Nox Striga

November 2017 (Week 5)

+ GameOff jam is finally over, squeezed some work for that but not enough for my taste. It gave me a few ideas that I'll test as well on my main project.
+ Started looking into NavMesh since the movement with an orthogonal view is a bit weird right now and its really not the focus of the overworld stuff. This should simplify everything for the player and the NPCs as well. I guess I'll focus on having something playable for demo-day.

November 2017 (Week 3)

+ Some new cards' art.
+ Planning some changes (game flow).
+ Main progress is still on the GameOff jam game.

November 2017 (Week 2)

+ I'm working mainly on my GameOff jam game. However, I'm taking the opportunity to do various things in that game that will be directly applicable to Nox Striga. For example, you activate areas that trigger events, sending their stats to the the main game to handle while modifying their ui accordingly; So this will be useful to make activated or triggered abilities of cards. Also, both games are turn based so I can work on a proper state machine and fix the one in Nox Striga.

November 2017 (Week 1)

+ Not much. Few code tweaks but that's it. At least in the jam games I'm developing parts that I can apply directly to my main game.
- Worked mainly on the GameOff jam.

October 2017 (Week 4)

+ Few more arts and textures.
- Worked a few more days on the Halloween jam game (Roll the Bones). I'll continue focusing my progress on Nox Striga tomorrow.

October 2017 (Week 3)

+ Did a few card's art and environmental textures.
- Progress took a halt this week in favor of the Halloween jam. Will resume on the 1st of November.

October 2017 (Week 2)

+ Mostly redesigning cards and mechanics. It feels a lot closer to the original idea, uses less card types and promotes more play styles.
- The focus is on the Necromancer at the moment. After getting a second class redesigned, I'll test them together. The others will have to wait for more progress on the programming side of things.

October 2017 (Week 1)

+ Some UI changes and improvement.
+ Worked on the overwold.
+ Still redesigning the cards

September 2017 (Week 4)

+ Best way to describe the progress this week is: simplify & cleanup. Went over the design of various aspect of the cards and players to simplify a bunch (stats, resources, attributes, etc.). Need to test some more to see how everything holds up and if it needs more cleanup.
- Not much else.

September 2017 (Week 3)

+ Few new art/cards
+ Made some temporary "basic" model for my Sanctuary Guardian (see pic). I kind of like it...
+ Some improvements to the card generation.
- Slow progress overall.
- Need to clean-up a bunch classes and assets.

September 2017 (Week 2)

+ More tweaks to the cards, hand and other UI elements.
+ Few stuff added to the Overworld.
+ Rest is some background programming for the card database and a few minor things.
- I reduce my scope a little and I still need to review a bunch of areas and classes to clean things up.

September 2017 (Week 1)

+ Still more tweaks to the cards, hands and board.
+ Simplified a bunch of mechanics again to make them feel more intuitive.
+ Trimmed the amount of cards for the base set (the rest still exists but will not be programmed yet) so that each class can be represented by what it does best for now.
+ State-Machine and UI control elements are being developed.
- Didn't touch the overworld. I feel like going even weirder on my themes now, the progression and landscapes don't even need to be this logical.
- UI still need tweaking and testing (thanks for the feedback).

August 2017 (Week 5)

+ Few tweaks to the board, cards and cards representation on the board.
+ More card arts done for "extra" cards (Created from others in play for example, or for the AIs signature cards)
+ Overall, mostly cosmetic stuff again. Most elements are ready to be integrated in the match and called when necessary.
- For now, streamlined a few areas where encounters can happen since I could get loss...

August 2017 (Week 4)

+ Few tweaks to the cards (Frames, numbers, shorter descriptions, etc.).
+ Simplified the design of some mechanics and game logic before their implementation.
- Slow progress, mostly design.

August 2017 (Week 3)

+ Did a new board (larger) than the "space" one.
+ Hand generation changed, can now properly control the whole deck.
+ Added areas on the board for played cards and some specific zones for Class/Path and Deck/used cards. For now the played cards are icons of the card art, which should be enough with the previously created ui elements to represent the actions they can do (need to be implemented per card now).

