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Feedback => DevLogs => Topic started by: iamagiantnerd on January 26, 2011, 02:10:31 PM



Title: Fury: A roguelike with a poker-esque card-based combat mechanic [*updated]
Post by: iamagiantnerd on January 26, 2011, 02:10:31 PM
Fury is a roguelike that uses poker-like card combos  for resolving combat.  Instead of standard spells and attacks, you have a deck of cards for your character.

*UPDATED* Alpha status.

We're ready for Alpha testing.  If you're interested in helping out, please sign up on our forums to get access to the alpha test:

http://wwflgames.com/forums (http://wwflgames.com/forums)

We have version available for testing via the web and ios devices (through Testflight).

*LATEST* Screenshot showing new graphics and cards:

(http://wwflgames.com/wp-content/uploads/2013/12/attack-animations.gif)

*NEWER* Another iOS screen:

(http://wwflgames.com/wp-content/uploads/2011/07/Screen-Shot-2011-07-24-at-2.38.50-PM.png)

*NEW* First iOS screen:

(http://wwflgames.com/wp-content/uploads/2011/05/Screen-shot-2011-05-19-at-7.17.11-PM.png)


You can post your feedback on this thread, or on that post on the site.

A sampling of concept art:

New image! A rogue, a warrior, a gollum, a zombie chicken and a vampire snail:

(http://wwflgames.com/wp-content/uploads/2011/03/compare.png)

Concept sketches showing the gollum and zombie chicken and some other stuff, as sketches:

(http://wwflgames.com/wp-content/uploads/2011/02/concept.png)

New screenshot with some rough enemy sprites, and water!

(http://wwflgames.com/wp-content/uploads/2011/02/ss-scale.png)

Older screen shot:

(http://iamagiantnerd.com/wp-content/uploads/2011/01/screen-shot.png)

Devlog is pretty active as I'm doing stuff:

http://wwflgames.com/index.php/topics/fury/

If you're into that kind of thing, you can also follow development on Facebook:

http://www.facebook.com/furygame

Fury is a project I started for the 7DRL competition last year, but never finished. I always really liked the idea so I have tried a couple of different times to do stuff but things never really jelled.  But in the last few weeks, I have gotten going again.

About two weeks ago or I decided to re-implement the game in Unity (previous versions were Java with Slick2D, which I still love, it's just hard to be commercially viable, if I ever get to that point).  My first target is mac/windows, and if that goes well I'll port it to the iPhone.

I'm hoping to have a playable alpha version in the next two weeks to start getting some feedback on the core mechanics.  I have lots and lots of big ideas, but I first need to make sure the basics are fun.  Drop me a reply here or a comment on my devlog/facebook if you're interesting in doing some alpha testing.  

It's pretty vanilla looking right now (I'm using David Gervais' Creative Commons Angband tiles right now, which are great, but ultimately I need to make the game my own with some great art, and I'm not an artist).


Title: Re: Fury: A roguelike with collectible card mechanics
Post by: iamagiantnerd on January 28, 2011, 05:03:35 AM
*edit* Mantis is gone, been using Pivotal for a while:

https://www.pivotaltracker.com/projects/69114


Title: Re: Fury: A roguelike with collectible card mechanics
Post by: Dustin Smith on January 28, 2011, 11:37:31 AM
dude. i have a tattered notebook from when i was 16 on a card-based combat system, if you ever need anybody to banter ideas back and forth with let me know.

if you haven't already, i'd check out the 'jobs' subforum to scope out possible artistes.


Title: Re: Fury: A roguelike with collectible card mechanics
Post by: PleasingFungus on January 29, 2011, 04:21:57 PM
Or "unpaid collaborations", in the jobs forum.

Also, that sounds like a really cool idea. Best of luck!


Title: Re: Fury: A roguelike with collectible card mechanics
Post by: iamagiantnerd on January 30, 2011, 02:59:18 PM
Thanks for the feedback!

Just updated the first post with a screenshot (finally). I had to pull out some unusable graphics before I posted any screens, and wanted to re-do how cards work anyway.


