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PloxDev
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« on: June 30, 2019, 01:30:22 AM »

Ploxmons
- a fast paced Monster Card Game with a unique PvPvE battle system.






Who are we?

We are Kylro (Gamedeveloper), Michiil (Game & Graphic Design) and Adrian (PR).
Nice to meet you! We are three students from the technical University of Ilmenau in Germany.
We started working on Ploxmons in august 2018 out of passion for games Wink
This is our first big indie project and we hope you like it!


What is Ploxmons?

Two players compete against eachother to defeat powerful boss monsters (the Ploxmons).
But only the one who manages to land the final deadly hit against the bosses is the winner and earns the loot!

To fight the boss monsters, the players each send their team of selected monsters into the fight
and try to survive or manipulate the attacks of the bosses.

Manipulate the boss, strengthen your monster team and sabotage your opponent's team!
Ploxmons offers a new, unique gaming experience with a variety of different strategies and play styles!
Can you outwit the boss monsters and the opposing player to earn the valuable loot?


Overview of game features:
 
• Over 30 bosses with unique abilities
• Collect over 100 monster cards
• Rare "Shiny" versions for all monster cards
• Over 30 Ploxpowers (unique deck-enhancing abilities for your team!)
• Over 130 avatars to collect
• Card Shop

• Global chat system
• Guild system
• Ranking Games (Ranked Play)
• Coop game mode
• Numerous titles and achievements to unlock
• New card frames to unlock
• Global drop rate blessings (allows you and other players to temporarily increase the drop rate of items)
 




The game is in the development phase. The release is scheduled for 2019 for mobile devices and PC!
A playable early acces version will be released soon!
 
 
You want Gamedev updates and insights on the game?
 
Join us on our Discord or follow us on Instagram, Twitter and Facebook to receive frequent updates about the development of Ploxmons.
We'd love to hear your feedback as well! Thanks so much!  Smiley
 
Website: http://ploxmons.com/
« Last Edit: July 29, 2019, 02:34:05 PM by PloxDev » Logged

Developing Ploxmons, a digital monster card game with cute monsters and big boss battles! Smiley
Join the Ploxcommunity: https://discord.gg/kAStaps
Website: http://ploxmons.com
PloxDev
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« Reply #1 on: June 30, 2019, 01:41:22 AM »

Screenshots



Ingame screen




Another Ingame screen




Current iteration of the card shop. If you open rare shiny cards like this middle one, the global chat will congrat (or hate Grin) you as everyone gets informed about it  Wink




Current iteration of the card collection. Your deck list is on the right.


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Developing Ploxmons, a digital monster card game with cute monsters and big boss battles! Smiley
Join the Ploxcommunity: https://discord.gg/kAStaps
Website: http://ploxmons.com
NovaSilisko
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« Reply #2 on: June 30, 2019, 08:25:18 PM »

So it's pokemon.
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PloxDev
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« Reply #3 on: July 03, 2019, 02:25:01 AM »

Here is clip of a typical turn in Ploxmons





The game features a unique Tribute System:
Each turn you play cards to the right (see Fowlet here)
which is your tribute to the Boss monster in the center (Cosmorock).
If your tributed card is stronger than your opponent's card,
the Boss does more damage to opponent's.
(Here the enemy purple bug receives more damage than your blue sea serpent)

This way you can manipulate the attacks of the boss monsters!





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Developing Ploxmons, a digital monster card game with cute monsters and big boss battles! Smiley
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Website: http://ploxmons.com
PloxDev
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« Reply #4 on: July 27, 2019, 06:05:50 AM »

https://www.youtube.com/watch?time_continue=1&v=sW48r0Nx3bk

Here is a shader animation for the login screen.
We tried to make it look like snow storm that the monster in the middle summoned.

