Circuits recently brought on board a new Community Manager, “SafeAsACake” to help us get the word out as we draw closer to Kickstarter. One of his first projects was to setup a Q&A with our community, so we selected “Solumn”, a member who’s been in our Discord since pretty much day 1 to come online and ask a few questions. Below is the transcript of the interview. We’ll definitely be doing more of these, so make sure to hop into our discord to make sure your question gets featured.

 

 

Promo

 

 

Solumn:

Sure, so the first thing I’d like to ask is how circuitball will work, in particular with hero abilities ect. is there any type of combat involved or is it just a mini game type mode?

 

CThomlison:

The closest comparison is Huttball from SWTOR, if anyone has played it. It’s a full 5v5 map that works just like a regular MOBA map, except we don’t have minions (we will have jungle minions and a “baron/roshan” type). Basically, there’s a ball that spawns in the middle of the map and the goal is to grab it and get it to the enemy endzone (base). When you’re holding the ball, you get an extra hotkey to throw the ball around so you can toss it to teammates or away from enemies, etc. Balls can be intercepted, the ball carrier can be killed, all that good stuff. So the gameplay is a combination of teamfighting and strategic teamwork of spreading out properly and supporting your carrier.

 

Solumm:

That sounds like a lot of fun actually, so my follow up to that is how long do you expect this to be the main map, and will you balance around Circuitball or wait for the “normal” map?

 

CThomlison:

So we specifically coded the ability to separately balance each map, including items. The reason we went with Circuitball as the first map is twofold. One, it’s something unique that makes us stand out, and two, it’s far easier than making a full MOBA map. Without knowing what our meta looked like or how the game actually played, making a full MOBA map felt really risky. Plus we want to do a lot of cool stuff on our “normal” map rather than just 3 lanes, towers, minions.

But to answer your actual question, the main goal is to shift toward the “normal” map. I’m not sure Circuitball will have the depth to become legitimately competitive, but we definitely plan to support it for a long time. Normal will start creation soon after Kickstarter.

 

Solumn:

So I’ve noticed that most of your hero’s have a funny/silly design, is this a theme throughout all of the heroes or just a few? And will it continue to be a theme going forward if so?

 

CThomlison:

If I had to put a percentage on it, it will probably be 75% goofy, 25% serious. Fun backstory, the original lore for this started out as the “Circuits” piece being regular humans plugged into a system a’la Matrix style and enhancing what they were already good at. So I was imagining construction workers, bartenders, accountants, fighting MOBA style. We SOMEWHAT scrapped that, but it’s going to hold true throughout most characters as I just think it’s a more interesting dynamic and gives you more to work with. Hamon and Vexa are outliers because they play major parts in the overarching lore of the universe. But as we get more humans and Fabled characters (post-kickstarter, unfortunately), it’s going to get pretty wacky.

 

Solumn:

Do you think that will lead to less conventional heroes and abilities than other MOBA’s? You see a lot of the same stuff recycled across LoL, DOTA, and Smite.

 

CThomlison:

Absolutely. When you have unconventional weapons on a hero, you instantly open up a much wider array of possibilities. Jan is a great example of this. No champion has ever used a broom or had a theme of cleaning. I think his kit is a great example of how you can take a theme like cleaning and turn it into an engaging and creative champion. The first fabled character planned is a bipedal cat that only wants to fish (shoutout to my Dad for inspiration here), so we get to brainstorm ways how to make a fishing pole a weapon but not stray from his core philosophy of peace.

And if we want to talk about unconventional and fresh ideas, just look at Hamon’s kit.

 

Solumn:

So how many hero’s do you plan to have upon release of a playable version of the game? And how many characters do you have planned? Do you plan to continually produce 200+ heroes? Exactly where do you want the hero pool to end up around?

 

CThomlison:

We’re hard capped at 5 for Kickstarter release. We’ve got another 5 prototyped with some concept art, backstories, and kit ideas. On full release, I’m hoping for at least 20. The goal with development was to build the entire game and at X point in time, the only thing we need is actual content. We’re somewhat close to that goal, so once we start rolling out heroes, it should be fairly quick. As for a final hero pool, I think that’s impossible to tell. I doubt LoL would have told you “We’ll have 150 by 2018”. I think one a month after a full release is a decent goal.

 

Solumn:

Sure that seems like a fair statement.

So another thing I’d really like to touch on is community involvement and where you stand on it. I’ve already personally seen that you seem very involved with your community so far, do you plan to keep this up going forward or is this just a special time in the early development phase of the game?

 

CThomlison:

Ideally, it will continue forever. Obviously at some point, things can grow so big, that it becomes a lot harder, but for the foreseeable future I plan to be as involved as possible.  I love talking about the game, but I’m horrible when it comes to the actual aspect of the spreading the word. SafeAsACake was brought on a couple days ago to hopefully help with that, but don’t take that as a sign that I plan to disappear anytime soon.

 

Solumn:

That’s good to hear, I really like the involvement and passion I’m seeing so far. But to expand upon that do you have any plans for community events or contests for the future or anything else to get the community even more involved?

 

CThomlison:

I’ll leave Cake to cover most of that. There will 100% be contests for augments and voicelines in the near future. There’s a lot of perks we can put together via Kickstarter rewards, alpha keys, etc, so there’s at least a lot for us to play with. The goal though is to get as large (and tightknit) of a community as possible prior to Kickstarter, as it definitely increases our chances of success. We’ll do whatever it takes to make sure progress toward that goal, and that definitely includes events and contests.

 

Solumn:

I really only have one more question for now i think!

The final thing I’d really like to touch on is toxicity. It’s well known that toxicity runs rampant in most MOBAs. Do you have any ideas or plans to help curb this behavior?

 

CThomlison:

Hmm, good question. I think this is a question that needs to be answered in another 6 months as we start to flesh out our “headquarters” (client). I think some form on honor system is an easy given, but beyond that, I don’t have a good answer right now, unfortunately. I may pull a Destiny 2 and just hire a “player behavior” specialist for this one and just mute all social interactions (is joke!)

 

SafeAsACake:

It looks like that might be our conclusion for now. Nevertheless, I’d really like to thank you, Solumn. You had some great questions and really gave us a chance to explain some tough to explain situations. Also, thanks CThomlison for being here and being so open with the community. Anything else to say from you guys before we wrap up?

 

Solumn:

Yeah, I’d like to say thanks for being so involved and really taking the time to answer questions and respond in the discord, @cthomlison. Your passion is infectious and I’m excited to see this game grow and be a part of it’s community!

 

CThomlison:

Yeah for sure. Those were great questions. Thanks!

 

Solumn:

Glad I could be a part of it.

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