Title: Re: Fury: A roguelike with collectible card mechanics
Post by: X3N on January 31, 2011, 07:09:08 AM
dude. i have a tattered notebook from when i was 16 on a card-based combat system, if you ever need anybody to banter ideas back and forth with let me know.

if you haven't already, i'd check out the 'jobs' subforum to scope out possible artistes.

Care to post some of those in the Design forum? (if you're not hanging to them for something)


Title: Re: Fury: A roguelike with collectible card mechanics
Post by: Dustin Smith on January 31, 2011, 07:40:47 AM
I might get around to posting some of them, but there's one in particular I'm kinda holding close to my chest. I'll have to bust that baby out of storage pretty soon.


Title: Re: Fury: A roguelike with collectible card mechanics
Post by: iamagiantnerd on January 31, 2011, 10:01:43 AM
I updated my devlog today with some information on classes, and how you go about unlocking them:

http://iamagiantnerd.com/index.php/2011/01/why-dont-you-call-me-when-you-have-no-class/


Title: Re: Fury: A roguelike with collectible card mechanics
Post by: iamagiantnerd on February 01, 2011, 05:55:34 AM
Last night I finally moved the devlog over to the games company site, instead of my personal blog.  Can be found here:

http://wwflgames.com/index.php/topics/fury/


Title: Re: Fury: A roguelike with collectible card mechanics
Post by: iamagiantnerd on February 02, 2011, 06:14:38 PM
Updated the devlog tonight with a new screenshot, and progress so far. Tutorial signpost system coming along nicely, along with lots of gameplay elements. Nearing where I want to be for first alpha release.

http://wwflgames.com/index.php/2011/02/heres-your-sign/


Title: Re: Fury: A roguelike with collectible card mechanics
Post by: iamagiantnerd on February 08, 2011, 08:35:20 PM
Been making good progress moving toward the 0.1 release sometime in the next couple of weeks.  Put up a new devlog post:

http://wwflgames.com/index.php/topics/fury/



Title: Re: Fury: A roguelike with collectible card mechanics
Post by: iamagiantnerd on February 14, 2011, 06:16:07 AM
My friend and brother-in-law Big Ray has joined the project working on some art. He's built some test tiles and I'm working on getting them integrated into engine. But they look great so far.

Here's a test image he put together for some dungeon tiles:

(http://wwflgames.com/wp-content/uploads/2011/02/floor_test.png)

Ray worked with us before and put together some really nice graphics for our Ludum Dare 19 Game Jam entry:

http://www.ludumdare.com/compo/ludum-dare-19/?action=preview&uid=2846


Title: Re: Fury: A roguelike with collectible card mechanics
Post by: iamagiantnerd on February 16, 2011, 09:06:24 PM
Updated the devlog tonight with links to some test tiles sets we've been working on:

http://wwflgames.com/index.php/2011/02/you-dropped-your-tile/

I updated the main post with one of the screenshots, here's another:

(http://wwflgames.com/wp-content/uploads/2011/02/Screen-shot-2011-02-16-at-10.34.11-PM.png)

There are several more options in the post on our site.


Title: Re: Fury: A roguelike with collectible card mechanics
Post by: iamagiantnerd on February 25, 2011, 05:11:09 AM
Updated the devlog this morning with a new screenshot:

http://wwflgames.com/index.php/2011/02/blue-water-is-blue/

I also posted the screenshot at the top of this thread, but the one on the devlog can be made bigger!


Title: Re: Fury: A roguelike with collectible card mechanics
Post by: iamagiantnerd on February 27, 2011, 07:08:22 AM
Updated main post with concept art pictures. 

Devlog has also been updated to show the first completed sprite:

http://wwflgames.com/index.php/topics/fury/


Title: Re: Fury: A roguelike with collectible card mechanics (new art!)
Post by: iamagiantnerd on March 07, 2011, 08:45:38 PM
Update new art, also posted in the first message in the thread:

(http://wwflgames.com/wp-content/uploads/2011/03/compare.png)

Enjoy!


