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Happy New Year!
...and a warm welcome to PlayCauseway.com! We have switched over the website address — to match with our recent re-brand to Causeway.
We've also had to recreate some of our social accounts, as they usually don't allow switching handles.
Take a moment to add us (if you want us!) over at:
Modular Parts
Today I want to share my excitement for one of our upcoming changes in the alpha, which will affect Custom Lobby Options.
Usually, the options in the custom lobby for a match might allow adjusting some numbers: the rate of resource gain, death timers, and maybe even the victory condition.
We're interested in pushing further. Causeway is modular in its design: the game is built to allow swapping pieces in and out at a fundamental level.
There's two different ways we categorise modular content:
- Primary content is a substantial, stand-alone piece which forms a permanent addition to the game.
This might be a character or a map. Game lobbys usually have official tools for interacting with them, such as selecting a map, or banning characters. - Secondary content is content which 'slots in' to primary content.
For example, a map might have a "boss pit" where players fight a monster. The particular monster or boss that you fight could be considered secondary content.
In Causeway, we are setting things up so secondary content gets a similar level of custom lobby support as primary content. We're also making sure that it's easy for modders to create secondary content.
Why do this?
- Primary content is difficult to create. Even without audio and visual effects, right now an average Causeway character needs 700 lines of scripting.
- Primary content is difficult to assess. Players need to try a map or character many times to understand how and why it's different. This also leads to difficulties with tuning and balance.
- Primary content overlaps with our business model. We're motivated to have characters whose lore matches our world, and whose cosmetics we can sell. Modder contributions may not always align with this.
In my experience, modders of lane-pushing games are very drawn to making primary content. I totally get why... and also it tends to be too ambitious to overcome the frictions mentioned above.
By putting our support behind secondary content, we lower the barrier for modders to get started — as secondary content involves so much less scripting! It is easier to share, easier for other players to understand, and thus can gather traction.
That's the positive feedback loop that can eventually lead to bigger things!
For players, they can experience variations on the game which don't demand a lot of learning, and they can choose their own mix of fresh and familiar. A new selection of buffs in the jungle might adjust the pacing of the match, or open entirely new strategies for teams to explore.
As developers, we can get a read from players about whether picking and banning certain types of secondary content is something that interests them for official matches. We also position Causeway to keep up with current genre trends (to an extent!), as new pieces are swapped in so easily.
We are building Causeway to last for 10 years!
On Primary Content
I am pleased to have just finished another pass on Causeway's alpha character kits, nudging them a little closer to where they should be.
Why, we'll even share one with you! Take a first peek at the kit for Tempest, who is now listed on the Characters page.
Finally, if you've been enjoying these posts, do consider telling a friend about us and pointing them to PlayCauseway.com. Maybe they will find something here that they can get excited about too!
Until next time,
Softmints