RossD20Studios
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« Reply #520 on: June 13, 2018, 06:01:31 PM » |
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GameDev Update Working on the rasterization that will improve textures for iOS and improve gameplay all around.
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RossD20Studios
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« Reply #521 on: June 14, 2018, 04:37:00 PM » |
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Somewhere between Withered and Skeleton lies the summoner Liche King... His horrifying appearance is matched by his horrifying ability on the battlefield - with each damage he does to his opponent, he heals himself equally - literally sucking the life out of his enemies and getting stronger...
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« Last Edit: June 16, 2018, 03:41:28 PM by RossD20Studios »
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RossD20Studios
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« Reply #522 on: June 15, 2018, 04:54:45 PM » |
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Snowy ScreenshotsThey summoned a Yeti... so I summoned a Red Dragon! ...I won. Beating a Yeti in its own snowy environment - so much fun. Have a great Friday night! Hope you all are doing some fun gaming.
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RossD20Studios
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« Reply #523 on: June 16, 2018, 03:53:09 PM » |
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Game run quality is very important to me. To get Summoners Fate to run beautifully on PC, Mac, and various mobile devices, today I'm doing a lot of optimization and adaptations and working hard to finish up the technical design to get the iOS build completed.
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RossD20Studios
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« Reply #525 on: June 18, 2018, 06:35:19 PM » |
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Today I met with my animator, Peter, and discussed some exciting directions for the single-player campaigns. As you know, Summoners Fate will not only be cross-platform but also encompass a rich single-player experience, asynchronous, real-time and on-demand, "desynchronous" cross-platform multiplayer. Of course, you will also play how you want with support for both landscape and portrait modes.
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RossD20Studios
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« Reply #527 on: June 20, 2018, 09:19:13 AM » |
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Fixing Bugs Like a Boss With our Early Access players, one of their tasks is letting us know about bugs in our game. While we wish they weren't there, with any early game play, it is inevitable as it is difficult to foresee all fringe cases. As a game programming engineer, I'm super excited to share this video that shows how I'm leveraging my player community and in-game telemetry and automated reporting system to find and fix bugs like a boss. Watch:
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RossD20Studios
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« Reply #528 on: June 21, 2018, 05:47:43 PM » |
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Bugs!Scorpion Wasp...watch out for that stinger!Working on bug fixes that have been reported through our system ( see the video I posted yesterday) during our Early Access. This is great for both EA players and future players as the more inevitable bugs 'caught' now, the better our released version will be!
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Daywalker
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« Reply #529 on: June 21, 2018, 06:08:09 PM » |
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I don't think I have to point it out, but like..
You haz good graphics
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but a shadow of the past ..
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RossD20Studios
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« Reply #530 on: June 22, 2018, 01:29:26 PM » |
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Thanks, Daywalker, appreciate that! I don't think I have to point it out, but like..
You haz good graphics
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RossD20Studios
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« Reply #531 on: June 22, 2018, 01:30:02 PM » |
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While often melee and magical attacks get a lot of glory - not to mention the rip of giant claws of, say, a mighty Dragon or a gruesome Troll! - ranged attacks are quite powerful and often an underestimated strategic advantage. These units can stay in the shadows and protect against melee attacks, and are usually only limited by line of sight. Meet some of the Archers of Summoners Fate: Which is YOUR favorite?
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RossD20Studios
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« Reply #532 on: June 23, 2018, 09:39:26 AM » |
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Blue Cave ScreenshotOne of my favorite settings for Summoners Fate (and there are many of them) is the Blue Cave. The crystal-filled room has an eerie and otherworldly quality to it, and is the perfect home to various spiders and supernatural beings... In this game, Nova the Sorceress just smacked my Dark Elf Scorpion with her staff. Fun Fact: Did you wonder why the life bar above Nova has a shaded look vs. all red? This was added for our color-blind players to distinguish between enemy health bars and their own characters.
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RossD20Studios
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« Reply #533 on: June 25, 2018, 04:02:53 PM » |
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Updates to Campfire MenuWe've made some updates, thanks to our awesome animator Peter, to our campfire menu. Check out the PVP flags waving in the wind: What do you think so far? To learn more about the campfire menu, read my past post about it here.
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RossD20Studios
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« Reply #534 on: June 26, 2018, 04:06:07 PM » |
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Gate of FateThe gate is placed igniting the portal What will next emerge- Undead, monster or mortal?Today we are featuring this fun Chaos spell - and chaotic it is! By using this spell, you place a physical gateway on the board that will summon whatever is the next available unit in your hand. This card features the silhouette of our Anthropod Walker, seen here:
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RossD20Studios
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« Reply #535 on: June 28, 2018, 05:20:34 PM » |
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Animating a TortoiseWe are working with our animator on making our campfire menu more dynamic. Earlier this week I showed you this video showcasing the flags of PVP moving. Now see the animation for the Tortoise Table, where you will create your decks for your battles: What do you think so far?
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« Last Edit: June 29, 2018, 06:17:09 PM by RossD20Studios »
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RossD20Studios
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« Reply #536 on: June 29, 2018, 06:15:34 PM » |
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Summoners Fate features a combo mechanic that's triggered when an enemy is pushed into an ally via an attack with knockback. In this video, I've added some VFX and SFX to emphasize the combos being triggered as well as the "Overkill" mechanic where the unit has been defeated by damage greater than its remaining life: https://www.youtube.com/watch?v=kXb-HYIr4R0&feature=youtu.be
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RossD20Studios
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« Reply #537 on: July 01, 2018, 11:33:44 AM » |
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Sunday Sketch-to-FinishedHere is the development of the Abysmal End card art from sketch through to finished: About Abysmal End: - Void spell
- Destroy an ally unit and deal damage equal to its power to all enemy units.
- Card art features one of our playable Dragon characters!
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RossD20Studios
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« Reply #539 on: July 05, 2018, 03:22:02 PM » |
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Listening to Early Access Feedback on Spike Rules Early Access players have expressed confusion on the triggering of spike traps. One concern has to do with knockback. Players expect a character with knockback to cause a unit to take damage when being hit into a spike (makes sense right?) but the issue with the game was that the spikes wouldn't actually trigger damage unless the unit changed position during the knockback (ex: a character was knocked back to a new position that was next to a spike).
The second issue players had was confusion over spikes triggering damage when a character was pushed on a space next to spikes, but not directionally into the spikes. This was happening because the game trigger only checked for "enter position next to spikes". I have addressed the feedback by adding calculations to determine the force angle. Now, spikes will only deal damage if the unit is pushed directionally into the spikes.
Here's an older video that contains some of the old ways of spike damage. We'll update with a new one soon!
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