Title: Re: Fury: A roguelike with collectible card mechanics (Playable Alpha!!)
Post by: iamagiantnerd on March 27, 2011, 09:27:09 AM
First playable version, code named Ornery Orc (Alpha 1) has been released!

It can be downloaded from the website:

http://wwflgames.com/index.php/2011/03/ornery-orc-has-arrived-fury-alpha-1-now-available/

Thanks in advance for trying it out, if you try it out!


Title: Re: Fury: A roguelike with collectible card mechanics (Playable Alpha!!)
Post by: happymonster on March 27, 2011, 09:44:03 AM
The new concept art is great! Have you thought about using larger graphics in the game so that it shows more of the details off?


Title: Re: Fury: A roguelike with collectible card mechanics (Playable Alpha!!)
Post by: iamagiantnerd on March 27, 2011, 10:02:47 AM
Thanks!

Yes, we're going to have the higher-resolution versions of the characters and monsters show up in the HUD. The bigger version of the character will show in the "Portrait" area, and the bigger version of the monsters will show when you mouse over the monster in game.



Title: Re: Fury: A roguelike with collectible card mechanics (Playable Alpha!!)
Post by: iamagiantnerd on March 30, 2011, 12:15:43 PM
Thanks to those of you that have sent feedback. It's been downloaded a bit and I'm hoping to get some more, so if you have played, or have a minute to play, I'd really appreciate it.

Things I have learned and will focus on for the next release:

* It's too hard without any kind of healing in place. I need to get healing potions in game!
* Deck and Hand sizes need lots of balancing, player probably needs to start with a bigger hand, and there probably needs to be more attack cards in the deck.


Title: Re: Fury: A roguelike with collectible card mechanics (Playable Alpha!!)
Post by: iamagiantnerd on April 13, 2011, 01:36:41 PM
Real life has taken it's toll on my indie development time, but I'm still working on Fury.

I have been focusing on getting at least a basic version of the world map done, and then I'm going to work on a very basic random dungeon generator. I really want to get the flow of the game down, the idea that you're building up the Fury Academy to train adventurers.

I have also been spending some time on balance tweaks to the dungeon game itself, and ways to make the playing of cards useful and interesting.  I have gotten some great feedback from some folks, but I'd still love to hear more about what works and what doesn't with the alpha version I posted:

http://wwflgames.com/index.php/games/fury/

Thanks to everyone that's taken the time to download and play.


Title: Re: Fury: A roguelike with collectible card mechanics (Playable Alpha!!)
Post by: iamagiantnerd on April 15, 2011, 01:30:52 PM
So, I have done some soul-searching, and decided I need to take a few steps back to move forward.

I outlined my new approach here:

http://wwflgames.com/index.php/2011/04/elegant-simplicity/

The TL:DR version: Cards are hard. Long live cards! And there's too much text.


Title: Re: Fury: A roguelike with collectible card mechanics (Playable Alpha!!)
Post by: iamagiantnerd on April 19, 2011, 05:11:03 PM
Following up on my last post, I have started work on simplifying the interface.  Since this is a game I really want to play on my phone, I figured it would force me to keep the interface simple if I worked on the IOS UI and interaction first, and then port it back to work on PC/Mac. It's much easier to go from smaller -> bigger, but staying focused on small make sure I keep everything simple and easy to play with as little interface cruft as possible.

(http://wwflgames.com/wp-content/uploads/2011/04/fury-ios1.png)

More information on what the interface bits are here:

http://wwflgames.com/index.php/2011/04/prototyping-interfaces-is-fun/

Now, to work on actually making this interface, instead of prototyping it!


Title: Re: Fury: A roguelike with collectible card mechanics
Post by: iamagiantnerd on May 12, 2011, 02:20:08 PM
Just a quick update -- work still progresses, focusing on the iOS version. Much of the core gameplay has been implemented, working on the animation systems and card combos.  I've given up trying to predict when I'll finish, but I keep plugging away, and I've very pleased with where the game is at right now.  Especially given that I'm learning Unity/c# as part of this process (all of my other games have been written with java/slick2d), I feel pretty good about stuff.

