I'm back in action!
Hi everyone! My surgery was a success and I'm just over 5 weeks recovered. In case you're wondering, it was a double jaw surgery, and I haven't been able to chew since the operation. Hoping my doctor gives the green light for that this week.
Progress on Summoners Fate has been moving along steadily. My first couple weeks after surgery, I was too drained to program, so I used that time to daydream up piles of new cards and abilities. On week three, I eased back into programming, implementing the "Surprise" card mechanic to pump myself up in preparation for multiplayer. And in week four, I took the plunge and began implementing multiplayer, starting with real-time PVP. Below are some development highlights. For more details, be sure to subscribe to our daily updates on our forums.
New Card Designs
Here's a handful of over 40 new spell cards designed this month:
Invoke Elemental bolsters our goal of meaningful environment impact on gameplay by giving you the choice of summoning a particular elemental based on the environment tile summoned on (ex: Earth Elemental for dirt, Ice Elemental for ice, Magma Golem for lava, etc.)
Cleansing fire is a dual-use card, giving Chaos players the option of ridding friendly units of undesired status effects or "cleansing" the board of undesired enemies by dealing fire damage.
Demonic Strength is an example of a natural synergy card. It provides a base benefit of enhanced power to any unit that its cast on, but if that unit is also a Demon or Dreadnought, it grants additional bonuses. Sometimes it pays to be evil.
When you're having a bad day, like when an enemy goes for the killing blow on your Summoner, the Guardian Angel appears to make those problems go away. This spell is cast using the Surprise mechanic and causes an angel to fall from the skies and defend the guarded character when they are attacked by the enemy.
In Summoners Fate, a Surprise is a card played with its target and effects hidden from the opponent until they are triggered by a game condition. This mechanic opens up a whole new catalogue of strategies for the more sneaky inclined players, such as placing hidden traps on the board that spring when the player's character walks over them. Traps were one of the most requested "abilities" from my players in Hero Mages, Summoners Fate's predecessor, so of course this time around, I aimed to deliver the feature. Read more here.
Real-time multiplayer is making serious headway. I've been play testing with my son to identify and fix the initial bulk of the bugs in preparation for our early access Kickstarter release. Here's a couple videos showcasing a real-time battle between the Druid and the Liche King.
Did you see that ending coming? It's amazing how the right strategy at the right time can turn the tides of battle.
Early Access Release Update
Speaking of early access, who's excited and anxious to play?! The wait won't be long. I'm aiming to release the first early access build for Kickstarter backers by the end of April. The focus of the build will be on multiplayer gameplay, with aims to get initial player feedback on the experience and game balance. Following in May/June, I'll be adding single player campaign support.
REMINDER: If you haven't yet already, please fill out your backer survey to ensure you'll be able to play the early access build when it's ready.