I finally decided to pull the trigger on Ornery Orc (Alpha 1 code name for Fury). It’s playable enough to get it out there and start getting some feedback.
The Mantis tracker for Alpha 1 can be viewed here, if anyone is interested.
Download links:
Mac (fury.dmg, 14meg)
Windows (windows-fury.zip, 6.2meg)
The whole point of releasing now is to get some feedback. You can post it here, or on the thread for the game over at tigsource.
There’s a whole lot missing right now, and some known glitches. The windows version has some weird tiling problem that I haven’t spent much time trying to figure out. All of the monsters use the same cards right now. Fury points don’t do anything yet, in fact, I may take them out of the game. It’s hard enough coming up with useful and interesting cards that work well together, let alone having each card have different effects when you use them with Fury Points. We’ll see how that evolves.
Thanks for trying the demo! Please let me know what you think, one way or the other!
The roadmap has been updated to reflect the Ornery Orc release. Long live Hateful Harpy!
March 27th, 2011 at 5:11 pm
I really enjoyed the description of the game as it reminds me slightly of my own idea I have for a game… but, upon playing your demo, it was different than expected.
The demo was enjoyable, with a different twist. I enjoyed the mechanics of playing with cards instead of hitting the same “attack” button, but I felt as if the cards were completely random and I had no control over them. At times I felt like I was simply using the buff cards just to find “attack” type cards. I also enjoyed the increased hand-size. An unexpected, but enjoyable function to the game play.
I think an implementation of something Diablo-esque with potions or the new “life orbs” after defeating a monster would add more… playability to the game. I had a very hard time trying to complete tutorial2 as I just couldn’t endure all the monsters with the random card dispersion. I hope to see some future updates, and more of a WORLD MAP feeling in the future! I hope to be able to download this game onto my iPhone one day as well!
–Add in;
My name is Nik, I am 27; in school for game design(digital media), and am a very avid gamer with an outside-the-box perspective.
March 27th, 2011 at 7:45 pm
Thanks for trying it Nik!
This is only the first alpha release, I have lots and lots more planned, with a world map, potions, items and so forth.
Your comments about the card mechanics are very interesting. I think this is going to be the area that requires the most balance and tweaking.
March 30th, 2011 at 8:46 am
Any plans for a Linux version?
March 30th, 2011 at 12:38 pm
I’m building the game with the Unity3d engine, and they currently don’t have a runtime for Linux, unfortunately. If things go well, I do plan on Mac/PC/iPhone/iPad and Android versions, which are all supported by Unity.
April 3rd, 2011 at 4:41 pm
You mention in the road map wanting to use GUIManager2. I would either wait to see the new GUI system that Unity is making or use EZGUI.
GUIManager uses GUIText which is one draw call per item. EZGUI can make it just one call if you use a font image.
Also Message Manager looks interesting, its is an add-on for EZGUI.
You probably know all this, but I thought I would mention it anyways.
I’m doing a tactics style game in Unity, but in 3D. Good Luck!
April 3rd, 2011 at 8:00 pm
Cool, thanks Tzan, I’ll take a look at EZGUI. I’m still learning a lot of stuff about Unity, so any advice helps.
April 10th, 2011 at 12:11 pm
There are apparently 2 products called EZGUI.
So just to be clear, the Unity product is here:
http://www.anbsoft.com/middleware/