I'm hoping to put together a gameplay video that shows some stuff off, but no promises :)


Title: Re: Fury: A roguelike with collectible card mechanics (rebooted)
Post by: iamagiantnerd on May 19, 2011, 04:33:41 PM
Just posted a updated devlog:

http://wwflgames.com/index.php/2011/05/long-time-no-post/

I also updated the first post in the thread with a new screenshot of the iOS version I'm working on.


Title: Re: Fury: A roguelike with collectible card mechanics (rebooted)
Post by: knight on May 19, 2011, 05:20:45 PM
This looks really cool! I noticed you are making it for iPhone. Keep it up,it looks like it  will be one of my must buys!


Title: Re: Fury: A roguelike with collectible card mechanics (rebooted)
Post by: iamagiantnerd on July 24, 2011, 11:52:53 AM
Been too busy lately to post much about this, but I'm still working on it. Here's a new screenshot:

(http://wwflgames.com/wp-content/uploads/2011/07/Screen-Shot-2011-07-24-at-2.38.50-PM.png)

Also a couple more screenies over on my devlog:

http://wwflgames.com/index.php/2011/07/work-in-fact-continues/


Title: Re: Fury: A roguelike with collectible card mechanics (rebooted)
Post by: iamagiantnerd on February 13, 2012, 07:30:21 PM
Work continues, lo these many months later. In the meantime, here's some monsters from the game.

(http://wwflgames.com/wp-content/uploads/2012/02/fury_monsters.jpg)

I seriously fail at maintaining a devlog. Oh well. More time to spend coding!


Title: Re: Fury: A roguelike with collectible card mechanics (rebooted)
Post by: JackMenhorn on February 14, 2012, 06:02:15 AM
I am hoping this continues to exist.


Title: Re: Fury: A roguelike with collectible card mechanics (rebooted)
Post by: JasonPickering on February 14, 2012, 07:02:27 AM
been reading through this and like what I see so far. I am also making a iOS roguelike and I hope we get to see more on the platform. I really like what you are doing with the cards. I also think that the idea of combos like hands in poker is pretty cool. it would also be easy to show what does what with simple graphics. 3 red squares = fireball. One thing I noticed would adding abilities complicate the game a little more? or will these abilities be strictly based around the cards. originaly I thought the slots up top were like save slots. where you could save a card for a later turn. but that would probably complicate things as then its like you have a hand of nine cards instead of 5. will you be dealt 5 cards each hand or do unused cards carry over?


Title: Re: Fury: A roguelike with collectible card mechanics (rebooted)
Post by: iamagiantnerd on February 16, 2012, 07:36:58 PM
been reading through this and like what I see so far. I am also making a iOS roguelike and I hope we get to see more on the platform. I really like what you are doing with the cards. I also think that the idea of combos like hands in poker is pretty cool. it would also be easy to show what does what with simple graphics. 3 red squares = fireball. One thing I noticed would adding abilities complicate the game a little more? or will these abilities be strictly based around the cards. originaly I thought the slots up top were like save slots. where you could save a card for a later turn. but that would probably complicate things as then its like you have a hand of nine cards instead of 5. will you be dealt 5 cards each hand or do unused cards carry over?

Thanks for the interest!

Right now, you get 5 cards at a time.  The slots at the top are for spells, which are one-time use, and can effect the cards, or do other things. For example, there is a "discard" spell, which lets you discard 1 -5 cards from your hand. Or a heal spell. Or a teleport spell.

The card mechanics don't strictly adhere to the rules of poker, they are more "inspired by" poker. So, you can have a flush with only 3 elemental cards.

I'm going to post some new screenshots in a bit.


Title: Re: Fury: A roguelike with collectible card mechanics (rebooted)
Post by: iamagiantnerd on February 16, 2012, 07:41:27 PM
I posted a new devlog with some screenshots:

http://wwflgames.com/index.php/2012/02/new-round-of-screenshots/

I'll include a couple of them here:

(http://wwflgames.com/wp-content/uploads/2012/02/Screen-Shot-2012-02-16-at-9.01.21-PM.png)

The Fury Academy, where you upgrade and unlock buildings, which unlock new classes, abilities and equipment for your heroes.

