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Messages - RossD20Studios

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121
Game Updates & News / Re: Development Roadmap
« on: December 06, 2017, 09:28:38 AM »
Thanks, Tom! You got it, that's what our mission is all about ;D

122
Share Your Ideas / Re: Character Ideas
« on: December 06, 2017, 09:27:17 AM »
@WayneWTP - Awesome ideas! We'll certainly do a ninja character. Programmatically, I'm less worried about the interrupt ability as I can handle this with our trigger system. It's actually the acrobatics that's larger scope since this would require a whole new series of art/animations to look effective.

Thank you for posting this!

123
Share Your Ideas / Re: Asynchronous CO-OP
« on: December 06, 2017, 09:17:29 AM »
Awesome, thanks for adding this suggestion Dbonejones!

Co-op is not a feature planned for WW launch, but it is certainly something that can be added post launch as a future feature on the roadmap. Scribe had suggested the idea of a player-driven roadmap for future features following launch, and I really this idea as it gives the community real power to drive the next phase of development.

As we get more requests like this, we can start to discuss them as a group and prioritize when these features get developed. Certainly, it also helps for more players to +1 this idea and add their suggestions to it as well ;)

124
Share Your Ideas / Re: Desync Mode Wishlist
« on: December 04, 2017, 04:48:33 PM »
Thanks again for sharing this on Discord and again here, Digital! I'll keep all of this in mind during development.

125
Game Updates & News / Development Roadmap
« on: December 04, 2017, 12:08:04 PM »


Hi everyone! As promised in our Kickstarter, I plan to be fully transparent about our development process including what we're aiming for and when we plan to deliver it. Managing the Kickstarter campaign took a hit to our development timeline, and after carefully reassessing the remaining items, I've put together the (above) roadmap showcasing our goals leading to the Early Access closed-beta and worldwide launch.

Our commitment to you will be to provide daily updates on the game as well as periodic updates on the state of the roadmap so that you're informed if/when things change, why they changed, and what the impact will be to the schedule and the game.

Goals for Early Access:
  • Basic gameplay tutorial dungeon mission
  • Single player content via selectable missions. Selectable missions will include a variety of pitched battles (single battle vs. AI), scenarios (challenges where you have a fixed team/deck vs. AI in a particular level), and dungeons (a multi-stage battle with continuous progression including procedurally generated monsters/challenges). Note: The dungeons will not yet be connected via a campaign map or have a continuous progression. For the initial early access release, they will be selectable missions. You will be able to choose your team/deck going into battle.
  • All early access players will start with a subset of total cards available. I’m aiming for an initial 100 cards out of an intended 400+ for WW launch. Note: Card reward/unlocking will not be functional in the early access. I intend to reset card data/access once the progression/unlock path is finished so that we can test the pacing.
  • Multiplayer at this stage will feature real-time and desync multiplayer. The functionality will be basic: no chatroom/lobby setup (like in Hero Mages), rather, you opt to play a live match and it puts you in a queue. The next player joining will automatically connect with you to battle. Chat capabilities will be limited and possibility not available. Deysnc battles will download a list of opponent constructed decks to your device and will store them so that you can play the missions offline. Basic stats only (win/loss) plus replay will be available.
  • Hero Party and Deck Management: You’ll be able to construct team and deck from all of the initial cards available allowing you to experiment with a wide array of the game mechanics in both singleplayer and multiplayer matches.
What are the Risks and what’s the plan?
  • I have a surgery scheduled in January that will put me out of action for 2 weeks and this is shown on the timeline.
  • The number of bugs/feedback discovered in early access and soft-launch testing has high potential to impact the WW launch and/or delay certain features until post launch (namely, async multiplayer and whatever new features are suggested by players).
  • Async Multiplayer is at risk for WW launch. This feature will be completed post launch if it doesn’t make it for WW.
  • We have a cushion of 2 months during soft-launch to polish the game. Note: Polish means fix bugs, small enhancements (ex: VFX) and NOT addition of new features.
  • If the game isn’t fully ready to launch by end of August, I will likely push the launch to February or March of 2019. This is due to the August-January period being a high traffic launch period for AAA and a dead zone for indie game activity following the holidays. Soft launch and early access gameplay will remain active during this period.
Questions or concerns?
Please share your thoughts, ideas and opinions with me. I read all Discord messages and forum posts and typically respond within a 24 hour period or less.

126
Questions / Re: Counter spell card?
« on: November 27, 2017, 05:22:28 PM »
Yes, with the "total surprise" (Option B), you would first see something like "Surprise!" to indicate a surprise event has triggered, followed by an animation of the opponent Summoner performing a cast and revealing the Counterspell card. For a trap, you'd see the "Surprise!" followed by the trap card being shown, then the damage/effect animation would play out.