We are currently redesigning all the interfaces of the game.
I am quite happy with the result of the login but I'd appreciate any feedback!
The main menu is next up on our to do list.
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Developing Ploxmons, a digital monster card game with cute monsters and big boss battles! Smiley
Join the Ploxcommunity: https://discord.gg/kAStaps
Website: http://ploxmons.com
PloxDev
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« Reply #5 on: July 29, 2019, 01:59:52 PM »

Ploxmons DevLog #1

Hello guys. I decided to start a dev log
to keep you guys updated about the current status of the game.

Last weekend I was finally able to spend most of the time
for further development of the game.


Rework of the ability system

For many months now the ability system has been working but yet been a bit strange for us.
With many different abilities and moments when they will trigger the execution oder
of those abilities is an important aspect for the feeling of the game.




Which abilitiy should trigger first? What happens if multiple abilities
should trigger at the same time? There has been a solution for this ability system in
the past however it didn't statisfy us. For this reason we decided to think about
the ability system one more time and define a clear and new order of ability execution.

The new order of execution required a lot of time to implement.
The old system needed to be reworked and replaced by the new.
Especially testing of the new system has been a though task and is not yet finished.
There are so many abilities and so many interactions that should be tested.
However, first tests looks promising.


Rework of the global chat and friend system

The global chat has always been an important aspect for us.
Chatting with other players while gaming is a key feature in our opinion.
Most of the work on the chat has already been done in the past.
However there were some changes necessary to finalize this system.

The friend system (friendlist + sending friendrequests + private chats with friends)
has been quite unfinished in the past. There has been a really provisional friendlist
with most of the core functions implemented. However it was not possible to send private
messages to the friends yet. With a completely new design of Michiil (our Graphic Designer)
I was finally able to implement those missing features and make the friendlist look beautiful.




The most important change of those system is the ability to comfortably chat with multiple people
at the same time. This required a lot of work in the game client since the implementation
there has been quite temporary in the past. With some small changes on the server one can now see
the current status of their friends (in game, in queue, idle, ..) as well as
some additional information like their currently selected avatar.

There are some open tasks on the friend system like adapting the UI
to enable sending and receiving new friendrequests.
However most of the work has been done.


Shaders Shader Shaders

Shaders really brighten and improve the looking of the game alot.
For this reason I am still working on a better understanding of the math behind shader coding.




A lot of progress has been made and I was able to implement some nice shaders for a few of our bosses.
This will make the fights with those bosses a lot more epic and dramatic than before.
A good example of one of the shaders can be found here:
https://www.youtube.com/watch?time_continue=1&v=sW48r0Nx3bk (LoginScreen Animation).
I will probably post some more shaders at some point to give you guys an impression on how things are going.


Rework of the UI for some of the menus

In the course of Michiils redesign of the menus
I was able to completely update some of the screens like the main menu and cardpack opening
that greately improved the feeling of the game. Since UI work in the Unity engine
is always an extensive task this required a lot more time than it should have.
However while updating the UI, I was able to clean up some code
and improve the performance of the UI.

The result is a nice looking and smooth UI so I guess the time has been well spent  Wink



New UI design for the main menu. In the center is plenty of space for potential news.




New UI design for the deck builder. Here you create a deck of monster cards.


This is it for the first devlog.
Over all a big step in direction of releasing the game has been made.
Extensive tasks like UI work are finally getting less.
The game feels alot more final now than before  Smiley

If you guys have some questions feel free to ask anything.
Thanks for reading!



More Insights and Dev Updates?


Join us on our Discord where we are very active!
We also have fun mini games there with our very own "PloxBot"!
Or follow us on Instagram, Twitter and Facebook!
We'd love to hear your feedback as well! Thanks so much!  Smiley
 
Website: http://ploxmons.com/

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Developing Ploxmons, a digital monster card game with cute monsters and big boss battles! Smiley
Join the Ploxcommunity: https://discord.gg/kAStaps
Website: http://ploxmons.com
PloxDev
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« Reply #6 on: August 13, 2019, 02:34:50 AM »

Ploxmons DevLog #2
- A new ingame UI & more

Hello guys, another week has passed and I want to share the progress that has been made in the game.


