devlog: It's been a while.
I almost abandon this project but decided to try and at least finish another demo.
my atempts at making barbarian fun didn't entirely work. some new barbarian cards were added.
eye of the jaguar:
replace your weapon cards with martial cards. this is underwhelming, perhaps because there are not many martial cards yet and weapons tend to have better effects. on the good side, this card can generate cards from other classes like dodge, so there's some potential.
cleave:
deal 5 damage to all enemies. for some reason this card is very fun. also with the new changes the combat is more fun with more enemies rather than with a single one. maybe it will become more fun once the monsters have some special abilities. this will however involve creating and rendering an additional animation.
shield bash:
deal 4 damage gain 4 block. this card is underwhelming too.
then I decided to start working on other parts of the game, I added 20 wizard cards, for now they are variations of fireball, but some apply the new burning effect. what's special about wizard is that most cards don't have reshuffle, so they are used once per combat, meaning wizard is good early game thanks to powerful cards but drops in power as the cards are used.
oh, I also added damage types, but I need to go and include them in each of the descriptions, and maybe centralize the method by which description text is created, so that things like color are obtained from an autoload instead of being stored in the translation file.
before making a burning animation (I should probably just go and do it) I decided that I need a finalized version of the cards, so I made the parts of the card into images, and backgrounds for each class, now it's not as flat. however, I still need to make backgrounds for non-spell cards and for rogue.
wizard is no longer blue and now has all the colors combined, barbarian has some blood in it, and I forgot to screenshot the "normal" class, but it has contrasting grey shapes.

edit: I almost forgot 😆 , the most important change is I started work on adding summons, and in the future enchantments.
so far there's a single token and it's a skeleton, you drag the token towards an enemy and it animates an attack like in hearthstone.
I'm planning on making it possible to only attack once per turn with each token, and some work went into allowing cards to target tokens, and for tokens to behave like enemies. so I changed uses of the Enemy
class through the project to use a new parent class EntityUnit
(couldn't think of a better name). this basically has part of the enemy functionality like hurt
and buffs/debuffs, but doesn't attack on its own.
I HAD to implement manual targeting due to the way the game was designed. I hope I remember my notes for next time I design something like this.
most of the summons will come from wizards, but maybe I could add some Misha for the barbarian. I have a panther icon, but maybe it would be better to use some of my monster drawings, I'm getting tired of drawing humans.

next would be making the enemies target tokens before attacking players, so the tokens would work as a sort of wall, which would be another unique way of mitigating damage.
so far we have dodge, block and heal, and maybe block would work better with some knight class.
devlog: Great new everyone! the barbarian class is fun now!
all it took was the addition of 1 card.
Forest friend:
#description pending, when drawn, it summons one token which is going to be a beast of some kind.
when forest friend is drawn it summons a token and then the card is removed from play. the fun thing is this card can be generated, this results in more forest friends being added.
the tokens now form a wall in front of the characters and take damage from enemies, they can also attack once per turn. there is also code for triggering effects at the beginning of the turn and at the end of the turn.
the tokens can be targeted with single target cards like reckless attack, this creates more opportunities for card effects and buffs. maybe a fire elemental could gain attack if it's burning. there could also be cards that target tokens, like giving them the ability to attack again.
I also looked at some of the bugs, including sound. I have connected the buses to the correct numbers and some of the audiostreams were set to master, so now SFX should affect SFX, and music should affect music.
I could not do anything about volume curve though, I need to do some research first. volume in DB appears to not be linear but some kind of curve.
I also added more cards and the SummonEffect
and OnDrawSummonEffect
. I could add one for when discarding for the barbarian too.
Summon fire elemental
barbarian doesn't just attack, discards cards, draws, heals and generates cards, it will now have some summons that are somewhat chaotic.