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iamagiantnerd
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« Reply #15 on: March 07, 2011, 08:45:38 PM » |
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Update new art, also posted in the first message in the thread:  Enjoy!
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happymonster
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« Reply #17 on: March 27, 2011, 09:44:03 AM » |
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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?
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iamagiantnerd
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« Reply #18 on: March 27, 2011, 10:02:47 AM » |
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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.
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iamagiantnerd
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« Reply #19 on: March 30, 2011, 12:15:43 PM » |
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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.
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iamagiantnerd
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« Reply #20 on: April 13, 2011, 01:36:41 PM » |
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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.
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iamagiantnerd
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« Reply #22 on: April 19, 2011, 05:11:03 PM » |
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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.  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!
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iamagiantnerd
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« Reply #23 on: May 12, 2011, 02:20:08 PM » |
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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 
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knight
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« Reply #25 on: May 19, 2011, 05:20:45 PM » |
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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!
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iamagiantnerd
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« Reply #27 on: February 13, 2012, 07:30:21 PM » |
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Work continues, lo these many months later. In the meantime, here's some monsters from the game.  I seriously fail at maintaining a devlog. Oh well. More time to spend coding!
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KomradeJack
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« Reply #28 on: February 14, 2012, 06:02:15 AM » |
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I am hoping this continues to exist.
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JasonPickering
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« Reply #29 on: February 14, 2012, 07:02:27 AM » |
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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?
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