Week 3

February 9, 2020

Development

Great news! The “Battle” gameplay is well on its way while the “Card Craft” feature might be developed earlier than expected!

We have confirmed some of the important sub-features of the battle gameplay have already been developed (tile generation, card display, card drawing, summons, and an important sub-feature to be revealed). But since the prototype has been using place holders to test the sub-features, for now, we have decided to delay the screenshot of the actual look. Rest assured, we are moving forward with the project.

Since the development of the “Battle” gameplay has been started, the “Card Craft” feature will begin surprisingly this week, after the scheduled reviews of its document and past experiments.

Because of this advantage, instead of showcasing two big updates on succeeding months, we had a change of heart and to include both big features in our next big update but on a later date; somewhere around the month of April or sooner.

Art Development

The Brave Adventurer is finally done! From texturing to rigging, this unit can now gracefully bask the battle field. Another masterful craft done by Guillermo (his instagram)! He is also working on another unit, The Archer.

Music Development

Two musical themes are already in progress! One of our amazing composers (Jerome) is currently working on a piece that we hope to share with you soon!

Concept Art

We are now also conceptualizing an enemy, The Lich.

The concept begins with a skull that came from the traditional idea of a lich being an undead creature. However, we wanted to express the lich as a being that lingers between life and death, so we went for a design that focuses on the spiritual aspect of the lich rather than the traditional undead versions portrayed by a skull breaking open and exposing a spiritual entity within.

The Lich's armor design came from the thought of seeing the Lich in-game. We think that giving it a massive and exaggerated skull like breastplate would help players recognize the unit easily as the game would have a top view perspective.

The Scepter's design is focused more on aesthetics rather than function. We just wanted a design that looks novel and unique from other Lich designs.