New UI

Most of the week has been spent with updating more of the menus.
Currently I am working on upgrading the ingame scene to the new design.
This does always take a lot of time since many UI elements have to be placed,
correctly positioned (that's basically the most annoying job) and connected with the code.
The optimisation of the UI takes a lot of time too since in Unity you can very easily
build ineffecient UI that will just perform very badly especially on slower computers.
Since I am partly an optimisation guy performance is a very important aspect for me
and I spend a lot of time tuning them as far as I can.



The new ingame UI. This is the battlefield of our cardgame.


Resolution Tuning

Unfortunately you can't just load images/sprites into the game engine and expect
everything to worksmooth and clean. That's on hard lesson I had to learn over the weekend.
For a lot of time the UI always looked a bit blurry especially the text elements.
I always scheduled this problem to a later point since there were more important things to do.
However over the weekend the time has come where I had to fix this issues since the game
looked just very badly despite of the clean UI and design.

Somehow Unity is very bad at displaying text that is scaled down a lot.
This is basically everywhere the case in our game since text is always kind of small.
I was able to fix this issue by replacing the Unity text elements with a better system
that immediately improved the visual look a lot. However this was a very tough change
since I had to replace every text element in the game (and we have ALOT of text elements).

More over that not only the text elements looked blurry in the beginning
also the images where either blurry or pixelated - just not smooth as they should.
After some researches I found the root of the problem: Resolution.
Naturally you create game images and sprites in a really high resolution so they look
good on big displays as well. However since Unity isn't able to scale down big images
smoothely they appeared either blurry or pixelated despite and especially because
of their orginal big resolution. The solution I came up with was just pre-scaling the images
to a resolution that fits the target resolution.
With this fix Unity doesn't need to scale down the images at runtime that much.

The pros: Smooth looking images/sprites.
The cons: More effort since for each target resolution (FULL HD 1920x1080, HD 1280x720, ...)
pre-scaled images must be created. Also the client has to choose the correct images based
on the selected resolution which will be some effort the implement.
However since this change improves the visual look a lot it is definitely worth it.


Game Queue

After all the annoying UI stuff I was finally able to spend some time on game related stuff.
Since you will be able to battle against other players there should be some kind of queue system
to match one player to another. This has been implemented many months ago.
However this system was not 100% done and needed some tweaks to support more than one game mode.


The play UI so far in which you queue up.

Also it was a very important feature for me to allow the players to browser through the menus,
edit their deck, switch their avatars, ... WHILE they are in the queue waiting for a match.
Some similar games (like Hearthstone) doesn't allow such freedom for a good reason: it's more complicated.
The solution for this problem is an game-invite-system.
After you queued up you are basically waiting for an entry to the game.
If another player has been found (based on some match making algorithms) you will receive
an invitation to join the game. You can now either accept or decline the invitation
(and for example save your just edited deck before joining).

Pro: Much more freedom, no locking the player to one menu screen while waiting
Cons: More effort serverside, more effort clientside

Over all I am now very happy with this feature since it feels alot more clean now for the player.


Outlook

This week I will finish upgrading the ingame scene to the new UI design.
While doing this some small new features will be implemented like a nice transition from menu to ingame.
After the ingame scene has been polished I will probably start working on some of the monster/boss
abilities again. There are still some abilities left to implement. Also more bug testing should be done.

Overall the list of Todos before we are able to release an early access version of the game is getting smaller.
There are still many things to do however most of the annoying and complex tasks are almost about to be completed.

Personally my goal is to release an early access version this month
and I am very confident that this will be possible.


More Insights and Dev Updates?

Join us on our Discord where we are very active!
We also have fun mini games there with our very own "PloxBot"!
Or follow us on Instagram, Twitter and Facebook!
We'd love to hear your feedback as well! Thanks so much! Smiley
Website: http://ploxmons.com/
Logged

Developing Ploxmons, a digital monster card game with cute monsters and big boss battles! Smiley
Join the Ploxcommunity: https://discord.gg/kAStaps
Website: http://ploxmons.com
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