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TIGSource ForumsCommunityDevLogsRunewards - a new strategy card game (Alpha Build Launched)
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TalosRunewards
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« on: March 28, 2016, 03:50:53 AM »

Runewards - Strategy Card Game Online




Runewards is a online strategy card game that allows players to battle each other on unique board, with three lanes (that we called Territories) that you can place cards in it based on Attributes called Strength, Agility and Intelligence.

Many of Runewards cards has unique mechanics, abilities and twists that allow you to flip the table on your opponent at any given time.

Lets start with the board itself:



Here you can see a board compose of three lanes (shown as brick-mortar composition). On the right you have Hero Frames which will have unique abilities that can be triggered once in the game. There are several static objects that eventually be visualized with special effects such as the Brazier bursting into flame when its your turn or turning into a different color when someone Passed. (The game has 3 Rounds and work as Best-of-three matches).

The card frame:


The card frame is compose of several elements.

1. The Power located on the upper left corner - We disliked the whole attack/defense mechanics we saw in other card games so we adopted a single number focus, allowing us to give stage to the abilities as key decider in the game.
2. The Attribute is based on Strength, Agility and Intelligence with each located differently on the gameboard (what we call a battlefield)
3. The icon of the eye in the bottom-center of the card is the rarity of the card. This one isn't new and familiar to many card-game players. The rarity structure is currently based on: Basic, Rare, Unique, Mythical.

Now for the Deck Builder:


The Deck Builder allows you to pick and choose cards base on Army you choose to play. Currently there are 3 Armies in the game - Monsters, Humans, Nature which has their own unique spells and units. Mercenaries are cards every player can pick and play in their deck.

We plan to allow players to craft and combine different cards to allow players to use existing cards they earn during the game and duplicates more efficiently. We haven't finish the Crafting mechanics/window yet.

Multiplayer window:



The Multiplayer window allow the player to pick which deck you want to play and what mode you choose (Ranked/Unranked). It also show you how many cards you have in deck - base on existing Units/Spells and the total rough Power estimation from it.

 
Main Menu:



For the Main Menu we went for Inn setting. We like the idea of a game being played in the Inn with friends and family. Runewards is at its core a card game so ...lets play it where you play card games! We want each button to be animated (Option, Shop, Deck Builder, Multiplayer, Single Player, etc...etc..) once you hover and click with mouse and zoom in into the appropriate window once you do.
This part is still in early development in Unity but the drawing is nearly complete and we are very happy with the result.

That's it for now. I'll continue to write more updates in here and hopefully get feedback from other developers and people as this progress along.

Finally, this is my favorite part. Unit artwork!

Galrin Ironfist - Mythical Mercenary Dwarf.




Rhinomer - The Rhino Warlord.




Archmage Leshar - Hero Frame Artwork.




Kraken - Unique Nature Unit.

« Last Edit: November 01, 2016, 01:52:54 AM by TalosRunewards » Logged
Osteel
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« Reply #1 on: March 28, 2016, 05:04:48 AM »

Art looks great. How does the gameplay differ from Gwent? Right now it seems like an exact clone of it minus the terms and flipped interface, which isn't a bad thing considering there really needs to be an online version of it. It's addicting.  Addicted
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TalosRunewards
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« Reply #2 on: March 28, 2016, 09:47:19 AM »

Art looks great. How does the gameplay differ from Gwent? Right now it seems like an exact clone of it minus the terms and flipped interface, which isn't a bad thing considering there really needs to be an online version of it. It's addicting.  Addicted

Good question!
Gwent was the catalyst and inspiration for creating Runewards. When we played it we thought "Wow, this concept is great, however, we can take it one step further".
We played alot of card games and board games over the years so we knew exactly what to create when we started developing Runewards.
Now to address your question head-on - We use the board itself, the lanes, the cards as resources but unlike Gwent, the variety of abilities for each card is much more expanded. The board itself play a role in the game to deny an opponent an advantage or put him in a disadvantage.

{Note - In our game the lanes are called TERRITORY but for simplicity sake, we just name them Lanes in here Smiley}
Lets take an example of this card:

Huracan is a Mythical unit able to effect the game in an interesting way. His ability allows the player to deny room in one of the lanes, effectively limiting the player from placing units in that lane.



 


Now lets see how it shows on the board.



As you can see, the player no longer is able to place cards on that Lane (WIP - We have a hard limit on how many cards you can place per a lane right now).

On the other hand, this card in particular could turn the table on the player, effectively turning his 0-Power units into a formidable army.



This is one of the many tactics the player would be utilize during the match.

Hope that answer you question and ofcourse if you have more of those keep them coming!
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Davi Vasc
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« Reply #3 on: March 28, 2016, 11:26:35 AM »

wow, amazing art!
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Osteel
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« Reply #4 on: March 28, 2016, 11:53:55 AM »

Thanks for the very pretty visual answer. :D I definitely think this will be a big success and it looks like there's been a ton of work already done on it.
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Pixel Noise
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« Reply #5 on: March 28, 2016, 12:48:07 PM »

Yeah this looks great already, and even if it is similar to Gwent, I don't think anyone will really mind, since so many people LOVE that game.
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TalosRunewards
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« Reply #6 on: March 29, 2016, 04:03:24 AM »

Yeah this looks great already, and even if it is similar to Gwent, I don't think anyone will really mind, since so many people LOVE that game.

