Battle for Jotsway Canyon Alpha 0.0.35

Alpha

0.0.35 [27.01.2017]

[HTML5]

General

  • Bosses now spawn on visible tiles.
  • All other enemies are destroyed when a boss is defeated.
  • Frozen tiles now cause units on them to have -1 Movement.
  • Frozen tiles now cost +1 Move to travel to.
  • Frozen tiles now last 3 turns instead of 4.
  • Fallen units now fade after 2 turns.

Sorcerer

  • Elementals are now Fireborn and are healed by Burns.
  • Removed Howling Winds card.

New Mechanics

  • Rage: Some units gain Rage to use on powerful abilities.

King Gloob

  • Now has Rage.
  • Gains +1 Rage when damaged.
  • At 3 Rage, King Gloob splits into smaller Gloobs.

Undead

  • Ghouls gain +1 Power when they consume a Fallen unit.
  • New Unit
    • Cleaver
      • Gains +1 maximum Health when they consume a Fallen unit.

Bug Fixes

  • Capped screenshake to avoid jerkiness.
  • The camera now doesn’t move when cards are showing.
  • AI units now move to better targets.

Battle for Jotsway Canyon Alpha 0.0.34

Alpha

0.0.34 [20.01.2017]

[HTML5]

General

  • Added a Hint box.
  • Re-arranged enemy spawns.
  • New Mechanics
    • Frozen tiles: Units on Frozen tiles can’t move.
    • Scorched tiles: Units on Scorched tiles take damage.

Units

  • New Boss
    • King Gloob: Spawns Small Gloobs when damaged that deal area damage.

Sorcerer

  • New Cards
    • Legendary
      • Bitter Cold: Units hit by Blizzard have their tile Frozen.

Introducing: The Battle for Jotsway Canyon

Last September, I purchased the GameMaker: Studio Humble Bundle and since then I’ve been porting over my older project made with libGDX from the ground up. This new project finally has a name: The Battle for Jotsway Canyon!

Overview

Jotsway Canyon is a tactics game being developed for Widows, Linux, HTML5 and Android. The current test build is available for free on itch.io. I’m always looking for constructive comments and so far, feedback has been generally positive.

For the initial release, I’d like an endless Arena mode with a choice of classes, varied enemies and unexpected mechanics with later updates including a story mode and additional classes and enemies.

Jotsway Canyon 0.0.33

Arena

In the current build (0.0.33), you take on the role of the first class: the Sorcerer. The player battles enemies and levels up which allows the player to select random bonuses drawn from unique Class Deck. In this mode I hope the challenge will come from adapting to the environment and enemies with unique abilities rather than relying on inflating stats.

Class Decks

For 1.0.0, they’ll be 3 classes: the Sorcerer, the Barbarian and the Cleric. The player will choose which one to be at the start of every Arena game and each one will have a unique Class Deck to draw from.

Decks are made up of Cards with varying rarities: Common, Uncommon, Rare and Legendary. When the player levels up, 3 Cards are drawn from the Deck. Common Cards appear more often and Legendary Cards appear very rarely.

The player can choose to spend Gold they gather from enemies to mulligan and redraw their hand.

Players can mulligan cards

 

Previously, I had a talent tree system but I decided to move towards a this new system for several reasons. Firstly, having the player draw a random set of upgrades feels more exciting and adds a new decision every level which increases variety and replayability.

Additionally, the new system has better scalability than the previous iteration as I can add and swap cards to Class Decks very easily and don’t have to worry about redesigning the UI to accommodate these changes. This is especially important during this early stage of development where there are many rapid changes.

This old class tree took me longer to implement

Stat Squish

Another change I’ve made is how damage and stats work. I’ve simplified the stats to become Health and Power rather than Physical Power/ Defence and Magical Power / Defence etc. This is to improve readability and put more emphasis on positioning, movement and mechanics rather than having numbers scale linearly and arbitrarily.

Enemies grow in power a lot slower stat-wise. Difficulty instead will come from more interesting and complex abilities that the player will have to react to.

I’ve also removed random damage from skills because I want the player to be able to predict what will happen and be rewarded for reacting properly. Random elements still exist; Burns happen randomly and enemies are spawned randomly and move randomly but for the combat, I want to keep the randomness manageable.

Lessons Learnt

Building the game from the ground up again has allowed me to learn plenty. I’ve continued to experiment with pixel art and I try to tackle systems with a bit more thought first.

Learning more about pixel art

I generally use Inkscape to lay out ideas first and I’ve found this particularly useful when designing the Class Decks. Although I don’t use it for illustratios, I’ve become very quick at making outlines for ideas and it’s essential for my workflow!

I find Inkscape useful for planning ideas out

Moving Forward

I’m aiming for a late 2017 release for all platforms. You can follow the development of Jotsway Canyon via Twitter or on my website. I release all of the patch notes there! If you have any comments feel free to let me know. Thank you for reading!

