MULTIPLAYER - Motes Devlog 03


Welcome back to any repeat readers, and a hearty Hello! to all here for the first time. I'm Figgity, and this is Motes.

Last devlog, I went over cards, and everything I've done to zhuzh them up. Today, we're going over a huge milestone (hence why this update took longer) multiplayer!

But, once again lets look at a fun card during this weeks....

CARD SHOWCASE!

This week, we're looking at the flagship card of the water element

Freeze lends a heap of flexibility to water decks. If you look at the description, it lists frozen health and shatter. If you deal enough damage (15) to break the freeze, it shatters, dealing 25 damage, almost acting as a converter to make small hits one big hit instead of the typical immobilization.

The trick is that the freeze effect can also be a shield, absorbing a big hit to make it a much smaller amount, giving the effect a fun dual use.

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Moving on to the devlog, as I stated earlier, I've been hard at work mashing out multiplayer. It's still got some bugs, but it's pretty complete, and I feel proud of what it is.

Overall, it has basic player VS. player combat, a team system and spawn points, a free for all and team gamemode preset, and even support for adding AI players to the game, with that last one taking up more time then I'd like to admit.

Another thing that I agonized over was the hosting screen. But I feel confident in showing off what I've made now!


It feels really good to have this step done, and its come with a wave of playtesting that has given me lots of insight to what needs to be changed and added. For instance, the reason I've been working on water as the second set of cards is because it was pointed out that movement and damage is pretty straightforward as is, so a water wall and damage negation/amplification are paramount to make the game interesting, even in an alpha state.


In addition to multiplayer, I also took some time to make another QoL feature, a history of cards played. It's functional, but not nearly neat enough to show off yet. Maybe next time.


Overall, it's not the most stimulating of an update, but I am extremely excited at the trajectory of the game so far! Even with the limited gameplay, everyone who played it said it was fun, only citing that they wish there was more there for them to play, which shows me that with more cards, more maps and more challenges, a fun open alpha is within sight with only a handful of features such as Fog of War, Characters,  and a ~Special Seasoning~ for Fire cards needed for combat to be mechanically complete, which I think will be the focus of the next update.


Sorry for taking so long on this update, my perfectionism got the better of me (collect a nickle for hearing an indie dev say that). I promise in the future to post a short update that I'm still alive and stuff is on the way for you all in the future.


Ever Wild,

Figgity <3

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