August 2017 (Week 2)

+ Finished the basic set.
+ Made a few UI elements that will pop-up when desired on cards in play (Actions, Dice rolls, etc.)
+ Reworked some areas (exploration part).
+ Smooth transitions when meeting an enemy -> starting the encounter.
- Making a bunch of card arts and tweaking the wording takes more time than needed at this stage.
- No AI to test with so will have to do some scripted matchs to test.
- The board is oaky but not really "comfy". Will have to change that later on.

August 2017 (Week 1)

+ Mostly background work on the card design, proper way to do the mechanics, etc.
+ Reworked some templates, at this point its good enough.
+ New UI for the encounters, still needs tweaking.
+ Worked on deck creation (very basic at the moment).

July 2017 (Week 4)

+ Did templates for all the card types of the encounter.
+ Did a lot of the planned cards with the tempaltes to fix the templates further and make sure that they have proper fonts, size, etc. (including making arts for the cards as well)
+ Improvements done to various menus and pause menu (Code fixing, ui)
+ Bunch of code fixing here and there.

July 2017 (Week 3)

+ Improvements on the quick encounters (More scrolls, particle effects, better UI, different list of scrolls for each characters, avatars, etc.). The phases are also better handled.
+ UI for the scroll page of the character menu is done.
+ Made a new area ("Blood Temple" for now) and also its entrance in a desert.
+ Improvements on the card encounters (regular ones). Now the shift is done more smoothly from any area and the return from the encounter as well. The basic card template is done. Currently working on the phases and various triggers that they might activate depending on the active cards.
+ Fixed the scene loadings

July 2017 (Week 2)

+ The dialogue system now works properly. It's possible to have a conversation with multiple branch/choices.
+ Some improvement done to some areas, including a bunch of new models/texture. Things are slowly fleshing up.
+ A few new avatars, sprites (visual effects like buffs) and the like.
+ Started the UI for the main character menu (especially the inventory of scrolls, cards, etc. so that we can start receiving things through dialogues and encounters.)
+ Fixed some encounter-stacking problem. Now the player and his opponent lock into place properly during an encounter.
- Need to revise a few quickly made UI at the start of the project to centralize everything.
- Most models are static, some need animations.
- Tried to make a new enemy, looked like a roadkill. Need to get better with blender.

July 2017 (Week 1)

+ Reworked the quick encounters. (UI, state machine, dictionary usage, etc.) It's now possible to do a complete one.
+ The dialogues are being reworked, so far the UI is done.
+ Some improvement done to each area.
+ Made a few particles effects.
+ New avatars, textures, etc.
- Tried to do the bones/animate in blender, boy am I bad at this. Will have to restart, and redo the model as well.

June 2017 (Week 5)

+ New Rain Temple area started.
+ Some basic AI for patrolling/detecting/stopping the player and forcing an encounter.
+ About the encounters: Worked on the card library and manipulation, did develop a quick mode with very basic cards to test this. Its using the library properly, however it will soon be changed to be more unique and interesting (so that it can coexist with the main card matches).
+ New splash screens for each area.
+ New models & textures.
+ A lot of preparation for the actual cards (images/stats/abilities, all that stuff).

June 2017 (Week 4)

+ New Primordial area is started, with a bunch of textures and enemy models. (Will need more later on)
+ New models and textures for other planned areas.
+ New pause menu, so now I can move to all scenes and stop or quit the game from anywhere.
+ New "admin" menu in the encounter so I can freely test the card features as I implement them.
+ Basic hand/deck management features started.
+ A bunch of UI stuff in preparation for a future character menu as also been made.
- Still no animations for the main character, which also needs a new on theme model instead of the dummy one I made.

June 2017 (Week 3)

+ Decided to split the project into 2 so the scope wasn't insane, had to redo movements and the camera to fit the new isometric style of this one. This is pretty positive, much more focused now.
+ Revised the main menu based on feedback. (mostly cosmetic stuff like the title and fonts)
+ Additional basic models and textures.
+ Made some minor interactions with NPCs.
- Still no animations. (Need at least run and idle).
- Tried to make a few sounds with Audacity, nothing good so far.