2022 Development Update
Development Update Thank you for checking in on Decks! The project started as a hobby of mine in 2018/2019. Since then, the game has gone through several iterations and now has over 50 unique units, different maps, PvP / PvE game modes, and varied progression systems. Being the o
Development Update
Thank you for checking in on Decks! The project started as a hobby of mine in 2018/2019. Since then, the game has gone through several iterations and now has over 50 unique units, different maps, PvP / PvE game modes, and varied progression systems. Being the only developer on the project, progress takes time, especially when my life gets busy outside of game development. In 2021, I spent my free time developing a random map generator for the game. This was a frequently requested feature, consisting of multiple components, each with different caveats.- from making a database of tile pieces to writing the logic that puts them together. Unfortunately developing this was complex, took lots of time, and ultimately didn't turn out a fun feature. The maps were semi-random and different each time but lacked character and uniqueness to them. It felt like I spent 9 months of work to make Decks worse. Combined with my job getting busy, I took a break from development in the summer of 2021. A few weeks ago I moved jobs, which gives me a bit more flexibility and ultimately time to work on Decks again!The Good and Bad
Over 20 people helped test the game in its early stages. I genuinely appreciate everyone who helped test the game. Your feedback has been invaluable - it helps guide the development and makes the process more fun! If you are keen to stick along for the ride, there will be new updates and features coming that could use your help. ːtgrinː This let me narrow down the fun and not-so-fun aspects of Decks as it stands today. The Good:- Co-operative Maps: It is fun to play with others, team up with your friends on missions, help them out with your cards, and defeat the bigger bosses together.
- Card Collections: I am quite happy with the collection aspects. The cards feel distinct, fun to collect, and always give you something to look forward to. It also doesn't feel prohibitive if you're lacking some of them - you can make fun, themed decks even with a handful of cards.
- Unit Diversity: The units have different spells, giving you lots of options to choose from. While I haven't spent much time balancing the newer units, there are different playstyles and all feel relatively viable.
- Lore: While it may not seem obvious, I spent quite a bit of time thinking through the lore of the different factions. As I'm going through the cards and maps, they do seem to have a cohesive character to them.
- Progression: The main complaint has been the overall progression. There is no use for duplicate cards, nor is it too rewarding to progress as a whole.
- Movement / In-Game Systems: The actual gameplay is rough around the edges, with the movement feeling very clunky at times.
- User Interface: The UI has not had a lot of love across the board. It is missing effects and polish, both in the menus and in-game.
- Maps / Game Modes: There has been a lot of experimentation with the different modes. This leaves the maps feeling quite disjointed and all over the place.
Roadmap for 2022
Looking ahead, I am excited to work on both revising the older features and implementing new things into the game! The plan is to slowly work through some of the negatives listed above, and expand on some of the positives. Some of the systems will take a while to design and will include back-end re-designs. This means things that take a lot of coding may not be immediately obvious. That said, it is my goal to balance the back-end work with adding new features so that there is always something new to play with. In the next two months, I will focus on re-designing some of the core components of the game. This will provide a stronger foundation for the game going forward. Many of these are based on the game testing feedback. The plan is to provide a more stable, rewarding experience.October 2022
Quests
The progression will now heavily revolve around daily quests. Each day, you will be assigned a selection of quests that ask you to complete specific maps with specific decks. The aim is to make your progression more rewarding and themed around specific achievements. You can still gain additional progress just by playing through the maps as you have been previously, but there will be a nice rewarding bump each day for completing the quests. This is now implemented in the test build and works fine. There are currently 10 different quests - quite simple to begin with. But the system is robust enough to let me build on this in the future!Dynamic Cards
Each card used to be manually designed in Photoshop. This meant that adding each new unit took quite a bit of time - I spent a good chunk of the Summer of 2019 adding the 50 cards into the game. You would need to design the card graphic, the card stats, the units, the unit stats, and the spells independently. This also meant that any small change to e.g. a spell damage number would mean redesigning all of the above. I am now working on a dynamic system that lets me define everything in one file, and then automatically generates the cards. This is one of the features that's not as visible but leads to huge time savings down the line. Changing the damage of a unit now automatically changes its card, and the unit stats in-game. This also makes it much easier to have multiple stats for a single unit (a requirement for the card upgrades below). All of the information on this card has been generated dynamically based on the stats in-game:
November/December 2022
Card Upgrades
Right now, getting a duplicate of a card does not reward you with anything. I will be implementing a tiered upgrade system, where you can use duplicates to unlock stronger versions of your cards. I am currently planning for 4 tiers per card, with increasing strength and spell effects as you upgrade your cards. The system will even allow for completely new spells at higher tiers, although I am not sure if I will enable this in the first iteration of the system! Having 50 cards means defining 200 unique stat lists if I want 4 tiers, so quite a bit of work. I could potentially release this in stages (e.g. 2 tiers to begin with). The game has upgrade tokens at the moment. I still have to decide if I want to keep this - i.e. you need both the duplicate cards and the tokens to upgrade the card. This would ensure you need to play enough games to get the stronger cards and can't just randomly open a bunch of booster packs to get the strongest army. I also need to decide how much strength each upgrade should be. I am leaning towards having the upgrades only slightly impactful (10-20% per upgrade). That way new players are still viable when playing with veterans.UI Redesign
I started working on an overhaul of the user interface. This will start with the menu screens first. I am hoping to make the menu more useful, understandable, and generally more appealing to use. Here is the redesigned version of the main menu:
