The arc and target for location based spells now reflect the color from the type of spell they are casting
Destructibles have been added to some environments offering more loot
Ink Injection is now available and empowers spells when staffs are injected with different ink types.
Empowered spell fx! With ink injection now available, some (and eventually all) spells have some sort of alternate effect when empowered
Combat text now appears when fighting enemies including enemy health and spell damage
Can only summon one pet of each spell class at a time (but you could have five different pets out at once)
20 different quests to embark on! when the player finishes their tutorial quests, they can activate the chalkboard and receive a quest to complete. that quest entails finding a spellbook. The quest text hints at where that book might be.
Known Issues:
portal spells are currently bugged
not all spells can be empowered yet (working on it!)
the quest text is a bit cryptic, and will be a little more clear in the next build
On The Horizon:
Zombie Shoppes coming soon! Players will be able to buy different parts for their staves
The crystal caves may be going through a re-design to make the environment more gameplay friendly with regards to environment scale (it's a bit big at the moment)
Portal spells will create a portal for players to walk into instead of auto-teleporting the player
MageWorks v0.3.2 Now Available!
2017.07.24
What's New
The crafting, combat, bookmarking and travel tutorials are now narrated and simplified
Bug Fixes
Continuing to integrate more art
On The Horizon
More combat data will be integrated as mentioned in the previous update such as enemy health and spell hit damage
Breakables will be integrated soon
Spell damage increases and perks with crafted staves
MageWorks v0.3.0 Now Available!
What's New
New combat training tutorial - this new tutorial walks players step by step through the process of learning about different spell types and their practical uses in combat.
Level tweaking with some additional art getting integrated
Bug Fixes
Observatory constellations have shifted closer together for easier access by request of community feedback
The boss fight is now available for players to face against "Magister Draco" in the vaults.
On the Horizon
Crafting is getting overhauled with a new tutorial to walk players through the process of building a staff in the same fashion as the new combat tutorial
New art is getting integrated into the level design
Breakables will be scattered throughout offering more loot opportunities
Combat will have more information displayed during encounters including health meters of some sort and damage dealt. This will help players prioritize their targets.
More enemies are being integrated into the environments including spider egg locations and ghouls (the floating skulls)
MageWorks v0.2.0 Now Available!
MageWorks v0.2.0 is now available and wraps up assault point integration. With all 20 assault points included, and all spells now integrated, work will focus on additional combat tuning to simplify enemy encounters, as well as the boss fight (the boss fight is currently non-functional, but available to see).
What's new:
All 20 assault points now integrated
All 3 vaults have been integrated into the environments. Currently the drones that are discovered here are already unlocked for testing, however, these will need to be unlocked at full release.
2 Environments of have overhauled with new art! "The Shoppes" have been rebuilt as a much larger town, and the "Crystal Caves" have been rebuilt as a much larger cave network with an electrical magic theme.
Known Issues:
Crystal shaping is going through a slight re-design and will be easier in the next build
Scaling is a bit off in the new Crystal Cave map, but will be fixed in the next build
The current menu setting for a different type of teleport is not functional yet.
On the Horizon:
Dragon boss fight (finally ːsteamhappyː)
Bug crunching
Gameplay balancing
MageWorks v0.1.8 Now Available!
2017/05/20
MageWorks v0.1.8 is now available
What's New:
Assault Points are here: 12 of 20 different assault points protecting the discovery of new spells have now been integrated. Fight your way strategically through these areas to unlock new spells.
Spell Casting Updates: Spells have now been categorized into five types. Long-Range Low Impact, Location based snares, Short Range High Impact, Summoning, and Defensive Walls
A.I. Updates: Archers are pretty accurate now and need to be considered when hitting an attack point.
Known Issues:
Dragon Fight is still being programmed
Staff ink injection doesn't empower spells yet, but will soon.
The forest level vault has not been built yet
On The Horizon:
Vaults will launch players into cave-based assault points to discover new drones. These drones are currently unlocked for testing.
Continued work on level design and integrating assault points into the cave level and town level
Continued optimization and bug-crunching.
MageWorks Update v0.1.6 Now Available!
2017/04/18
build v0.1.6
Here's a list of what's new:
Staves are now fully craftable! Players can create parts for the lower staff, upper staff, and replace their crystals
Quickplay areas are now unlocked sequentially as players complete lessons in the campaign
Players now have a crafting book to accompany them in the workshop watermill as a guide to learn about crafting
Custom staffs can be exported for 3d printing at the edge of the lake at the watermill workshop.
A tutorial spirit bird helps guide the player around during MageWorks lessons.
New enemy type: Archers! Archers have been integrated into maps as the levels continue to evolve with more content to interact with.
The observatory controls are now integrated into the viewfinder
Teleporting has been re-mapped to the top of the touchpad.
HoverDroning now requires the grip button to be held in order to move.
Known Issues:
Texture stretching will occur on the custom staff top for longer curves.
Not all spells are available, but only a couple left to complete
On The Horizon:
Fixing known issues
Continued work on level design
Improved combat mechanics
Optimized staff shapes for cleaner 3d printing
Integrating game settings into the tutorial book
MageWorks Update v0.1.3 Now Available!
Here's a list of what's new:
The workshop is now open! Players can head over to the workshop water mill to focus specifically on crafting their staff. All the resources needed for this process are provided on the spot. Head over to the altar by the lake and reach your staff into the sky to export your design for 3D printing.
Spells are on lockdown! Players are now required to venture out into the wild to discover new spells to unlock
Enemy combat is being tuned. Enemies now have more health.
Five different flower types! Players can collect up to five different flower types to create ink that correlates with different magic.
