define.games

define.games

@define.games

define.games

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After an unfortunate and unavoidable pause, we continue to iterate on B2B AI SaaS. Here are the draft mockups of the new card design!

A quick update about Rokuroku! We decided to change our code architecture and implement an ECS. The work is being done but the next playtests and demo videos are postponed for a little while. Stay tuned!

Quick update on B2B AI SaaS: - New prototype decks are loaded into Tabletop Simulator (and are also ready for print) - Certain progress is made with art direction - The first dev blog video is being edited

Yesternight game design tinkering session. This is also a sneak peek into B2B AI SaaS, a tabletop game about startups that we're making in our studio.

define.games reposted

Feels so rewarding to add new features on top of a decent architecture. I still have reservation about some of my choices, not all of them were that good. But even then, adding new heroes and features turns out to be very simple.

define.games@define.games

Dev Log #10 New heroes: - Scholar of the Ainu traditions. Supporting role New abilities: - Whirlwind. Damage and move all adjacent heroes counterclockwise - Swap. Teleport two heroes to each other's positions - Switchable passive stats bonus for adjacent heroes

Dev Log #10 New heroes: - Scholar of the Ainu traditions. Supporting role New abilities: - Whirlwind. Damage and move all adjacent heroes counterclockwise - Swap. Teleport two heroes to each other's positions - Switchable passive stats bonus for adjacent heroes

Dev Log #9 The Dota-like mode is completely restored after the big refactoring. It also works now for both 6 people (everyone controlling their own hero) and 2 people (you and your opponent control 3 heroes each)

Dev Log #8 New features: - arbitrary hero spawn at any place in the turn order - new bomb-throwing ability for Demoman Fixes: - prevent double clicks from causing double actions

Dev Log #7 Huge refactor of the core game logic: - standardized API for units and other entities - extendable transaction system - better access to game data across codebase Extra: - new robust animation system - interactive hero avatars reflecting turn order - admin tools

Dev Log #6 Server code overhaul: - automated reconnect on WebSocket failure - player data now stored in a database - logging errors from all the connected users Currently refactoring core game logic. The next batch of playtests is happening in 2 weeks.

Hosted the first playtest yesterday! A very important milestone. It went well, yielded a lot of important information, and what's most promising, people had moments of fun while playing it even though the prototype turned out to be much more buggy than expected.

Dev Log #5 - Added abilities for the Sumo character - Implemented a limited slot inventory - Make the path highlighted on mouse hover - Parametrize abilities so that dev is easier

Dev Log #4 - Finished the 3v3 game mode implementation - Made hit points discrete - Fixed and refactored a bunch of internal stuff A couple more days to polish the worst parts of UX, and we will be starting early playtests!

Dev Log #3 - Created a 3v3 map & dev-only map editor - Out-of-turn events revamp which fixes many bugs - Fixed camera positioning and UX - Implemented simple auto-turns for NPC units - Boxes now drop items when destroyed

Dev Log #2 - Completed a massive code refactoring - Moved control of the game flow to the server A feature-focused update will follow up soon!

Dev Log #1 - Implemented ability cooldowns - Added hero statuses (stun, bleeding, etc) - Introduced hex statuses (e.g. trap or burning) - Ctrl+LMB to attack any hex (to hit hidden units) - Made possible to draw an arbitrary movement path Stay tuned for further updates!

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