(http://wwflgames.com/wp-content/uploads/2012/02/Screen-Shot-2012-02-16-at-9.04.42-PM.png)

The hero has picked up a nifty new vest, and cleared a couple of rooms. A mini-boss can be seen in the next room.  Mini-bosses are named monsters who drop special loot!


Title: Re: Fury: A roguelike with collectible card mechanics [*updated]
Post by: iamagiantnerd on September 01, 2013, 10:38:46 AM
We're ready for Alpha testing.  If you're interested in helping out, and have an iOS device, please sign up on our forums to get access to the alpha test:

http://wwflgames.com/forums

The game is fully functional, the first alpha is focused on gameplay balance and bug squashing.

Thanks!


Title: Re: Fury: A roguelike with collectible card mechanics [*updated]
Post by: iamagiantnerd on September 14, 2013, 02:04:46 PM
Just uploaded a new patch to TestFlight, and we're still looking for some Alpha testers if anyone is interested, just need an iOS device.

Here are the patch notes:

0.9.3 Patch Notes

Features:
=========
  • On the phone, monsters far away from the player don't move now during the monster turn to speed up turns (ipad still moves all monsters)
  • "Monster Turn" indicator has been made bigger and moved to the top of the screen to make it more obvious why you can't do anything
  • Increased the size of the Monster sheet to allow more information; added more information about the monsters, including how much damage they will do if they were to attack the hero
  • Added text to earned badges on the win screen so you know why they were earned
  • Added version number to main screen
  • Changed the ways games are saved to be more resiliant to change.
  • Added a tutorial to explain basic gameplay
Bugs:
=====
  • Fixed a bug with new aggro indicators where monsters that could already see you but weren't aggressive changed to be aggressive and the aggro indicator would not start blinking
  • Fixed a bug where even though you would win or lose a dungeon and be taken back to the main screen, when you re-started the game you would be back in the dungeon with no way to win.
  • Fixed a bug where the rogue description would show the last line from other characters
Note: All progress will be reset when you start this game and you will need to go through the new tutorial.  I'd love to get some feedback on the tutorial -- too much? too little?


Title: Re: Fury: A roguelike with collectible card mechanics [*updated]
Post by: iamagiantnerd on September 18, 2013, 07:15:40 PM
Another patch has been pushed to alpha testers; see patch notes below.  Still looking for some folks to help out with alpha testing.  The game is fully playable; the work now is on balancing and polishing and finishing out some content.

0.9.4 Patch Notes
=================

Features
--------
  • Heroes can skip turns now via the radial menu (using this ability does not effect badges)
  • Critical Hits only do 150% damage instead of 200% damage
  • Added a level cap of level 10 for all heroes
  • Altered the way luck works and how it impacts various parts of the game
Bugs
----
  • Fixed a bug where monsters could die twice (you'd hear their death sound twice and two blood splats would appear)
  • Since 0.9.3 when you beat a dungeon you wouldn't get a new town revealed on the map (oops)
  • I *think* I fixed the thing where you'd start a dungeon in the middle of no-where. 
Misc
----
  • Added dungeon length and difficulty to the "menu" option in the dungeon - these will be helpful when debugging map problems
  • Coin animation will show a max of 10 animated coins (getting a lot of gold could take a long time for the animation to play)


Title: Re: Fury: A roguelike with collectible card mechanics [*updated]
Post by: Exception on September 19, 2013, 02:17:02 AM
That was a hell of a jump in terms of post dates.

Looks pretty neat, I'll try it out when I get home! :gomez:


Title: Re: Fury: A roguelike with collectible card mechanics [*updated]
Post by: iamagiantnerd on September 19, 2013, 03:04:32 AM
That was a hell of a jump in terms of post dates.