127
Questions / Re: Some random questions
« on: November 27, 2017, 05:18:59 PM »
Thank you for the great questions, SwedishBear. Answers below ;)

1. We will have 20 cards that we draw from, right?

This is the current deck total being used, yes, and it appears to be a solid number. We'll learn more through play-testing, but I imagine the range will be 15-30 cards and we'll most likely settle on 20.

2. Then we make our deck, can we include any mix of cards that we have acquired?

Deck building restrictions (including the limit number of individual cards and which spell groups can be included) have not yet been determined. One possibility is restricting colors based on the chosen Summoner. Another idea that I like better is allowing any cards the player has acquired, but granting benefits when players choose focused groups. This can be done simply by giving Summoners an advantage, such as "Wizard grants a 1 mana cost discount to all Arcane spells". It doesn't stop you from using the other spell groups, but it incentivizes Arcane if you pick the Wizard. Another way to restrict card types might be a hard rule, such as "If you include more than 2 spell groups, you cannot take cards with mana value higher than 4", but I personally lean towards the bonus model rather than restrictive model.

3. What information are saved for each character? For example, attack value, hitpoints, abilities like flying. Will gender be saved? I’m thinking on a succubus who converts male humanoids.

Characters store Power (attack value), Life (hit points), abilities (ex: Flying, Shield Block, etc.), status effects (ex: Frozen, Poisoned) and traits (types/groups). Traits are represented as hash-tagged labels at the bottom of the card and they indicate which groups the character belongs to for abilities that affect a group (ex:#skeleton, #ironclad, #dragon). Units can belong to multiple groups For example Skeleton Dragon is both #skeleton and #dragon and will be affected by cards that do things with skeletons and dragons. Gender (if we were to store this) would be a trait. Since the list of potential traits can become quite long, I wouldn't make something a trait unless there are several cards/abilities designed to affect that trait.

128
I would rather cause the game get crazy random and chaotic than win. That's always my intent. Muwhahahahahahaha...

Further validation to my belief that fans of this genre care about more than winning 8)

129
Game Discussion / Re: Chaos Magic
« on: November 25, 2017, 11:05:19 AM »
What differentiates Chaos Magic from other kinds of magic?  Are there spells that can only exist within the Chaos Realm?

Relative to other magic, Chaos has the most destructive power per cost. The Chaos realm is incomprehensible to the physical universe which is why intersections of Chaos and ordered universe inevitably result in annihilation. The natural abilities of different Summoners will have various effects on how Chaos and other magics ultimately play out in the game.

Perhaps a card could be created that draws a random chaos spell from your deck and puts it in your hand?
Or maybe just casts a random card from your collection of cards? Since all things are born from chaos?

This would work even more effective as a Summoner ability...  ;)

Speaking of which,  do we know if there will be a graveyard?

There will not be a graveyard but it will be possible to interact with dead/defeated/used cards. An example is the Raise Dead card shown in the Void Spells section. When I say no graveyard, I mean to say that there won't be anything that allows players to search to find a specific card, count the total number of things in graveyard, or reference/use a group of discarded cards within a mechanic.

The artwork is fantastic for all the spells by the way. The more I see, the more excited I am to play this.

Thank you! I'm so glad to hear this and can't wait to get the beta underway!

130
Game Discussion / Re: Void Magic
« on: November 25, 2017, 10:39:12 AM »
A spell like "void dimension". Unit is removed from the map for a turn and upon return takes slight damage and/or is weakened in someway.

This made me think of Diablo 3 when Diablo says "Welcome to my realm of Terror!" in that creepy voice after being pulled into his void dimension. Love it!

131
Questions / Re: Counter spell card?
« on: November 25, 2017, 10:28:42 AM »
This brings a question to my mind: whenever such a spell is cast (counter spell, trap, etc.), what will the opponent see? Nothing?  The summoner casting something without any further detail? The summoner casting something and how much mana he spent, without knowing to what purpose?

I'm glad you asked, this, Scribe. I haven't made this decision yet, and it's a vital part of the counter spell sequence. In Hearthstone, when a surprise/interrupt/secret card is played by your opponent, you will see a card popup that reads "Secret: This is hidden until a secret action occurs... Watch out!" and the cost of the card will also be revealed.

So, at the time the secret is played, you are aware there is a secret on the board and how much it costs. If we were going by Hearthstone logic, Example A, would be the appropriate flow.

