It's been a long while since I've updated about the game. A few things have happened.
I was unable to acquire an Epic Mega grant, which I was hoping for dearly, and that put a hard stop in my work for a while. I had been working 2 years straight just for a solid experience, and this is close to what the full game will be, just without all the cards. That grant money would have helped me offload a bit of the work I'm not experienced in and alleviate some of my burnout.
My goals for the full release are as follows:
Redo my video and resubmit for the grant (you can do that)
Whether I get the grant or not, I'll be working on an ai enemy for practice/training mode
Update the practice mode with UI on how to use the cards and controls
Setup an achievement system
Improve performance (collision has a lot at play here)
Finish all of the cards (got about 80 to go but the bones are all in place)
Create a system for unlocking cards based on wins/xp
The most important thing for now is the enemy ai. I've seen videos of people playing the game for a few minutes and not knowing what to do. Nobody wants to practice in a game where you can't actually practice. This should increase the overall effectiveness and quality of the demo and game.
Super Bash Mages
I've been working away at the game, fixing bugs, and optimizing. At the same time, somehow I managed to create a game mode I've been considering for a while.
It's a combo of my unique battle system Super Smash Bros. I'm curious to see how you all enjoy. There will be a few updates in the coming days to the game to further optimize the overall game, and some tweaks to the game mode map (currently the map doesn't have capabilities to work with some of the cards like room freeze, but it's still fun!)
Use your cards wisely. The more damage you apply to your opponent, the further the next damage card will send them. Run around and collect Damage Card Restocks to have a sooner chance at victory. Use the grapple spheres to travel vertically through the map, and hopefully save yourself from the edges.
I hope you get a chance to check it out, there aren't many online players, so try to sync up with a buddy and give it a shot.
David
Paper Mages Demo is going live Monday!
Paper Mages Demo is released!
After about 1.9 years of working on this game, you will finally be able to play the demo. Please join the Discord, and feel free to report any bugs you may find. (As hard as I've worked to remove them, it's a lot for one person so I know some may still be lurking.)
Thanks!
David
Paper Mages Demo is going live Monday!
Paper Mages Demo will be releasing tomorrow!
After about 1.9 years of working on this game, you will finally be able to play the demo. I'll make sure to share it when it's live!
Thanks!
David
Added A New Race to Paper Mages
Development is still going strong for Paper Mages! The Borxen race has been implemented (as seen in the playful Smash Bros Esque reveal image)
The game has been updated a lot and the screens on the store page could use some updating.
Updates: Added the Borxen Added stars Added dynamic cloud system Fixed Fish shader and swimming mechanic Implemented Cards being used - still in progress Divided the card cast - Now instead of a click casting a spell the player can hold the spell and release when ready. Added a cool down to the spell use time (1.5 seconds or so) Added post process to water in main area AND the 20 cards used in the demo are all basically complete! There are a few visual tweaks but everything works! Fixed Double Jump mechanic Fixed exponential fall feature Polished gameplay Optimization
Began deeper levels of optimization Began work on the start menu scene Began extra optimization on Master Matierals using Custom Data
Hopefully the demo will stay on track for late April-May
There is a video on the youtube page: https://www.youtube.com/watch?v=r9edlLpQ9dg
The next devlog will be up this week. We'll make an announcement when it's up as well.