From Wave to Wave

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Icon for the spell Stormcall

Recently, we've been revisiting some of the macro concepts in Causeway.

As part of the process, it's healthy to learn from expert players and how they engage with different games.

One of the recent videos I enjoyed is a wave management guide, in which Coach Rogue gives a great breakdown:

Thumbnail for Coach Rogue Youtube Video

The video shares many pushing optimisations, with one in particular about how to time pushes to a cannon troop (which appears every third wave).

For terminology, a "6-wave" has the usual 6 troops, and a "7-wave" has the additional cannon.

While this cannon troop adds depth — it's not something every player will know how to optimise around.

  • It relies on watching a video (or deep introspection)
  • It relies on watching the game clock (as cannons change timings later in a match)
  • Readability is low, because the 6-wave and 7-wave look very similar.
  • Readability is unreliable; some minions might be dead.

Tick, Tock...

Is there room to improve on this?

Looking back to the mods of Warcraft III, we found some inspiration. Two games spring to mind:

Advent of the Zenith is one of the most atmospheric lane-pushing games; and does a lot to elevate the sensation of two "armies" at war. As part of that, its troop waves spawn in a "tick, tock" pattern: alternating a 5-wave and a 7-wave.

This creates lanes which have a less linear pacing, and feel more dynamic — like a real battlefield.

Age of Myths is another game with a lot of style and flair. Among its flavourful touches — its three lanes use different models for troops. You know you're on bottom lane because it's orcs versus nagas, whereas top lane might be humans versus undead.

The troops have identical stat blocks, it really is just for flavour. (These days, that might be seen as more burdensome than tasteful by players... I guess that's the world we're living in!)


But Back to Pushing

Combining these ideas, here's what we're experimenting with in Causeway:

  • The troop waves alternate between a 5-wave and a 3-wave.
  • The 3-wave troops use different models, to maximise readability.
  • The 3-wave troops use the same stat block, so player interactions with troops stay consistent.
A side-by-side comparison of a 5-wave and 3-wave in Causeway.

Players seem to like the result so far. It's easier to understand when to push, retreat, or roam. And like Advent of the Zenith, the lanes have a more dynamic feel!

This is one of many small details we hope will contribute to a richer "game feel". As we often say: Causeway stands on shoulders of giants.

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