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Tower of Arcana(Deck building + Rogue-lite)

A topic by PentaBit created Apr 28, 2019 Views: 586 Replies: 5
Viewing posts 1 to 6
(+1)
Hello, ladies and gentlemen.

We are the Pentabit(Our team name,  university students in korea) developing the Tower of Arcana.
We are going to introduce the game that we are currently developing.

This game is basically a Rogue-lite game(Deck building + Rogue -lite).
We wanted to create a game with a mix of Deck building elements and Rogue-lite elements.
(Inspired by slay the spire)

This video is a 'Tower of Arcana' trailer.

As you can see in the video, this is a game that uses cards.

The game is being prepared for release via Steam.
The game is simple to play.

① The player acquires the card
② Build a deck with the card you have acquired
③ Use the deck that you configure to fight

The above three are the main points of the game.

Cards registered by the player in the deck are registered in the hand.
The cards registered in the hand can be used with four keys Q, W, E, and R.
(* In the 'Tower of Arcana' cards play the role of 'skill' of other games)

1. Weapons
 In the world of Tower of Arcana, the weapon is a spellbook. There are many kinds of spells.
Each spell has its own passive (this is not yet implemented as part of the plan).
Each spell (weapon) has four deck slots. The first slot is fixed to 'Attack' slot as shown below.
The remaining 2, 3, and 4 slots are randomly determined for every weapon. A description of this deck slot will be explained in detail later.

                                                    <The first slot of the weapon is fixed as 'Attack'>

2. Deck slots and deck presets


                                       <5 card types, all cards have a card type!>

1) Attack: Consists of spell cards that inflicts great damage to the enemy
2) Defense: consists of cards to protect the player from the enemy
3) Buff: Consists of cards that strengthen the player's abilities
4) Debuff: Consists of cards that lower the enemy's stats
5) Utilities: consist of cards that are useful in certain situations

As mentioned earlier, the weapon has four deck slots.
Each slot has a 'deck preset' type that can be used in the slot.
If a slot gets a spell (weapon) with 'attack', 'attack', 'defense', or 'buff', the player will have three types of attack and defense buffs
Will be available. A deck preset is what the player must configure to use the card and is associated with the deck slot of the weapon.


                   
                                                <Left Window : Deck Preset, Right Window : Card Inventory>

How to configure the deck presets depends on the player's card inventory
Simply double-click or drag the card you want to use to register it in your deck preset.
You can see the deck slots (attack, attack, defense, buff) currently applied to the weapon in the slot type part of the picture above.
You can see four deck presets in I, II, III, and IV by looking at the deck presets in the left pane of the photo.
Up to four deck presets can be configured for each of the five card types (attack, defense, buff, debuff, and utilities).
In the above picture, I and II are lit red because the weapon has activated the attacking slots I and II.
Even if you register a card in a deck preset (gray III or IV) that is not activated by a weapon, you can not use the card in a real battle.

        
    <Screen where the deck preset is configured (you can double-click or drag the card in the card inventory to register it in the deck preset)>

All deck presets are cost. At this time, cost is calculated by summing the cost of cards registered in the slot.


3. Card
 As mentioned earlier, in the Tower of Arkanas, cards are like other game skills.
There are ways to acquire cards, such as monster treatment, acquisition through a treasure room, or purchase at a card shop.


                                                                               <Purchase card at card shop!>


                                            <- Woo Hyo ~, get ☆ ~ Super Lucky ♡ da - !!>

If you buy a card at a card shop, you might be worried about parts like Gacha.
Do not worry. Instead of drawing money by using real money, you buy through the goods in the game.
The only purchasing factor in cash currently being planned is the purchase of the game.


                                                    <Color appearance of card by property>

The card also has the attributes fire / water / tree / person / cancer (attributes can be added during later development).
Each attribute has a mutual relationship and can be attacked with more basic damage and damage attributes.
Each property also has its own special effect.

 If you use a card in battle, you will have a card shuffle. This shuffle is based on the player's deck presets.
Therefore, you have to play while paying attention to the card counting in your hand, and you can continue the battle with the card of the combination you conceive.

4. Level(Map)
 Current map (shelter, treasure, monster, shop,?, Boss) is implemented state.
The map is constantly being developed and updated, and we are planning various kinds of maps.
The shelter serves as the base for the player, and the treasure room gives the player a chance to gain valuable cards or items.
In the Monster map, you can get items through battle with monsters, but you can lose your life.
The shop map is for purchasing items using the goods obtained through the battle. ? Is an option that does not know what to expect.
The boss map is at the very end of the map and must be defeated to move on to the next stage.

          
                                           <Level movement is done through node selection!>

5. Overload

                                                  <Filled overload gauge!  (Mouse Pointer)>

If you defeat the enemy, the magic essence will scatter and float. You can obtain an integer to fill the overload gauge.
Using a tightly loaded overload gauge will allow your card to be used without cooldown.
If you take advantage of this, you will be able to play a more pleasant and powerful battle!

