Battle for Jotsway Canyon Alpha 0.0.45

0.0.45 [21.05.2017]

[HTML5] [Android] [Windows]

General

  • Added 4 New stages. There are now 9 in the game.
  • The stage select screen has been redesigned.
  • Summoned units now have set stats. They are not based on the summoner’s Power.

Barbarian

  • Blood Strike healing has been halved.
  • Whirlwind is now a common Card instead of Uncommon.

Cleric

  • Soul Ripped units with less than 1 Movement now have 1 Movement when copied.

Bug Fixes

  • Fixed AI melee units moving to incorrect tiles.
  • Sacrifice now correctly targets self.
  • Picking up items properly removes previous charges in the item slot.
  • Fallen Shielded units are not destroyed if they are damaged and have a Shield.

0.0.45.1 [29.05.2017]

General

  • All levels unlocked for testing after the tutorial.
  • Increased level cap from 10 to 14.
  • Bosses now gain +1 Rage at the end of their turn.
  • Bosses now always use Rage ability at 3 Rage.
  • Scorched units are now weak to Frost skills.

Classes

  • The Sorcerer has been tweaked.

Arena

  • Mini bosses now have 15 health
  • There now is a Potion of Healing on the ground at the start of the Arena.
  • When an Arena stage is completed, AP and skills are refreshed.

Battle for Jotsway Canyon Alpha 0.0.44

0.0.44 [05.05.2017]

[HTML5] [Android] [Windows]

General

  • Due to many class changes, data has been wiped.
  • The tutorial has been tweaked and new tutorial dialogues have been added.
  • Added the Cleric: A defensive caster that rips the soul from enemies, creating copies of them.

UI

  • Improved speech boxes.
  • Added confirmation dialogues.
  • Added a wipe data button.
  • General asset updates and UI tweaks.

Units

  • Added +1 Power to summoned minions.
  • Altered the Lich fight.
  • Consume Fallen doesn’t increase Power above 5.
  • Consume Corpse now heals for less.
  • Consume Corpse doesn’t increase Health past 15.
  • The Cleaver now has Whirlwind instead of Strike.
  • Raise Fallen now has 1 Charge.
  • Raise Fallen now only targets allies.

Bug Fixes

  • The turn is not auto-skipped if there is an item visible.
  • The Lich now doesn’t gain Rage if fallen.
  • Allies now don’t drop items.
  • Items now appear above Frosted tiles.
  • The Hero now does not drop items.
  • Skill information is now shown for used skills.
  • Fixed auto-end turn animation issues.

Battle for Jotsway Canyon Alpha 0.0.43

0.0.43 [28.04.2017]

[HTML5] [Android] [Windows]

General

  • The player’s turn is automatically passed if no unit can perform an action.
  • Stages now unlock a harder mode that give more rewards once completed.
  • Added a new secret Stage.
  • A new secret item has been added:
    • Potion of Healing: Heal yourself 5 health. 2 Charges.
  • The Gold cap has been removed.
  • The maximum Hero level is now 10. No cards can be purcahased after this.

UI

  • Added a new UI mode used for smaller screens where skills are displayed on the left of the screen. This mode can be toggled on and off via the World Map.
  • Added various UI animations.
  • Updated the skill information panel.
  • Your hero’s level is now displayed in Junk’s Store.

Units

  • Burns no longer cause Bosses to gain +1 Enrage.
  • Enemies now have a chance to drop Sacks of Gold.
  • Fallen units now give Gold if they are consumed.

Battle for Jotsway Canyon Alpha 0.0.42

0.0.42 [20.04.2017]

[HTML5] [Android] [Windows]

General

  • Save data has been wiped due to added cards (see below).
  • The Gold cap is now 199.
  • The location of units not revealed by the Fog Of War are now shown. Other details remain hidden.
  • An accompanying .png has been made to explain the UI before this is added into the game. You can find it here. http://imgur.com/Q5TiQF5

Assets

  • New damage and healing assets have been added.

Classes

  • Summoning Skills (Summon Elemental, Summon Brawler) now can only be used 2 times per Stage.
  • The Sorcerer now has 15 Upgrade Cards (up from 10).
  • The Barbarian now has 18 Upgrade Cards (up from 12).

Units

  • Spectres no longer Burn enemies.
  • The Lich Stage has been tweaked.

Battle for Jotsway Canyon Alpha 0.0.41

Alpha

0.0.41 [18.04.2017]

[HTML5] [Android] [Windows]

General

  • The Android alpha is now available for testing.
  • The windows .exe file is now available for testing.
  • Prices of cards are now shown in the shop and vary on the rarity of the card.
  • Bosses are now repeatable for testing.
  • Gold is no longer deducted when a mission is failed.

Enemies

  • Added the second Boss: The Lich.
  • Rat Mages now have 1 Health instead of 2 Health.

UI

  • Added an Exit Button to the World Map on Desktop.
  • Added Fullscreen Toggle Button to World Map on Desktop.
  • Added Sound Toggle to World Map.

Battle for Jotsway Canyon Alpha 0.0.40

Alpha

0.0.40.3 [10.04.2017]

[HTML5]

General

  • A new World Map hub has been added.
  • A new tutorial stage has been added.
  • Three additional playable stages have been added to the World Map:
    • Sewer Clean-Up: A repeatable, randomized stage that gives Gold.
    • King Gloob: The first Boss.
    • Undead Round-Up: A repeatable, randomized stage that gives Gold.
  • Upgrades are now purchased via a shop found on the World Map.
  • Gold, stage unlocks and upgrade choices are now saved between sessions.
  • Note: Pressing “Delete” on the World Map will wipe all data for testing purposes.
  • There is a 99 Gold cap during this stage of development.
  • Updated several assets.

Classes

  • The Sorcerer has 10 initial upgrades to choose from.
  • The Barbarian has 12 initial upgrades to choose from.

Bug Fixes

  • Skills selected using the keyboard should can no longer be selected when an action is in progress.
  • Fixed a crash that would happen during the AI phase..
  • Fixed Taunt sometimes resetting unintentionally when killing an Undead.
New “World Map” for Jotsway Canyon

 

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.