Alright. So this update may not look like much, but there has been a lot of behind-the-scenes work done. The team has expanded to 3 people officially, with more slots opening, specifically in art-related jobs.
Please allow me to introduce our developer team as of 10/1/2015:
Myself, Caleb, as Lead Game Designer, (minor) Programmer, Card Artist.
David as a GUI designer
and Davis who has done the majority of the programming.
We are looking specifically for individuals who are willing to submit card art who specialize in anime-style drawings. Even if it's just outlines, I can get them coloured. Check the bottom for more information if you're interested.
Alright, First off, the deck customization is almost completely finished. The new features include an inspector, a locked aspect ratio to preserve the objects' positions as well as now being able to view all the cards you've added to your deck with a cool offset stack. The GUI is all temporary as we wait for David. Here's a shot of the new and improved deck creation system:
The script count has gone down a lot. A lot of code is being merged into a mere 7 scripts from something like 13 in this game's original state. I'll try to get a code line count for the next blog. Camera transitions to battle, menu, and construction all work. cards move nicely too.
We reworked how cards are interpenetrated in the engine. We're going to create the cards in the constructor from the original prefabs as the user moves towards the deck constructor.
(gif embedding is not supported as of my knowledge)
https://i.gyazo.com/fcb9e806f71558f1787f0baaf098ce2d.gif
Please allow me to introduce our developer team as of 10/1/2015:
Myself, Caleb, as Lead Game Designer, (minor) Programmer, Card Artist.
David as a GUI designer
and Davis who has done the majority of the programming.
We are looking specifically for individuals who are willing to submit card art who specialize in anime-style drawings. Even if it's just outlines, I can get them coloured. Check the bottom for more information if you're interested.
Alright, First off, the deck customization is almost completely finished. The new features include an inspector, a locked aspect ratio to preserve the objects' positions as well as now being able to view all the cards you've added to your deck with a cool offset stack. The GUI is all temporary as we wait for David. Here's a shot of the new and improved deck creation system:
The script count has gone down a lot. A lot of code is being merged into a mere 7 scripts from something like 13 in this game's original state. I'll try to get a code line count for the next blog. Camera transitions to battle, menu, and construction all work. cards move nicely too.
We reworked how cards are interpenetrated in the engine. We're going to create the cards in the constructor from the original prefabs as the user moves towards the deck constructor.
(gif embedding is not supported as of my knowledge)
https://i.gyazo.com/fcb9e806f71558f1787f0baaf098ce2d.gif
I've done some work on a game design document. At the moment we've figured out combat and special abilities for cards. Each card will have one of 10 special abilities to add a unique dynamic to the game. We also have plans for 3 legendary abilities unique to three cards in the game. One will be Night Walker, the first created card. The other two have yet to be determined.
Finally, we have an Aspect Ratio lock so that the game looks nice on all displays. It may create boarders, but makes the game look proper and clean. Alongside this, we have great news: Anastia will be Android compatible! WE may work on iOS support later, but as of now we will have PC and Mobile versions of the game that can cross-platform battle.
I hope you enjoyed my third developer blog. I'll see you soon with some more updates!
~Caleb
Finally, we have an Aspect Ratio lock so that the game looks nice on all displays. It may create boarders, but makes the game look proper and clean. Alongside this, we have great news: Anastia will be Android compatible! WE may work on iOS support later, but as of now we will have PC and Mobile versions of the game that can cross-platform battle.
I hope you enjoyed my third developer blog. I'll see you soon with some more updates!
~Caleb