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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 10750 times)
iamagiantnerd
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« Reply #40 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
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iamagiantnerd
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« Reply #41 on: November 06, 2013, 06:50:12 AM »

Updated the devlog with what we're working on now.

TL;DR: Working on making card combat more interesting and overhauling the graphics.
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iamagiantnerd
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« Reply #42 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:



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. 
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iamagiantnerd
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« Reply #43 on: December 15, 2013, 06:21:04 PM »

Work still continues, working on implementing new graphics, new animation, new cards.  Overall, lots of new.



Should be pushing out a new alpha build this week, just a couple of things left to button down.
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iamagiantnerd
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« Reply #44 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!
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iamagiantnerd
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« Reply #45 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!

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iamagiantnerd
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« Reply #46 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
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« Reply #47 on: December 22, 2013, 10:05:46 PM »

Some new screenshots showing new combat animations:

The bowling ball super attack:



The lightning super attack:

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iamagiantnerd
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« Reply #48 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 Smiley
  • 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
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« Reply #49 on: June 27, 2017, 01:23:14 PM »

Necro'ing this old thread to announce that the 1.0 version of We Slay Monsters is now live on Steam:

http://store.steampowered.com/app/332540/We_Slay_Monsters/

It's been a fun ride, thanks for everyone that gave us feedback along the way!
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