Every Card a Painting In this series of blog posts we’d like to talk about the design and development of the cards in our original, self-published Core Set. It’s been well over a year since we’ve been printing A.E.G.I.S. on our own, and we’ve seen these cards be used by many, many players at all sorts […]
What’s with the Robot Names?
If you’ve known or played A.E.G.I.S. for any amount of time, you’ve noticed our robots’ names (ARK-100, ARM-777, ESPR-4000…) below their images, and probably wondered whether the numbers and abbreviations were completely arbitrary to just sound more robot-y. Well, you’d be correct if you were looking at our early prototypes, where names like “GCL-100” were prevalent […]
Robots with Style I: The Art of AEGIS
A.E.G.I.S. is more than an awesome strategy game, it’s a combining robot strategy game, and it needs to show it. The game’s art style has many complex needs, and every robot’s appearance has to adhere to our style guide. As in, every single robot in the game has to appear different from every other robot, follow what […]
Conventions Against Humanity (PAX East 2014!)
PAX East is over!! For some, it was a a great way to spend a weekend. For others, it was yet another convention on the schedule. For us, it was months and months of hard work, stress and anticipation. Before PAX, we had only done a small launch at TempleCon in Rhode Island (with much […]
Designing Class: Basics
Breeze Grigas, Director and Head Designer In one of our recent dev blogs, I talked about how the name A.E.G.I.S. came to be. It was a representation of the five different robot Classes in the game: Assault, Evasive, Guard, Intel, and Support. Today I’m going to talk about those five Classes and what they do. Basically… […]
#4: Design Darwinism (The dumbest mechanics we’ve scrapped)
Breeze Grigas A.E.G.I.S. is a very complex game beyond its basic premise, which is “build colorful robot teams that work together, combine and shoot your opponent’s robots into dust”. That premise has never changed, so to us it almost feels like the game hasn’t evolved much in the last year. However, after taking a step […]
#3: A Classy Acronym
Breeze Grigas Hola! Today I’m going to talk about one of the fundamental aspects of A.E.G.I.S., and what the entire game hinges on: the name of the game. “A.E.G.I.S.” means quite a few things in context with our project, mechanically, flavorfully, and developmentally. Building Class A.E.G.I.S. was not called A.E.G.I.S. at first. For the first […]
#2: A Game Mat to Call Home
Breeze Grigas There are many, many blog entires I’d like to make about A.E.G.I.S., but with the rapid development we’ve been spending so much time on in the last few months, I just haven’t had the time to write them. Our little game has a lot of thought put into just about every single aspect […]
AEGIS Dev Blog #1 – Starter Sets
The past few months have seen incredible progress on A.E.G.I.S., taking us from our prototype at FIG to near production. As we open up the game for Preorder, we’d like to share with you the A.E.G.I.S. Starter Sets! Wondering what those mystery blue silhouettes are? We’ll be revealing more robots over the next few weeks! […]