Ray has been hard at work putting together concept art, which I hope to share very soon, it’s looking really nice.
In the mean time, here are some tile tests I’ve been working on with the tiles that Ray has put together so far, running in game:
Ray has been hard at work putting together concept art, which I hope to share very soon, it’s looking really nice.
In the mean time, here are some tile tests I’ve been working on with the tiles that Ray has put together so far, running in game:
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Great news, my friend and brother-in-law Big Ray has decided to join the project, and has started work on some basic tiles:
This is the basic test of tiling for the dungeon tiles, there are several more designs for floor tiles in, in several different colors. I’ll get some screenshots up once I integrate this with the current build.
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I have made really good progress in the last couple of weeks, and I’m feeling pretty good about getting alpha 0.1 (Ornery Orc) out the door in the next 2 weeks or so.
I haven’t posted much about this, but my plan is to release early and often, to get feedback about the game. These early versions will be free to download, and free to play, forever, and I’ll update them throughout the testing process and anyone can download them. But at some point, I’m going to move into beta testing and eventually release the game for Mac and PC. If things go well, I’ll be able to have a channel to sell the game through. But that’s getting ahead of myself — first and foremost I want to make a fun game that’s easy to pick up and learn, easy to play but hard to master.
Check out the Mantis roadmap to keep track of progress.
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I added a simple win screen which took me way too long to put together, for something that will likely change, a lot.
And you can now win (or lose). It’s easy to lose, especially if you’re not paying attention. Clearly there needs to be some balance (the tutorial probably shouldn’t kill you 50% of the time).
Anyway, here’s the game over screen, as it stands:
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Made a lot of progress this evening, things are starting to come together. Got some new cards in, some animations, and a simple sign-post based tutorial system. As of now, I haven’t build the random map generation, so I’ve been focusing on building a tutorial level that introduces the basics of dungeoneering in Fury. Here’s what it looks like so far (click to embiggen):
On the screen there, you can see the beginning of the tutorial level. It’s starting to look a bit like an actual game, I daresay.
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I have mapped out a pretty ambitious class structure for Fury, which you unlock over time based on upgrades you do to the Fury Academy building. So the player gets to choose when they get access to which classes.
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I finally got the vanity URL for Fury on facebook:
Thanks to all of my RL friends, mostly for getting me over the 25 fan limit to get a vanity URL.
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After seeing Mantis up and running on Slash’s site (http://slashware.net/), I thought I’d give it a try. Luckily, it was a snap to install and I have it up and running. The roadmap page is particularly nice. I took the information in my previous roadmap post and added it to mantis, and wala:
Instant roadmap! I’m going to be fleshing the first few releases out in terms of features there, so I have a more structured approach to getting this done (instead of just doing whatever the heck I feel like working on, which is usually why things flounder).
Also, I have been thinking a lot about the class structure and how you go about getting them all unlocked, I’ll do a separate post on that soon.
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I’m adopting a naming scheme for releases, because it’s fun. Alpha 1 will be code named “Ornery Orc”. I have made much progress on making a playable game, you can move around the dungeon, play cards, and kill monsters. It’s not particularly fun yet, but it’s getting there.
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