a pretty damn cool tech base that will allow us to deliver features for both Mythgard and any future games faster and better than what anyone else can do.


The point is that we really make an effort to architect everything "correctly" the first time, whether its to scale to millions of users or to be easily extensible with additional features. Doing this also helps reduce the number of bugs we create as we work on the code (remember how we have no QA?). 


Bringing it all back to Tournaments - with the small, highly experienced, engineering team we have, we typically each take on a feature and own it front to back. Even though we're a very collaborative team in terms of planning, feedback, etc, the actual initial implementation of any feature is usually done by a single person, which is probably the most efficient way to get things done in terms of raw man-hours. However, for larger features especially, that single person also becomes a bottleneck to completion. In this case, I'm doing Tournaments, and make no mistake, it's a bit of a beast - there's just a metric ass ton of cross communication between all of our various servers to make it work - especially if we want to do it "right". And, because it's big and complex, and because this is my first time building a tournaments system, my initial estimate of how long it would take was pretty far off the mark.


Anyway that's it really. Like I said previously, I think it's coming along pretty well, and I'm not gonna rest until it's done. Alright, back to work now. Have a great day everyone!

Permalink: http://www.mythgardgame.com/blog/permalink/tournaments

Patch 0.17.4

1/27/2020 6:07:59 PM

We plan on patching this week. Unfortunately, in-client Tournaments won't be in this patch. This has turned out to be a much bigger project than initially estimated, and much to our disappointment, it's simply not ready yet. Since I'm the one doing the work on it, please accept my personal apology for not having it ready in time. You'll notice that I've been largely absent from discord the last month or two - and that's entirely because of how focused I am on implementing Tournaments. A lot of progress has been made in this time - it's gonna get finished, I promise you that.


So setting aside the bad news, this patch will have some pretty cool things. We've made sweeping improvements to Harmony (purple), added custom boards, and more!


-phu

Permalink: http://www.mythgardgame.com/blog/permalink/patch-0-17-4

Kotaku Highlights the Art of Mythgard

1/23/2020 6:32:55 PM Permalink: http://www.mythgardgame.com/blog/permalink/kotaku-highlights-the-art-of-mythgard

Mythgard Wins r/AndroidGaming's 2nd Place for the Best Games in 2019.

1/23/2020 6:25:32 PM

Thank you r/AndroidGaming for voting Mythgard as your #2 game in 2019!


We are honored to be ranked so high on this list, being placed alongside these other great games is incredibly humbling.  We are eager to earn our spot on this list for 2020 and are already hard at work developing exciting new content for Mythgard!


As a special thank you to the r/AndroidGaming community, you can now redeem 3 card packs until Friday by entering "rAndroidGaming" on our store page in-game!

Link: r/AndroidGaming Best Games of 2019

Permalink: http://www.mythgardgame.com/blog/permalink/mythgard-wins-r%2Fandroidgaming%27s-2nd-place-for-the-best-games-in-2019-

Dec 2 Update

12/6/2019 11:54:07 PM

Just a quick update - we plan on sending out an email in a day or two with some codes, so make sure to sign up for the mailing list if you haven't already. Other than that, we're working on ranked rewards, the inter-season Holidays event, tournament mode, and more. The next patch is scheduled for approximately Dec 19. Due to all the unscheduled digressions we've been taking (Faction Missions, the Arena revamp, etc), at this time, it's looking somewhat unlikely that tournaments will actually make it into this next patch, but we're crunching away on it.


Mythgard recently hit "Overwhelmingly Positive" on Steam recent reviews, and from the entire team, we want to thank you all so much for your support! As an indie game, getting the word out is incredibly hard - over the course of the Beta, we've worked with top-tier public relations and marketing firms to try to convince games journalists to write about us, but have yet to see any traction. However, I think it's only a matter of time before they crack, especially if we can continue to garner positive reviews.


For those of you in the US, I hope you had a great Thanksgiving. Have a joyous Holidays everyone!

Permalink: http://www.mythgardgame.com/blog/permalink/dec-2-update

EndoZoa

11/1/2019 1:58:26 AM

As many of you know, we're a small team, and we take the building and balancing of Mythgard very seriously. All ten Rhinos are hard at work building lots of new features for the game, but we also wanted to increase the resources available to tune and balance the game. As such, we've contracted with a member of the community, EndoZoa, to consult about balance and card changes. EndoZoa has proven himself a skilled and insightful player since he first participated in the Alpha, and we're happy to get his assistance in this regard.

Permalink: http://www.mythgardgame.com/blog/permalink/endozoa

Patch v0.16.3

10/22/2019 9:43:31 PM

We plan on patching late next week (most likely Oct 24 or 25).

The new patch will add Faction Missions to the game. Each faction will have a sequence of missions with faction specific rewards. Progress will only be accrued to one faction's quest line at a time. We anticipate that this will provide a major boost to the new player experience, both in terms of direction after completing the story and gathering cards for their initial collection.