I think there are pro's and con's to Hearthstone's implementation. At its core, the mechanic aims to represent the feel of an "instant/interrupt" spell as it would be played in a game like Magic the Gathering (where it is possible to cast the counter spell during your opponent's turn) - but it seeks to eliminate the complicated synchronization problem of actually playing the card on your opponent's turn (which I do agree is the better course of action for game pacing online). The doubt I have is: "Do you really feel surprised if you are told upfront that a surprise card has been placed on the board?" The surprise effect is further diminished when you can see the cost of the card and (if you're familiar enough with the cards) can probably guess what the actual surprise card is.

I've been considering a more subtle approach that I hope might create a more effective "Surprise!" moment and I would love to get your feedback. My idea is: As the opponent of someone who is playing a surprise card, you would see nothing - not the cards in player's hand nor the mana available to that player. Game tropes have made these two pieces of information as "obvious and taken for granted that they should be known" but I challenge that for a digital game where the ability to hide this information easily exists, you can control cheating, and you can then make up for other mechanics (playing cards on opponents turn) that are harder to do well in the digital space.

From a gameplay perspective, the "subtle clue" for a surprise card being played comes from the observation that an opponent did not cast a spell on their turn. This leaves you to wonder: Is my opponent saving up mana for a 5 drop next turn? Or, did they spend their mana to cast a surprise card? There's a lot more tension there and a lot more surprise elements to consider. Since I've removed a lot of the randomness by eliminating dice rolls, I was thinking this might help bring back some of the excitement you feel when something unexpected happens.

What do you think?

132
Game Updates & News / Re: Daily Updates
« on: November 24, 2017, 09:21:02 PM »
Hi everyone! Hope you're all recovering nicely from a wonderful Thanksgiving and/or otherwise awesome Thursday if it's not a holiday you celebrate.

For today's update, I have a game design question for you regarding how counter spell should operate when two players use it back to back. Head on over to this post and submit your reply of A or B (or feel free to make up a new example of you don't agree with either proposed idea).

133
Questions / Re: Counter spell card?
« on: November 24, 2017, 09:15:24 PM »
Yes, you can! It's not quite like MtG, in that you cannot play a card when it's not your turn. You play counter spell on your turn, which deploys a hidden enchantment that will trigger on the next enemy spell cast. If you have a counter spell already setup, it will counter the enemy counter spell as it's being cast. There's an interesting design consideration here: should your counter spell trigger on the opponent's turn as they are casting their counter spell card (which would be a surprise normally) or should it counter their counter spell when it triggers?

Choose A or B:

Example A: You cast counter spell and end your turn. Opponent casts counter spell, which triggers your counter spell. The opponents counter spell is countered.

Example B: You cast counter spell and end your turn. Opponent casts counter spell and ends their turn. You cast Fireball. This triggers your opponents counter spell, which in turn triggers your counter spell. Because your counter spell counters your opponents, Fireball is cast as normal.

134
Game Discussion / Chaos Magic
« on: November 22, 2017, 09:29:56 AM »
Chaos
When non-being gives rise to existential motion, the raw, primal and pure potential energy created is called Chaos. Chaos is without bounds or rules; it is not limited by logic and reason. Even mathematical definitions such as 1+1 = 2 can be nonsensical or as valid as 1+1 = 3. If the entirety of existence could be construed as a line, then the period of history that represents Chaos would exist as a singular point. But, as Chaos is without time and order, this “point”, this “moment” persists as an eternity that continuously draws out infinite eventualities and realities.

From the infinite potential of Chaos, conscious thought is born, giving rise to being, celestial order, and the construct of time and the physical universe. Chaos is not a moment left in the past, however, but a source continually drawn upon to keep the universe within motion.

Chaos Magic
When chaos energy flares into the physical world, its manifestations are unstable and cause potent destructive force. While destructive, Chaos is not inherently evil, and many good and innocent individuals are gifted (or cursed as some say) with the power to channel Chaos Magic. For example, Nova the Sorceress, is a notable Chaos sorceress. At a young age, she unintentionally destroyed her village with fire when her born powers were first triggered, though she herself is not malicious like the Dreadnoughts - evil inclined beings motivated by the desire to destroy the world.

Chaos Spells
In Summoners Fate, Chaos spells grant powerful destructive abilities and have the highest damage output per cost of any other magic group.
...
...
What do you think of these ideas and what kinds of Chaos spells would you like to see in Summoners Fate?

135
Share Your Ideas / Re: Character Ideas
« on: November 21, 2017, 08:20:41 PM »
Oh, interesting, what TV series?

Of course, your ideas are always welcome ;)

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