Hey Pixel Noise, i'm glad you like it. We had to go through multiple iterations before we achieved this quality. When we started this we knew we had to get some top-notch art direction. This is what came out of it eventually.
« Last Edit: March 29, 2016, 07:10:06 AM by TalosRunewards » Logged
Bakuda
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« Reply #7 on: March 29, 2016, 01:36:03 PM »

Well, you are certainly hitting top notch.  The art here is fantastic!
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Pixelologist
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« Reply #8 on: March 29, 2016, 02:05:08 PM »

How do you plan to compete against Hearthstone with such a visually similar style?
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Vovosunt
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« Reply #9 on: March 29, 2016, 06:40:41 PM »

Looks very pretty but the UI is waaaaay too similar to Hearthstone IMO. People will discredit you instantly as a Hearthstone wannabe Clone.
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tankorsmash
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« Reply #10 on: March 29, 2016, 08:05:19 PM »

Have you guys found funding? This sort of art looks like it'd cost a ton. Do you guys have any videos, or is it all concept art at this point?

I can't reiterate how how quality the art is, it's almost unbelievable.
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TalosRunewards
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« Reply #11 on: March 29, 2016, 10:45:04 PM »

Looks very pretty but the UI is waaaaay too similar to Hearthstone IMO. People will discredit you instantly as a Hearthstone wannabe Clone.
First of all, I'm honored and humbled that any comparison between us and Hearthstone is made, if ever.
When we first designed the art of the game we just honestly loved the Inn concept, the wood and stone, for example the Inns from the hateful eight.
We imagined an Innkeeper who invite you, your friends and other visitors coming into the Inn to play. When the viewer watches the Main Menu, each piece of it is interactive allowing you to zoom in and view it at natural screen size.
I want to be clear, we didn't try to avoid it, the contrary, we tried to -Embrace- it and bring our own style and taste into it. When people will play Runewards and see the mechanics, the gameplay and decide to compare us to Hearthstone, I'd like them to see the fluidity and execution of Hearthstone but when it come to the game itself, they'll see the difference themselves
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TalosRunewards
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« Reply #12 on: March 29, 2016, 10:58:10 PM »

Have you guys found funding? This sort of art looks like it'd cost a ton. Do you guys have any videos, or is it all concept art at this point?

I can't reiterate how how quality the art is, it's almost unbelievable.
We have found funding, in fact, we are funding this out of our pockets. When we first started developing Runewards, we realize pretty fast that in today's world you don't need to chase publishers and live in other people's deadlines. By funding the game ourselves it allows us to dictate our own pace of the game development and our own vision for the game without someone outside telling us what to do. Autonomy is the best !   Smiley
After we reach pivotal point in the game development, we plan to release it on Steam Greenlight. If we get Greenlit it will be a massive boost to our effort. From there we plan to move to Beta phase up until full release.
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H0pe86
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« Reply #13 on: March 30, 2016, 02:21:56 AM »

Wow the game is supercool! Keep up the good work  Hand Metal Left
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« Reply #14 on: March 30, 2016, 07:37:05 PM »

Keep us posted, I can't wait to see it in action. For all we know it's just some very very pretty concept art!
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TalosRunewards
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« Reply #15 on: March 31, 2016, 05:08:46 AM »

Development Update 1

When we first started developing assets for the game, we made 2D artwork of the gameboard, the deck builder and the cards themselves. We quickly realize it was not enough. We wanted to convey the feeling of an actual TCG as much as possible and we made the decision to go fully 3D soon after. While it certainly make our lives a bit harder, after we got the first 3D models in the game it was worth the wait and work for it.

We also got new artwork, Yah! Always fun to see those. Already applied to their respective card frames ingame.

Since I'd like each update to proceed with actual material to show, I'll start with the new cards.





When we thought about how to represent the rarity of a card, we wanted it to be in phases, as the icon slowly "evolve". This is the end result.
From top to bottom:
Basic
Rare
Unique
Mythical




The Power icon was also in debate for awhile. We wanted an icon we could also animated later to really let it stick out. Eventually we will apply FX to the colors.
Left to Right: Nature, Monsters, Humans and Mercenaries.


                                                                                                                                        
Audio and Music - Hey, everyone love some good sounds, right? We decided from the very beginning our game going to be fully voiced, with every card being placed on board saying a quote or two (Actually we've came up to 5 quotes per a card, but who counts). It's been a very interesting experience working with Voice Actors/Actress and even pleasantly surprising to see how easily they share jobs between each other if you need different voices for different types of characters.
That allowed us to reach many VO's very quickly and even have multiple versions for each character if we want to be extra-picky.
We are making sure to Master each and every sound during the process, adding special sounds if needed. I'm still waiting to see how the Goblinosaurus would sound like but I suspect it going to be GLORIOUS.

