Welcome to our sixth Dev Diary! Join us for an exclusive behind-the-scenes look into the development of Last Train Home, a survival strategy game centered on the Czechoslovak Legionaries and their challenging odyssey following the Great War. In this edition, we shine a spotlight on in-game Missions.
Last Train Home uniquely combines real-time missions with a tactical pause feature and train management. It includes nearly 40 missions, and the game spans 40+ hours on average. All of the mission maps are meticulously handcrafted and, therefore, unique.
In the main game, you assume command of small squads of soldiers, ranging from a minimum of three to a maximum of ten members. We intended to emphasize the individuality of each soldier, reflected not only in combat but also in train management.
Your soldiers are equipped with Combat Roles, such as Machine Gunners, Medics, Riflemen, Grenadiers, and Scouts. Each profession possesses a unique skill set. That means you must carefully consider the abilities of each member when composing the squad and navigating the challenges ahead.
Additionally, our recently launched DLC, Legion Tales, introduces an extra ten missions, further expanding the game's depth and replayability. In the DLC, you embark on missions with pre-set narrative squads and gradually unlock new selectable challenges for them to conquer.
Last Train Home features various mission types to keep you engaged and challenged. Some missions revolve around defending or capturing specific objects, while others focus on sabotage, aiding civilians, or carrying out assassinations. Additionally, a few missions are centered on stealth gameplay, requiring players to utilize mechanics such as Silent Mode and Concealment to navigate and succeed.
However, most missions in Last Train Home are multifaceted, blending various types of main and side objectives to offer a rich and dynamic gameplay experience. For instance, you may start by aiding villagers in repairing fences and carrying heavy boxes, only to later receive a main quest to eliminate enemy soldiers. Optional objectives allow you to make progress in the main quests easier or earn valuable resources as rewards.
Additionally, we intend to inspire you to explore the maps further by concealing numerous loot opportunities. Certain loot caches are strategically placed behind locked gates, enticing you to engage in thorough exploration and complete quests to unlock them. This approach provides tangible rewards for players who invest time and effort into thoroughly exploring the game world.
An intriguing aspect of the development process is that each Level Designer takes ownership of their missions, resulting in a distinct signature style infused into the game. Some focus on realistic military scenarios, while others highlight civilian suffering. Despite these differences, a clear standard ensures players can navigate all missions easily.
The Level Designers dedicated extensive effort to crafting mission designs and refining various gameplay mechanics, collaborating closely with Technical Designers and Programmers to bring these visions to life.
Coordination with the Art Department was also crucial in the development process. Based on thorough research, the Level Design team created detailed wishlists outlining the necessary models for each mission, such as diverse building types. In most cases, placeholders were initially utilized, allowing for seamless integration until the Art department created the final models.
For example, one of the significant tasks in our model creation process was to develop a large set of objects designed to function as cover elements, as the core gameplay revolves around strategic positioning and movement between those points.
Every object ranging in height from 30 centimeters to 1.5 meters was crafted to serve as a cover. We classify them into two main types: soft and hard. Soft covers include objects that are relatively easy to shoot through, such as thin wooden fences or boxes. Conversely, hard cover consists of things that are resistant to gunfire, such as boulders or sandbags. These distinctions are visually represented by their respective icons, providing clear indicators during gameplay.
Since the start of development, the missions underwent significant transformations. Initially, the plan was to create an extensive collection of short missions with simple objectives, intending to reuse maps for multiple missions. However, as development progressed, we shifted towards crafting unique and detailed maps for each mission, aiming to make them more immersive and engaging.
Integrating new mechanics drove the evolution of missions and features into the game. As soldiers gained additional skills for battles, missions became more complex, requiring players to employ strategic thinking and utilize available features effectively.
We experimented with different sizes of maps, too. Initially, missions were designed on larger maps to accommodate more units. However, as we adjusted their number to optimize gameplay, we correspondingly scaled down the size of the maps. This adaptation ensured that missions remained enjoyable and engaging.
A significant change to the mission gameplay was the introduction of the Fog of War, which was uniquely designed to introduce exploration mechanics. Thanks to this feature, you must explore and reveal the maps piece by piece. It also enabled quests such as 'explore the designated part of the city' and similar objectives.
Another important addition was the introduction of Silent Mode, which aimed to restrict enemy awareness and prevent them from being omniscient. This addition wasn't intended to force players into stealth gameplay throughout the mission but rather to provide them with strategic options and varied approaches to completing objectives.
Transitioning from working on first-person shooters to a different genre posed a notable challenge for most of our Level Designers. It required a shift in focus to accommodate the game's isometric view.
Designers had to ensure that most elements were visible from the default camera angle, minimizing the need for camera rotation. This influenced various aspects of level design, such as spacing between buildings and consideration of verticality. For instance, the number of stories in buildings, height differences in terrain, and foliage density were adjusted to streamline gameplay and reduce complexity.
As for the depiction of cities and villages in Last Train Home, it leans towards a romanticized aesthetic. As mentioned in the Dev Diary dedicated to Worldbuilding, adjusting the real environment for gameplay was necessary. For instance, an abundance of vegetation and fences were added to enrich the visual experience and provide strategic elements despite not being common during the era.
Furthermore, the game offers diverse environments, ensuring you encounter varied landscapes as you progress. In addition to villages and cities, you can explore airports, factories, enemy camps, and fortifications.
Players often resort to frequent save loading, but it's not always necessary. For instance, reloading a save isn't the only solution when an alarm is triggered. Often, a simple change in approach, such as seeking cover, can resolve the situation.
It's not necessary to eliminate every enemy on the map. Sometimes, it's more advantageous to evade them altogether.
A thorough exploration of missions is encouraged, as alternative routes and strategies may offer better outcomes. The most direct or obvious path isn't always optimal, so experimentation and creativity are crucial to success.