• Changes made to existing cards:
○ Burst Cannon damage changed from 80 to 100
○ Charge Pike damage changed from 90 to 100
○ Particle Sword damage changed from 90 to 100
○ Regenerator now heals 1 HP every 0.4s from 1 HP every 0.6s
• Changes to the game:
○ UI is now recontrollable via mouse after community feedback
• Bugfixes:
○ Lag issues on Player 2 (red player) side have been significantly reduced
• WIP:
○ Adding separate UI elements for match codes and player names to make controller input more stable
○ Adding scrolling lists for deck editor, as well as general deck editor revamps
○ Reworking the network manager so players do not have to requeue every time a connection drops
○ Adding a proper disconnect screen with improved fallback
Patch Notes (Beta 0.4)
CHANGELOG:
ADDED 10 NEW CARDS
Xplosion - High damage criss cross explosions that can be dodged relatively easily
Grenade - plus shaped bomb that is lobbed (cannot damage opponent until it hits the floor) and explodes in a plus shape
Electro Bomb - low powered grenade that explodes in an X shape and stuns on contact
Data Phish - Low powered Upper Swipe that steals opponent's next card (if available) on contact
Reflect - 1 second shield counter that fires a strong beam forward if hit. Active frame 1 and is invincible while shield is up
Deflect - Reflect with two weaker beams firing above and below when hit
Misfire - Forces opponent to use their next card if able. Somewhat of a joke card, but excellent potential and I patiently await the day someone posts a gif of them losing a round cuz they got hit by a Misfired card
Auto Stopper - grenade that resets auto attack to a lv. 1 cannon if hit
Glitch Bomb - X shaped grenade that removes all mods when hit. Made in response to the difficulty of Glitch Beam landing and the power level of Mods being higher than anticipated
Reclaim - Invincible smash on the row in front of you that knocks back opponent and advances if you control less space than your opponent
CHANGES MADE TO EXISTING CARDS:
Attrition cost changed from 7/6/5 to 6/4/2
Blitz cost changed from 5/6/7 to 2/4/6
Glitch Beam startup reduced by 0.6s to make landing the move more manageable
Lava Axe changed to Aggro and cost changed from 7/7/7 to 4/6/7
Icy Wind speed changed from 350 units/s to 400 units/s
Regenerator now heals 1 HP every 0.6s from 1 HP every 0.2s
Particle Sword, Auto Sword, and Reserve Sword all have tweaked animations for AESTHETICS
CHANGES TO THE GAME:
The entire UI is now controlled by keyboard and controller input on PC and will be touch enabled on mobile. Mouse input no longer works as an input after testing fluidity of the game.
Deck Editor UI now has slightly larger navigation buttons and a deck building guidelines button. Future plans to rework the entire deckbuilding UI is in the works.
Shop tab is functional but locked in preparation for the mobile build.
Ads are working for the mobile build.
Added six new color palettes
BUGFIXES/WIP:
Network manager now stabilized and resets itself after every game to prevent awkward connections and reconnects. Still under development: When joining a game fails, player must manually disengage and re-engage. Currently working on having the game do this step automatically
Most animation bugs fixed. Players should fire off/burn significantly less cards, if any, after being countered. Still under investigation.
Less data is now being sent across the network
PLANNED FOR 0.5:
Mobile release for Android and iOS
Community button that links to the Discord page
Aforementioned network manager changes
Randuels - Side gamemode where all cards given to each player are random
State of the game 4/18/2018
Hello operators, I wanted to give everyone a status update with the current progress of Tri Wing.
Throughout the release period I've noticed that the state of the game is not up to the quality that I'd like from various standpoints ranging from the gameplay to the marketing. To cut to the chase, I'm holding back the release date of Tri Wing until I feel that the game is fully presentable with a complete package when it launches. It is at this moment I wish to explain my reasoning and go further in depth as to where Tri Wing stands and where I plan to take it from here.
So the first and foremost delay comes from the actual gameplay of Tri Wing. At the moment, the network that I have built for the game is currently unstable and for a multiplayer focused game, it is crucial that I perfect this before going further with any other development. There are some key bugs that need to be fixed such as animation glitches online, to Street Fighter V levels of input delay that need to be taken care of before releasing the game to the masses. These fixes are not hard, but they do take time. On top of the network, there are a lot of UI elements in the game that need to be revamped to accommodate both PC and mobile players. Many people do not know this, but TW is a one man project that I have been working on/off for three years and the UI was recently redone since it did not have an update since the project started in 2015. Other elements like cross platform play, ads and in-app purchases for the mobile titles, and new cards/game modes also need to be implemented as well to prevent a shallow experience.
On the note of shallow experiences, I also seek to revisit the marketing and image of this game, as it comes across as a shameless rip-off of the Megaman Battle Network series. This is clearly not my intention. Tri Wing is a love letter of sorts to the series, but does a lot in the gameplay department to set itself apart from Battle Network. I want to rework my trailers, descriptions, and presskits to emphasize that. This game is not an RPG, but obviously it does take its prime influence from Battle Network's battle system. From there I took the things I enjoyed from the series and removed what I did not like with gameplay elements from other games. I want to highlight the experiences of how unique deckbuilding is, and the systems behind it reflect other card games like Magic: the Gathering, or how the EX and Focus mechanics draw influence from fighting games to chain combos together and create quick strategic planning. Tri Wing is about creating your perfect playstyle and optimizing your skills, and the marketing should reflect that.
Finally I wanted to thank everyone for their patience. Games like this cannot exist without a community, and I am proud to say that I have created a wonderful little community of my own that wish to see this game do the best it can. This journey is not over and there is still a long route ahead of us, and I couldn't do this without the help and feedback from everyone.
-Veak
More updates will be posted soon, but in the mean time you can join the discussion on our Discord channel here:
https://discord.gg/m6aaajR
Update 0.2.1
Major Changes:
-Significant changes in netcode have been made to improve network stability
-Auto: Fireball has been reworked with a new animation and cooldown changed from 2s to 1s.
-Bug where Fireballs cannot be thrown when Safety Block was place has been fixed.
-You can now press the "Back" button while in the Disk Drive to deselect your last card in hand.
-Player's last used decks no longer save on Deck slot 1
-Player's name defaults to "Operator" during the VS animation if name has not been chosen
Planned for 0.3:
-Complete Tutorial Overhaul
-Deck Editor Overhaul
-Adding "Player has disconnected" message with a force kick if player leaves
-Operator rankings
Large Priority Known Bugs:
-Attack animations queue up when countered or focused
-Advance is still under surveillance