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TIGSource ForumsCommunityDevLogsWe Slay Monsters: A roguelike with a poker-esque combat mechanic [DONE!]
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Author Topic: We Slay Monsters: A roguelike with a poker-esque combat mechanic [DONE!]  (Read 10752 times)
iamagiantnerd
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« on: January 26, 2011, 02:10:31 PM »

*UPDATED* 6/27/17

Changed the name of the game a while back. Launched the 1.0 version on Steam after 2 1/2 years of early access. Exciting!

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.

We Slay Monsters on Stem.

*** REMOVED A BUNCH OF BROKEN, OLD LINKS ***

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.  
« Last Edit: June 27, 2017, 01:22:24 PM by iamagiantnerd » Logged

iamagiantnerd
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« Reply #1 on: January 28, 2011, 05:03:35 AM »

*edit* Mantis is gone, been using Pivotal for a while:

https://www.pivotaltracker.com/projects/69114
« Last Edit: February 13, 2012, 07:32:07 PM by iamagiantnerd » Logged

Dustin Smith
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« Reply #2 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.
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PleasingFungus
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« Reply #3 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!
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iamagiantnerd
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« Reply #4 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.
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X3N
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« Reply #5 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)
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Dustin Smith
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« Reply #6 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.
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iamagiantnerd
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« Reply #7 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/
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iamagiantnerd
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« Reply #8 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/
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iamagiantnerd
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« Reply #9 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/
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iamagiantnerd
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« Reply #10 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/

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iamagiantnerd
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« Reply #11 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:



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
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iamagiantnerd
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« Reply #12 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:



There are several more options in the post on our site.
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iamagiantnerd
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« Reply #13 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!
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iamagiantnerd
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« Reply #14 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/
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iamagiantnerd
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« Reply #15 on: March 07, 2011, 08:45:38 PM »

Update new art, also posted in the first message in the thread:



Enjoy!
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iamagiantnerd
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« Reply #16 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!
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happymonster
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« Reply #17 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?
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iamagiantnerd
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« Reply #18 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.

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iamagiantnerd
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« Reply #19 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.
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