Looks pretty neat, I'll try it out when I get home! :gomez:

Yeah, I've been terrible about posting progress.  I've been working on it this whole time, just in stealth mode :)


Title: Re: Fury: A roguelike with collectible card mechanics [*updated]
Post by: Exception on September 19, 2013, 03:20:19 AM

Yeah, I've been terrible about posting progress.  I've been working on it this whole time, just in stealth mode :)

Post some, man. Keep us updated :coffee:


Title: Re: Fury: A roguelike with collectible card mechanics [*updated]
Post by: iamagiantnerd on September 22, 2013, 07:31:54 PM
Just uploaded a new build to TestFlight, patch notes below:

Patch Notes, Version 0.9.5

Features
========

  • Water and lava pits are back
  • Walking Squid has been removed as a monster, to make a grand re-appearance at a later date as a Boss
  • Icons have been added to the Item Shop in the Academy Screen
  • A few tutorial screens have been added the first time you visit the Academy Screen
  • Combos has been added for 4 & 5 of a kind flushes (same face, same suit)
  • Card damage and combo damage has been rebalanced, as well as monster health and defense
Bugs
====
  • Fixed a bug where monster buffs/debuff descriptions would sometimes poke off the edge of the monster description popup
*** Note, this version will reset any progress and you'll need to go through the tutorials again ***
The rebalancing of card combo damage and monsters may have been drastic, I need feedback on how this effects gameplay, please
share anything you notice on the forums.

Thanks for playing!


Title: Re: Fury: A roguelike with collectible card mechanics [*updated]
Post by: iamagiantnerd on October 06, 2013, 01:35:03 PM
Just posted a new patch. Also, we have a web version available now, so if you don't have an iOS device you can still help!  Sign up on our forums to get in the alpha:  http://wwflgames.com/forums (http://wwflgames.com/forums)

Version 0.9.6 Patch Notes
=========================

Saved dungeons, maps and academies will be wiped with this patch due to rebalancing of monsters.

Features
--------

  • Monsters have been rebalanced
  • Boss should be much easier (but not too easy)
  • In the shop, item chooser and level up screens, there is now a way to view your character stats
  • Finishing the tutorials no longer grant badges
Bugs
----

  • On the ipad, the map wasn't properly centered when clicking on a city
  • On the ipad, the map didn't rotate correctly behind the main menu
  • Aggro indicators weren't properly being reset between dungeons
  • Effects (like fire) weren't properly reset between dungeons
  • Monsters that die with the frozen status effect were throwing an error
  • Changed floating text to add a delay between damage display when more than one damage happens at the same time
  • If a monster regenerated, it wasn't properly showing floating text
  • When resuming a game with a monster that had multiple poison effects applied, the game would hang


Title: Re: Fury: A roguelike with collectible card mechanics [*updated]
Post by: iamagiantnerd on October 20, 2013, 04:35:38 PM
0.9.7 Patch Notes

This patch upgrades to Unity 4 and Xcode 5, so the game is now build for iOS7, but should work
on previous version.  Testers using iOS devices should let us know right away about any weirdness
running on the devices.

FYI, this version also resets saved progress.

Features

  • The full story for a dungeon now shows on the loading screen; an abbreviated version shows when you click on a town on the map screen.
  • When you get new wild cards from the shop or from a treasure chest, they are now placed in the discard pile and won't be seen until the deck is re-shuffled
  • On iOS devices, the animations for monsters moving now shows one-at-a time instead of all at once; this should improve framerate
Bugs

  • If not all tutorial signs were viewed, treasures on a real dungeon could have been blinking
  • Scrolling on the character sheet to see all equipment shoudl work now
  • There were some z-ordering bugs where characters/effects/equipment would sometimes show on top of creatures in the square below the hero
  • Fixed a framerate drop when showing centering the map after pressing the play button


Still looking for alpha testers, more info available here: http://bit.ly/1gwutAt


Title: Re: Fury: A roguelike with collectible card mechanics [*updated]
Post by: iamagiantnerd on November 06, 2013, 06:50:12 AM
Updated the devlog (http://bit.ly/1hLISaf) with what we're working on now.

TL;DR: Working on making card combat more interesting and overhauling the graphics.