The Book of Ink is now usable and can be used to create staff drawings with different ink types.
Known Issues:
The tutorial is still in the process of being programmed, and cannot be completed yet.
The bird will stick to the spellbook if too close to the book
The dragon fight in the Vault has not been programmed yet.
Textures on the custom staff are currently stretched making it difficult to see the embedded ink patterns
On The Horizon:
Fixing the known issues
Improving the staff creation process so the 3D printable files are a little cleaner
Continuing to tune the enemies and increase aggro and combat range
Staffs made with certain ink types will soon amplify magic of the corresponding type
Settings will soon be included so music and sound fx can be adjusted
MageWorks update v0.1.2 is now available!
Build v0.1.2 primarily focuses on bug fixes, however, there are a few new additions and improvements to the game.
Here's a list of what's new:
New menu system! Players now start the game with a more traditional menu system per community feedback. The new menu allows players to go directly to specific areas such as quick play, campaign, and the future workshop (coming soon)
Bug fixes! Saving something shaped on the lathe requires the power to be turned off first. All parts of a drawing are now saved as intended. The CNC machine has been adjusted so it will not get stuck depending on what has been drawn.
Music! There is now some background music in your castle and during the main menu.
The mining cart ride now has some additional art integrated into the environment
Known Issues:
Dragon fight still in process
Book of Ink has no impact on ink yet
Tutorial bird still in process of being programmed so tutorials can be completed
Shaped crystals aren't currently saved after tumbling
On the Horizon
Fixing the 'Known Issues' ːsteammockingː
Zombie Shoppes! Work has begun on the zombie shoppes where players can buy new parts for their staff using the gold they've collected
Continuing work on gameplay balancing with spell reload times, damage, and A.I. range
Wrapping up the spells available to unlock
The Workshop! An area that focuses purely on staff crafting and assembly will be available in the near future.
MageWorks update v0.1.00 is now available!
build v0.1.00
We're now entering into a beta build with most of the game's features implemented in some form or another. This update has primarily focused on the staff creation system and making sure that different staff parts can be built in a modular interchangeable way. The mining cart quickplay game is also now available and can be reached from the quickplay portal area.
Here's a list of what's new:
overhauled the staff to now support interchangeable parts
replaced some spellbook icons with art that is more fitting to the spell that is cast
the cart mining ride quickplay game now includes enemies (currently idle) for target practice
fixed the basic training level to now require the home-warping spell to be unlocked as part of the tutorial
Known Issues:
most spells are auto-unlocked at the moment because save-games will be overwritten during updates until full release
the crystals that are tumbled are currently not saved, but will be fixed in a mini-update in the near future
when players draw their designs on the drawing board, the part creation machine currently creates that part out of sequence and with some mesh errors, but we are close to fixing this bug
only the first curve drawn will be saved between levels, but this will be fixed in a future build
the book of ink currently does not function, but will correctly load the desired ink type in a future build
the campaign tutorial can only be completed up to level 401
the tutorial crow occasionally gets stuck on the players book if the player holds the book out for a perch
On The Horizon:
additional level design work to improve gameplay and optimization
the dragon quickplay game will be available soon. (currently the dragon runs just runs around spitting fire)
levels will be populated with level-specific flower types so different ink types can be created
full staffs will be 3d printable. currently only parts are printable, but we are developing a system that allows for either individual parts to be printed or the full staff as a single object.
a couple spells still remain to be created and will be included in a future build.
MageWorks update v0.0.19 is now available!
MageWorks update v0.0.19 is now available and focuses on improving the tutorial system for new players
Here's a list of what's new:
<*> Fixed a collision issue with the tools in the workshops. It's now easier to pick them up / exchange with the players stave
<*> A new teleporting system has been implemented that differentiates between teleporting and using location-based spells
<*> Location based spells are now activated on release similar to the teleport, but with a notably different arc indication
<*> Usable object collision have been increased to allow for easier touch actions. For example gates can be opened and closed from further away now.
<*> A basic training area has been added. On first load, the player will start here, but can exit at any time after completing this level at least once. This is helpful to guide new players regardless of the campaign progression
<*> The tutorial book has been updated to include pages that describe different types of spells. for example, some spells require 'reach' and some require 'ground'. Diagrams have been included with spell examples that illustrate this concept. Additionally, the tutorial book will always be loaded into basic training.
<*> Spells that require reach (the ball lightning spell requires reach for example) no longer require the staff trigger to be held to cast. As long as the player is reaching and pulls the trigger, the spell will activate.
<*> At the observatory, if a constellation is aligned with the telescope, players only need to teleport onto the travel portal to warp to another level. (Players no longer need to hold the staff trigger).
Known Issues (with some carried forward from previous build):
<*> The CNC machine (machine that creates the wood shape based on the drawings) occasionally runs into a bug where it doesn't carve the drawing. this can temporarily be fixed by drawing a new drawing. This will be fixed in a future build.
<*> The 3d printed file from the CNC machine is still twisted at a few spots and we are working on a solution to this issue
<*> The tutorial bird A.I. is going through some changes, so you may see it fly to the correct place, but facing the wrong direction
<*> quickplay gameplay is still in process of being developed, so the dragon may be impossible to kill at the moment (but is still fun to watch!)
<*> Saving custom staff shapes in the woodshop causes some issues on the storage shelf, but still creates the 3d printable file
On The Horizon (carried over from previous build):
<*> continued improvements to the crafting system so the staff can be assembled with stored parts
<*> a few more spells are still in the process of being constructed
<*> quick play games will continue to be tuned
<*> with core programming mostly complete, there will be optimizations and changes to level design to improve exploration gameplay
<*> the mining-cart quickplay game is in development