Recent Posts

Recent Posts

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81
Game Updates & News / Re: Daily Updates
« Last post by KellyD20Studios on August 28, 2019, 02:55:33 PM »
Analysis paralysis on what creature to summon next?

Use the Gate of Fate card from Summoners Fate & let destiny decide.

82
Game Updates & News / Re: Daily Updates
« Last post by RossD20Studios on August 18, 2019, 11:01:35 AM »


Happy Sunday everyone ! I am excited to announce that Arrustar, a welcome new player in our D20 community and a member of local StreamSLC community will be streaming Summoners Fate this afternoon from 1PM to 5PM MT.  You'll be able to watch the stream from his channel here starting in just an hour from now: https://twitch.tv/arrustar
83
Game Updates & News / Re: Daily Updates
« Last post by RossD20Studios on July 31, 2019, 08:12:34 AM »


Develop with Ross Episode 25: Designing Expandable Campaign Maps
With our next client release on the horizon, we are aiming to lock down a way to deliver new single player content to players via DLC updates. Enter the campaign map, your portal to exploring new levels within the world of Summoners Fate. Join as we discuss the the design challenges of creating an ever-changing world and develop this key game system together.

Watch on Twitch: https://www.twitch.tv/d20studios.
84
Game Updates & News / Re: Daily Updates
« Last post by KellyD20Studios on July 25, 2019, 04:52:12 PM »
Red Dragon. So majestic, so hungry...


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Game Updates & News / Re: Daily Updates
« Last post by RossD20Studios on July 24, 2019, 08:17:28 AM »


Develop with Ross Episode 24: Level Progression System
Level progression systems define the pacing through which a player grows to acquire new skills and the escalation of difficulty such that they face challenges well-matched to their ability and timing within the game experience. Creating a properly tuned level progression is one of the most important faculties of game design. Join us today to learn how we're tackling the development.

Watch on Twitch: https://www.twitch.tv/d20studios.
86
Game Updates & News / Re: Daily Updates
« Last post by KellyD20Studios on July 21, 2019, 06:23:58 PM »
Sunday mood.



87
Game Updates & News / Re: Daily Updates
« Last post by KellyD20Studios on July 20, 2019, 04:39:57 PM »
What he lacks in soul, he makes up for in evilness...



Learn more about Liche King here.
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Game Updates & News / Re: Daily Updates
« Last post by RossD20Studios on July 17, 2019, 08:28:54 AM »


Develop with Ross Episode 23: Let's Make Gold
Today I'll be expanding on our design pillar of strategic resource management by adding gold and shop systems to our single player campaigns in Summoners Fate.

Watch on Twitch: https://www.twitch.tv/d20studios.
89
Game Discussion / Re: Single Player Campaign Feedback
« Last post by RossD20Studios on July 16, 2019, 11:43:07 AM »
From Outlander on Discord:

I was just catching up on chat, and regarding the deck building, I had an interesting concept that may work for it, that both gives you choices when you have 2000+ cards and also has the randomness that you want in a rouge like, but also takes synergies into account.

So imagine a branching path that whenever you chose a card it sends you down that path and determines what is offered next time.  except that there are many branches and the game only offers you a random 3 from the many possible options.

So you have first pick Option 1, 2, and 3.  you pick 2.  Well option 2 has 14 paths that have cards that would promote good synergies. but only 3 of those 14 are offered on your next pick, then the process repeats.

my only concern  with this method is that its a lot of work for the dev team to create these synergy paths in the first place.
90
Game Discussion / Re: Single Player Campaign Feedback
« Last post by RossD20Studios on July 12, 2019, 04:09:19 PM »
From Apex:

Regarding progression within a run: A resource, like gold, can help here, but it's not great for the current setup from an RP perspective. You could set up various types of shop keepers (nature summon cards, equipment blacksmith, card upgrades or extra lives, etc) with 3 semi-random items you can buy with gold at the campsites. It adds choices and excitement for the player (What can I unlock? Should I buy this now or wait? Is that thief guardian with extra generation but weaker attack worth it?)
You have to be able to almost instant back-track to a shopkeeper to make this work, and it still doesn't solve the issue of pick-one-of-three cards on victory gameplay.

i.e. you don't want to deal with a shop keeper after every room

The good part of adding a shop is that it forces valuation of the cards (gold cost), and you can write a function for random enemy summoners that scales them to where the player should be. Downside is this doesn't deal with synergy.
Part of the challenge for the current deck building  is that you only reshuffle at the camp. So you have to add new cards between camps to do anything. If you reshuffle every room, you would need to stop mana carry-over, but purging cards from the deck becomes valuable
So paying increasing amounts of gold to purge cards from the deck can be an interesting shop keeper
e.g.: first purge costs 5, second is 15, third is 50, etc.

Bad part of reshuffle and starting a 3 mana is that 5 mana cards become less valuable.
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