Title: Re: Fury: A roguelike with collectible card mechanics [*updated]
Post by: iamagiantnerd on November 10, 2013, 03:20:38 PM
New screenshot! New devlog post! It's all very exciting, hence the exclamation marks!

Been working on revamping the UI, and revamping the cards used when performing combat against vicious monsters.

First, the screenshot:

(http://wwflgames.com/wp-content/uploads/2013/11/screenshot-saturday-110913.png)

Second, the devlog!

http://wwflgames.com/index.php/2013/11/meet-the-wizard/

We're working on updating the graphics as well to look better on modern mobil devices (i.e. retina displays), and tweaking the gameplay a bunch. 


Title: Re: Fury: A roguelike with collectible card mechanics [*updated]
Post by: iamagiantnerd on December 15, 2013, 06:21:04 PM
Work still continues, working on implementing new graphics, new animation, new cards.  Overall, lots of new.

(http://wwflgames.com/wp-content/uploads/2013/12/attack-animations.gif)

Should be pushing out a new alpha build this week, just a couple of things left to button down.


Title: Re: Fury: A roguelike with collectible card mechanics [*updated]
Post by: iamagiantnerd on December 16, 2013, 05:24:14 AM
New patch finally uploaded to testers!  Patch notes:

Patch 0.9.9 Release Notes
=========================

This is a major patch, and introduces the first of the all new profession-specific card sets.  Also, there
has been significant work done on dungeon generation and monster placement (still work left to do though).

As of this patch, the only playable profession is the Wizard.  Two main reasons: the other profession-specific
cards still need to be implemented, and I wanted to get some feedback on the new card system and do some
balancing before too much work is done on other professions.

The Wizard's new cards are explained in more detail in this blog post:

http://wwflgames.com/index.php/2013/11/meet-the-wizard

Dungeons have also gotten an overhaul.  The character starts in an empty room at the edge of the dungeon now,
and dungeons are a bit shorter with some larger rooms to give the player more room to manuever.  Hopefully
dungeons are more interesting as well, and some of the annoyances (like doors right next to each other) have
been addressed.

Finally, there are the beginnings of new images in place, working toward full-retina capable images.  We're not
there yet, so only the low-res versions are currently available, but we're making underlying changes that will
allow us to make the change once all of the images have been re-done.  Along with this change comes a new style for
the art as well; we'll be rolling more of this out over time.  We have decided also to make the images generally
bigger, so more detail can be shown.

Other Changes
=============

  • Removed animated effect from "Monster Turn" indicator
  • Introduced new top UI, still needs many tweaks
  • Poison will now only apply when the attack is done with the main-hand weapon
  • Haggler perk has been removed from the game; it was too powerful if you luck was high

Bugs
====

  • Fixed damage display sometimes showing up under the monster
  • Fixed 10x point multipler showing up as 1x in the UI
  • Fixed Level indicators for monsters that where sometimes missing

Given the extensive nature of these changes, we're hoping for lots of feedback, so please play and let us know
what you think!


Title: Re: Fury: A roguelike with a poker-esque card-based combat mechanic [*updated]
Post by: iamagiantnerd on December 18, 2013, 12:00:52 PM
We’ve been hard at working bringing new art into the game, and our artist Ray has been busy churning out some great character art.  Our focus has been on the wizard profession, but the others won’t be far behind.

Each character gets a random name generated, and then this name is used to compute a seed used for randomizing the character’s look.  This way, the character will get the same look every time the game is loaded, and we don’t have to save any extra info in the savefile for the game. Neato!

(http://wwflgames.com/wp-content/uploads/2013/12/random-wizard-characters.png)


Title: Re: Fury: A roguelike with a poker-esque card-based combat mechanic [*updated]
Post by: iamagiantnerd on December 22, 2013, 09:08:47 PM
Just uploaded a new patch to our alpha testers. Patch notes are listed below.  I'll try to post some of the new combat animations in a little while...

Patch Notes 0.9.10
==================

This patch is a lot of balancing; the game is significantly harder, and it really matters now how you play.  Since the Wizard is the only playable class currently, you need to remember that wizards do best when attacking from range, and the cards the wizard have been given give them many changes to stay well away from monsters.

