Xavier Od Sep 15, Game News. Jon Bitner Apr 2, Mark Lugris Jan 29, Ben Baker Aug 25, Sheehan Planas-Arteaga Feb 3, Lou Flavius Jan 28, Patricio Kobek Jan 10, At some point there was no room for our CEO Ilkka anymore, so he had to move out.
Our first game was called Gunshine. It was a real-time massively multiplayer online role-playing game. Remember, our original vision was to create cross-platform gaming services, so the idea was that one day players would be able to enter the world of Gunshine via desktop web, Facebook, tablet and mobile.
That said, we had to start from somewhere, and the most logical place was the platform with the widest reach. And at that time, that platform was desktop web and Facebook, so we started to build the game on top of Flash technology. We managed to launch the private beta version of Gunshine in February , and the open beta launched a few months later. At its peak in the summer of , Gunshine had around half a million monthly players. There were three reasons why. Most importantly, despite their initial excitement, players were getting bored with the game after a month or two.
The sad truth was that this was not a game that anyone would play for years. This game would never become a mass-market phenomenon; a game that would have an impact on the lives of millions of people. Despite all our hard work, we realized Gunshine just wasn't going to be the game we had dreamed of. When we started planning a mobile version of Gunshine , it quickly became clear that the experience wouldn't be great on the mobile platform. Also, we realized people play differently on desktop than they do on mobile.
Mobile games have to be fun even if you only have a few minutes to play. We had a big problem with our product strategy, too. One day, when playing around with some iPads we had ordered to the office, we noticed how all of us had fallen in love with this device.
And we started to understand just how different this platform truly was; if we really wanted to create the best possible games for this platform we could focus on nothing else.
To make matters even more complicated, we had already begun developing the next wave of games, which were still aligned with our original cross-platform strategy.
The time had come to make some hard decisions. We started by perfecting the game for iPad. We would modify it later for smartphones. Probably the hardest decision at the time was killing a game with the codename Magic. We had a passionate five-member team working on that game day and night for nearly six months straight, and we were all really excited about it.
It looked amazing, and it was a game that had never been seen before on Facebook. But in the end we killed it and started to work on something new for tablets. What makes this story a classic is that it was the Magic team that ultimately developed Clash of Clans , which, funnily enough, was also codenamed Magic before getting its official name. By early , we had five small teams working on new games, all for tablets and mobile. We knew that one of those games would have to be at least moderately successful for the company to have a future.
In keeping with this thinking, we killed our first mobile game, Pets vs. Orcs , back in February. Another game was a farming game codenamed Soil , which would later be named Hay Day. Our goal was to develop a next generation farming game, specifically designed for touch and mobile from the ground up. There were two things we really wanted to focus on. The first was user interface; we wanted to the most of swipe and other controls specific to touch.
The second was social, which lead us to design a real-time trading mechanism where players could buy and sell ingredients amongst themselves. The Hay Day beta went live in Canada in May A few of them had garnered some initial interest, but player engagement soon started to wane.
But Hay Day was different. The engagement was crazy from day one, and it just kept growing. Slowly we started to realize that perhaps, finally, we were onto something. The game launched globally on June 21st. So practically everyone who worked at Supercell was online at their summer cottages answering player support tickets while enjoying the beautiful Midsummer celebrations. Just before the start of summer vacations in Finland in July we released another new game to beta in Canada. Your offensive units gain benefits in the Builder Hall 7 update.
Not only can your Troops be upgraded to level 14, but the Battle Machine can be upgraded to level 20 as well. Those upgrades come with a plethora of added bonuses too! And finally, enjoy the brand new Drop Ship air unit! With the recent changes implemented to the Clan War matchmaking algorithm, based on the feedback we have been receiving and also after reviewing our data, we felt further changes needed to be implemented.
Furthermore, we are also adjusting the search time required to find a better War match. This will increase the search duration in some cases but not all, and allows the system longer to find a more even match. As we continue to develop Clash of Clans, we will be releasing updates, features, balance changes, and new content for both the Builder Base and the Town Hall.
While we are proud of our accomplishments with the Builder Base, rest assured we are not forgetting about the Town Hall — in fact this update is primarily focused on your Town Hall although there is a much requested feature for the Builder Base listed at the end! So check out what we have in store for your Town Hall below! Conversely, we have also added additional levels along with balance updates to the following Troops to ensure additional offensive power is available as well.
With the upcoming Builder Hall 6 Invitational Tournament on the horizon, we wanted to share with you the new features being released in this next content update. In this upcoming release, we are adding two incredible new units to the Builder Base while also increasing the level cap for units already available. Here are the features you can expect to see in the Builder Hall 6 release, including the two new units. Yes you read that right Furthermore, in correspondence to the Builder Hall's increased level, all defenses, traps, and walls can now be upgraded to Level 6.
The only exception to this is the Spring Trap, which can be upgraded to Level 4. Players who have created accounts in India will now be placed in a Global Chat channel specifically created for their region. We want to ensure players are able to communicate with each other, find like-minded Clashers, and create communities of their own and we feel this is a step in a direction to help facilitate this.
After careful consideration we felt the Clock Tower provides too much free upgrade time. We felt the Clock Tower provided progress too rapidly and that it required rebalancing to bring it in line with relative upgrade times.
Reducing its cooldown will allow it to be boosted 3 times per day rather than 2. Though there are some similarities between the Wtich and the Night Witch, there are a few differences that make her stand out as well. Check out these abilities:. NEW: The Roaster We couldn't add a cool offensive unit without coming up with a way to defend against it. The Roaster is a great solution against the Night Witch. It is a flame-spitting defensive building that will bathe your foes in scalding plasma with the following details:.
Welcome to the Builder Base, Chief! This exciting new land is run by the Master Builder. Once you make it to Town Hall 4 at your home village, you can rebuild the boat and set sail for the other side. Things work a little differently in this realm. For starters, the Builder Base is powered by different resources. And a brand new world means brand new achievements. Complete them all! The crystallized elixir found on this side has given familiar faces a new look with new tricks that they can use in combat!
Upgraded troops gain powerful special abilities, such as:. The Master Builder has harnessed the power of this new resource to train up new troops. For example:. Some heroes are born, others are built. Introducing a brand new way to fight: Versus Battle! This new battle style lets you take on opponents in a head-to-head attacking competition! Similar to Clan Wars, both competitors attack one another and the best attack wins the prize.
Win three Versus Battles per day to get the biggest loot payout, then continue battling for new Versus Trophies. Follow the competition on the new leaderboard! Over here troops train automatically, Walls come in segments and you cannot be attacked while away. Troops are trained in groups and each Army Camp holds one group at a time. Upgrade troops to fit more units per camp and build more camps to diversify your ranks. With no Master Wizards around spells haven't made it to these shores, so take advantage of your troops' special abilities instead!
Gearing Up this defense will give it the same awesome abilities as its Builder Base counterpart: the Double Cannon! Keep an eye out for more Gear Up options in the future, too! In Town Hall 11, air armies have dwindled in popularity. These new levels should help revitalize high-level air armies while helping to defend against the ground rush. Bowlers just didn't seem to be providing enough value for an 8 housing space unit, and the bulky size made him a tough fit in a well-rounded army.
New Spring Trap levels with minor capacity increases will help catch additional units from time to time. They might even catch an extra Valkyrie!
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