This voice is one of the cards above, Azure Enchanter.

https://www.dropbox.com/sh/fblcky0xfbgnt1r/AABBTEKG6OnbeCTtWYMszl1pa?dl=0

The game is in a phase where its already playable and most of the cards are already coded and working. The most heavy-work right now in developing Runewards is the network code and protocols. Creating the matchmaking system, integrating leaderboards, using Google Protocol Buffer, building a login and player profile and so on.
While most of the scripts are done, there a lot more to test/refine and double/triple check. I'm hoping to release some alpha versions than to family and friends to try out and share experiences with.

That's it for now. Hopefully next update will be filled with more material to share.

I want to thank again to all people who responded so far. Appreciate your time and thoughts and inputs.

-Talos
« Last Edit: March 31, 2016, 05:46:04 AM by TalosRunewards » Logged
TalosRunewards
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« Reply #16 on: May 30, 2016, 11:32:27 PM »

Development Update 2:

So it's been a couple of months since i last posted and oh boy how much has changed.

So the main challenge we had in the last two months has been the matchmaking and multiplayer component of the game.
Our poor and brave engineer Sahkan123 had alot of headache with Google Protocol Buffer and decided for now to revert to JSON until he can reliably receive all information from the code. (Currently some code was getting cut off during game thus causing the game to stop working).

We have starting working on the Launcher recently. When we considered our options we decided to go and get help from the outside and eventually settled on a service called Release Manager by Celestial Games. The guys in there are very helpful and have great service and we are very happy to work with them.

We've also made the log-in protocols, sending confirmation mail and reset password and implemented them in the game.

In deck builder scene we continue to add new Ambient SFX's, VFX's and assets.

On the Main Menu scene in Unity we are still waiting for our 3D model to be done. It is the most complicated model we've commissioned so far but we are sure it will be worth it in the end.

We are nearly done with all artwork.
When we started 8 months ago and seen how much Artwork we need to commission it seems almost a colossal thing. Now we have about 20% left in terms of artwork for heroes and units and it really calm us to know we are far into the game development and those assets are nearly catching up with us.

We recently finished mapping how our Ranked League will be. Players be able to climb Leagues which are ranked from 25(Unranked) to 1 and than reach Archon league.
Once they finish Rank 1 they actually get assigned an actual number from all the players who currently reached Archon League and the best of them will be 1st in the Region/World (It is still WIP though as we try to think of ways to make it more interesting, if possible).

What we are thinking in terms of actual rewards is what we focusing right now. We want the 1st Player in the world or the Top 10-100 to own a special icon/rank during the following month (we most likely use season-to-season ranking) to show off their amazing achievements when playing in the game.
Oh and we got our artists to already make the icons for the leagues themselves.

League Icons


Visual Effects - After a long period where we had VFX's ready but not yet integrating in the game due to other pressing protocols and assets we had to script, we started adding those VFX's into the game and they look even better once they actually trigger with the right sequence or card.

The Brazier effect - indicating whose turn it is in what we think is a cool way.



A spell effect - Battlemarch. Wait till you hear the sound Smiley.





We are also very happy and PROUD to announce the launch of our new Forum!
You can register/keep in touch in this address: forum.runewards.com


We haven't launched it officially yet but we plan to do so this week or the next via social media.

One last news we can share is that we've decided to hire an additional programmer to offload some work here in the office. We are slowly stepping up our work to prepare for pre-alpha release. While we keep iterating when needed and testing constantly nothing can beat a horde of gamers who are passionate and devoted to the game and could easily help us make it even better.

Hopefully the next update won't be so far ahead in time and we hope here in ReaverGames to hear from you guys in here and in our forum.

-Talos

P.S - You can also keep in touch via Facebook and Twitter
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« Reply #17 on: May 31, 2016, 12:54:25 PM »

This looks so similar to Hearthstone that you cannot just put it down to coincidence.  The cards could almost be put into Hearthstone and you wouldn't know, even the  in game ui is starting to look very similar (the angular pass button for example)
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TalosRunewards
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« Reply #18 on: May 31, 2016, 11:39:54 PM »

This looks so similar to Hearthstone that you cannot just put it down to coincidence.  The cards could almost be put into Hearthstone and you wouldn't know, even the  in game ui is starting to look very similar (the angular pass button for example)

I invite you to check my replies from earlier (Reply #11) in regarding comparison to Hearthstone. We draw inspirations from many games we've played over the years but the game and its mechanics are vastly different than Hearthstone's.

Hopefully once a gameplay video is released it will be more clear.

I want to point you to our forum to view our Info topic to get an idea where we going with this game: http://forum.runewards.com/index.php?/topic/12-what-is-runewards/#comment-13
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« Reply #19 on: June 01, 2016, 09:29:59 AM »

Looks great! the comparisons to hearthstone is obvious and justified and even though the mechanics might be different, you won't be able to escape those visual similarities.

Regardless, your Art is great! Got a link to other of your artist's work?
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