Some highlights of the rebalancing:

  • Orb card is now a non-ranged attack.  It was too powerful that all but one of the wizard's attacks were ranged. And it makes sense, the Orb is the wizards "off-hand" weapon.
  • Hero hitpoints have been reduced
  • Monster hitpoints and attack values have been significantly tweaked.  Attack values of higher level monsters are *much* higher, so be careful attacking yellow or red monsters, they will hurt!
  • Healing potions have been changed to heal more as you level up.
  • All of the "of a kind" (2 of kind, 3 of a kind, etc) combos now grant bonus damage
Other items in this patch:

Features
========
  • Added more graphical effects around attacks (lots more on the way!)
  • Added some keyboard support for web version (web page will be updated with information)
  • Added "swipe-to-move" on ios devices. Swipe in the direction you'd like to go and you should move that way
  • Meandering shrubs now won't create so many saplings, and saplings won't create other saplings

Bugs
====
  • Dungeon generation shouldn't generate abandoned rooms, or weird corridors.
  • On higher resolution devices, the loading panel didn't properly cover the underlying screen
  • If you tried to tap to move and you were near the edge of the dungeon, it wouldn't work
  • You can no longer move if you have cards selected
  • At level 10, the new xp bar would grow super big
  • Hero damage multipliers weren't shown in the UI anywhere, and weren't being restored when loading a saved game (these can now be seen on the character sheet).
  • Monsters that were "chilled" would cause weird stuff to happen when the next game loaded during the same session
  • Monsters now move in order from closest to hero to farthest, which fixed some weird movement patterns
  • Panels that slid in from the top (like the monster information panel) didn't slide all the way up before disappearing


Title: Re: Fury: A roguelike with a poker-esque card-based combat mechanic [*updated]
Post by: iamagiantnerd on December 22, 2013, 10:05:46 PM
Some new screenshots showing new combat animations:

The bowling ball super attack:

(http://wwflgames.com/wp-content/uploads/2013/12/new-bowlingball-super-attack.gif)

The lightning super attack:

(http://wwflgames.com/wp-content/uploads/2013/12/new-lighting-super-attack.gif)


Title: Re: Fury: A roguelike with a poker-esque card-based combat mechanic [*updated]
Post by: iamagiantnerd on January 05, 2014, 07:03:36 PM
Posted a new build today.  Still love some more testers to check it out, more info here:

http://wwflgames.com/index.php/fury-alpha-testing/

0.9.12 Patch Notes
================

Features
========

  • New dungeon tile graphics have been introduced.
  • A new off-hand item has been introduced
  • The on-screen character now properly reflects the equipment that has been equipped (the character sheet graphics have not yet been updated and still show the old character images).
  • Monsters now use pathfinding to try to get to the Hero if they are aggressive, and have a limited memory for when they last saw the hero and will continue to pursue the hero in the direction they were last seen for a short time before they get bored.  This lays the foundation for different types of monsters that will pursue the player more aggressively in the future.
  • A small version of the "suit" is on the cards now, instead of text with the name of the suit.
  • Keyboard based attack (web version) have been improved, you can now use the arrow keys to make a ranged attack as long as a valid target is in the direction pressed.
  • Monster distribution has been improved so that monsters "near" the player start location (as the crow flies), but far (as you crawl through the dungeon) are properly leveled.  Placement is now based on pathfinding distance and should be more even.
  • Improved the movement animation
  • Vampire cows are a little more dangerous.  I'll leave it to you folks to discover the exact nature of the danger :)
  • Loading of saved games and generation of new games is faster and the loading animation should play smoothly now; there used to be a large framerate drop at a certain point toward the end of loading.
  • When zombie chickens are beheaded, the beheaded version keeps all of the status effects on the original chicken.
  • Lightning animation has been improved.
Bugs
====

  • Chilled status (from crystal cards) now properly applies on the first turn
  • A monster's hate list is now properly saved with the dungeon
  • If the hero was at the bottom of the screen, there were times when the coin animation would play behind them