6. Tower of Arcana is ...
 'Tower of Arcana' was influenced by 'Mega Crit Games' 'Sleder Spire'.
This is because we thought that the way the game was played or how to move the map was appropriate for our game.
This part is now very similar to the reference 'Sleder Spire', but we hope to add our own colors through additional planning.
I plan to change.
 Since Slayer Spire, many similar games have been released. Such games and 'Tower of Arcana'
In what way does the 'Tower of Arcana' make a difference?
In the case of existing deck building log-like games, the battle is done in turn. The player must spend as much time as possible on his turn
You will find ways to utilize the cards that are currently in your hand and have the best efficiency at that moment.

Have you not been bored in the process of this anxiety?
In my case, if you already know the best answer,
It made the game less stressful and a bit boring.

 Tower of Arcana reduced the number of hands to four, giving it real-time status. Within a short selection
I was forced to make a quick choice. Real-time sex has made the game more tense and action-friendly.
The difference caused by this realism is a feature of 'Tower of Arcana' compared to 'Slayers Spire' game.

Finally, I will show you a battle with three bosses

Thanks for reading.
If you are interested, please take a look at the following link.
We will introduce game development contents every week in the future.

Facebook page: https://www.facebook.com/TeamPentaBit

Last Week Working History.

1. System part
1) Modification of attack power, wetland calculation, modification of stats
2) Monster
3) Wish list (card implementation)
2. A.I part
1) Lavaking (boss) When you jump,
2) Lavaking Phase 2 Guard condition condition collection
3) Morigus (voice) Microbial output camera
4) Morigesh
5) Moriguesburg test
6) Total damage damage is injured.
7) DamageApply, CC customization
3. Graphic section
1) Costume rigging (release, offensive, resurfacing)
4. Map(LEVEL)
1) IceBossMap blocking volume and processing progress
5. Skill 
1) Fixed Lightning Spear collision bug
6. Other
1) Visit NDC

We make dashboard. Everyone can down this game demo.
https://pentabit.itch.io/towerofarcana

Last Week Working History.

1. System part
  1) Apply to modified attack and CC event message monster
  2) Interlocked equipment and character stick
  3) Application of application framework of monster and character CC
  4) Implementation of wish list card replacement

2. A.I
  1) Add new monster Centaur, AI work
  2) Change Hit Reaction logic, create animation montage, apply behavior tree
  3) Add the logic whether the monster is a player Original (Viewing angle) Current (Viewing angle, Damage inducing)
  4) How to apply the new CC to Monster
  5) Ramp page jump Smash Rotation Bug fixed
  6) Grux Fresenal applied to parts that were not applied
  7) LavaKing's FireSpike non-smooth partial fix
  8) Change of Sevarog Phase2 inrush condition

3. Graphic section
  1) Blood type - Rigging correction (Empty or strange part supplement and correction)
  2) Overload - Rigging work
  3) Goods type - Rigging in operation
  4) Animal dynamics test (physics simulation for strange places expressed by clothing simulation)

4. Level
 -Nothing

5. Skills
  1) Buff skill (Demonwing, BloodExplosion logic added)
  2) Add EvillBoom camera shake
  3) Skill_Stab (Reflection added), Skill_LightningSpear Camera movement + Time-slow effect (Improved feeling of hitting)
  4) Modify the damage range of SummonDragon
  5) Modify the Meteo SoundConcurrency

6. UI / UX
  1) Implementation of hotkey (deck preset, equipment view, item / card inventory, card plate)
  2) Closing all UI through ESC.
  3) Allows the option panel to be closed via ESC.
  4) Adjust the card description space
  5) Inserting effect sound in card drawing
  6) Put the card description

7. Other
  1) Good interaction with portal
  2) Modify Sevarog Clothing material (Fixed the problem that material is not displayed properly at release)
  3) Correction of level transfer interaction
  4) Particle application in the appearance of MagicEssence

If we do not pass the various support programs that we applied in May, the duration of future game development may increase or stop significantly.

(1 edit)

Hello, I'd like to talk about what you did last week.
1. System part
1) Add general attack
2) Adding cc state logic
3) Apply probability to wish list
2. A.I portion
1) Change the attack effect of Countess
2) Morigesh skill 1, 2, 3 added, summoned to change the recall method
3) Morigesh Renewal + Phase 2 in production
4) Apply component update monster, projectile
3. Graphic section
1) Remodeling - Rigging
2) Basic type - Remaster (mesh, rigging)
3) Cost consolidation and rigging are being corrected
4) Organizing animation
5) Test migration of the same mesh clipping data
4. Map
5. Skill
6. UI / UX
1) Different damage fonts by property
2) Apply new UI resources to HP / overload gauges
3) Implementation of polymorph room prototype
7. Other
That is all.
Thank you.
- Pentabit