Battle for Jotsway Canyon Alpha 0.0.33

Alpha

0.0.33 [10.01.2017]

[HTML5]

General

  • The maximum number of units the player can have at one time is now 3 instead of 4.
  • The game will now cycle through 4 music tracks.
  • New Mechanics
    • A level up mechanic has been added.
    • When enough enemies have been defeated, the player draws 3 Cards from the Class Deck and chooses one to improve their character.
    • Each Card has a rarity (Common, Uncommon, Rare, Legendary) and a unique bonus. They can:
      • add New Skills
      • improve existing Skills
      • increase character damage and health
      • and more!
  • The Sorcerer class has been added! She comes with her own deck to draw from. The new Cards are listed below.
What to choose?

Sorcerer

  • New Cards:
    • Common
      • Blizzard: Deal damage to an enemy and all units near it.
      • Teleport: Move up to 2 tiles away. Ignores obstacles.
    • Uncommon
      • Ignite: Your Fire Ball now has an 80% chance to Burn instead of 40%
      • Little Snowflakes: Allies now take half damage from Blizzard.
      • Unbound: Your summoned Elementals gain +1 Movement.
      • Focus: Gain +1 Power.
      • Underdog: Gain +3 Power while you have 5 or less Health.
      • Summon Elemental: Summon an Elemental to fight for your team.
    • Rare
      • Combust: Your Burns deal double damage.
      • Unstable Teleport: Your Teleport now deals damage to all units nearby the target.
      • Sorcerer’s Will: Gain +5 Maximum Health.
    • Legendary
      • Energize: Your maximum AP is now 3 instead of 2.
      • Large Chest: Gain +100 Gold. (Not fully implemented)

AI

  • AI units no longer target Doodads (Torches, Barrels etc.)

Bug Fixes

  • Heal text is no longer shown if the unit is not visible.
  • Unit’s can no longer be healed 0 health.
  • Doodads can no longer be Burnt.

0.0.33.1 [12.01.2017]

General

  • UI tweaks.
  • Asset updates.
Updated Fireball

Sorcerer

  • New Cards:
    • Rare
      • Fireborn: Burns now heal you instead of dealing damage.
      • Howling Winds: Units hit by Blizzard have -1 AP  next turn.
    • Legendary
      • Warp: Teleport now has 8 range instead of 2.

Units

  • Gremlins and Hounds are now Fireborn and heal from Burns.

0.0.33.2 [15.01.2017]

General

  • Added screenshake.
  • Tidied up a few assets.

New Mechanics

  • Gold: Enemies now drop Gold.
  • Mulligan: Players can spend Gold to redraw Cards from their deck.

Bug Fixes

  • Animations now sync with each other once again.
  • Dazed units now move the correct distance.

 

Jaggy Tactics Alpha 0.0.32

Alpha

0.0.32 [05.01.2017]

[HTML5]

General

  • Unit stats have been tweaked.
  • The Torch Doodad now has a death animation. 
  • Added a bounce animation to targets when damaged.
  • New Mechanics
    • Explosive Barrel: Deal damage to an Explosive Barrel to deal damage to all units nearby.

      Exploding Barrel
    • Revenge Buff: If a unit has Revenge, the next damage it would take is instead reflected to all enemies nearby.

Skills

  • Radiance: Now has a placeholder animation. 

    Radiance
  • New Skills
    • Revenge: Gain Revenge. The next damaging skill on this unit is prevented and the damage dealt to all nearby enemies instead.

AI

  • AI units can now be flagged as Ranged.
  • Ranged units will move away if there are enemies nearby and will avoid moving next to enemies.

UI

  • The unit UI has been revamped (see above).

Bug Fixes

  • Fixed a bug where all skills would become unusable.
  • The Knight is no longer flagged as Undead.
  • Descriptions of skills will now show even if they cannot be used.
  • Radiance no longer deals damage to Doodads.

0.0.32.1 [06.01.2017]

General

  • The Arena is now bigger.

New Mechanics

  • Burn: If a unit has Burn, it will take damage at the end of its turn for 3 turns or until it is removed.

Skills

  • Fire Ball: Now has a 40% chance to Burn the target.
  • New Skills
    • Exorcise: Remove a random Debuff from an ally and give it to a random enemy nearby.
    • Death Coil: Deal damage to an enemy. Deals more damage if the target has unspent AP.

Bug Fixes

  • The skill description box now covers unit Health.
  • Fixed a hit-box issue for skills.
  • Fixed AI moving too quickly.
  • Damage text is no longer shown if a unit is hidden.

Jaggy Tactics Alpha 0.0.31

Alpha

0.0.31 [23.12.2016]

[HTML5]

General

  • Players are taken to an arena to face against The Lich boss who summons random Undead.
  • Teams may only have a maximum of 4 units at a time.
  • All unit animations are now synced together.
  • New Mechanics
    • The Fallen StateUndead units enter the Fallen state instead of dying. Deal damage to a Fallen unit to kill it for good!

Skills

  • Added new icons for several skills.
  • New Skills
    • Radiance. Heal a damaged ally and deal that as damage to enemies near it.
    • Lance. Deal damage and pass through target if able. Reset Lance if a unit is killed in this way.
    • Summon Ghoul: Spawn a Ghoul for your team.
    • Raise Fallen: Enable a Fallen unit to fight again.
    • Consume Fallen. Destroy a Fallen unit and heal yourself fully.

UI

  • Enemy AP is no longer shown.

Bug Fixes

  • Fixed various skill description typos.
  • Heal no longer targets Doodads.
  • AI units should now use all available skills if they have a target.