0.2.1 Updated map visuals, Battle BG & Balancing


Relatively small patch after last week's massive enemy sprite overhaul. 

I've added the freshly-rendered forest battle background. I wanted to pull it more in line with the current themes & aesthetics, so it's much higher resolution and has added wind & rain animations to hint at the coming storm! 


I had also re-rendered the player animations but I've decided to push adding them to the game back until a later patch, I've noticed a few things I'd like to update on the character model & animations which mean further re-renders and it doesn't make sense to do such a massive volume of work an additional time. I'm aiming to have a unique animation for every card in the game, which is already a huge amount of work, factoring in adding VFX overlays also, that's already over 1000 different animations I'd  need to manually add into the game engine.  I'm going to circle back on this for the player character when it's closer to perfect. The enemies are much simpler so their current jank can be easily re-processed in a day or so!

I've also readjusted the map & pathway choices slightly with different placeholder art courtesy of the ever-generous Kenney. I think i've finally decided on the hand-drawn ink map, but I'll need to draw the icons etc myself when I can.  I'm thinking of approaching it like a hastly-drawn map  penned down by another fallen hero. 

I'll be working on a major re-work of the map & pathways over the course of this next major patch. Each pathway will have unique artwork to make it clear which location you'll encounter, a variant of these scenes will also be used for the location backgrounds. Along with asthetic changes, I'll be reworking a lot of how the map works. As these are pretty big jobs I'm going to wait to work on them when I'm back in  a few weeks. 

I've also gone through all of the player character's cards and completed a 1st pass balancing. This mostly includes adjusting the amount of different rarity cards so that you will encounter more common cards than legendary etc. Also  few minor adjustments to card values too, mostly to the 'shock'  status effect. I'll continue to test & refine as we move forward, especially as playtesting becomes more frequent. 

Anyway, let me know if you play this version and I'll get back to you in a few weeks when I return! 

Sayonara,

Dan

Files

hunters-hand-windows.zip 271 MB
Version 4 19 days ago

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