Posted November 05, 2020 by maniospas
I'm happy to announce a major release of the KingClashers trading card game! This features a major overhaul of the game's aesthetics by introducing a wide variety of attack and ability animations, creating a more engaging play experience.
What's new
The Beta 3.2-3.6 releases focused a lot on aesthetic improvements, such as clarity of card presentation. These have concluded with Beta 4.0, which finalizes aesthetics and introduces more polished artwork and replacement of old static attack and ability indication symbols with elaborate animations (see credits).
In addition to aesthetic changes, I also implemented two mechanics changes:
a) Each deck is allowed to have only one queen from now on. I deliberated a lot on this change, since it limits deckbuilding strategies a little, but decided that the excitement of having one of the powerful queens more than makes up for the role. It also fixes some balancing aspects, as it allows stapling powerful effects on queens and not having to worry that these will be spammed throughout the game.
b) There are now abilities that allow cards to produce more cards in hand. This sounds fairly easy in principle, but it was a pain to implement in a way that allowed the AI to maintain consistent card identifiers as it switched between different board state predictions. Barracks have now switched to producing 2x Minion using this new mechanic (instead of healing, which is already handled by other similar cards) and new cards were added that I could previously could not fit: Magmarock, which is 1/3 for 3 delay and creates a Fireball spell when it survives combat, and Yeti, which is a 1/2 for 2 delay creates a Deep Freeze spell if it survives combat. Experimentally, I also implemented a card called Queen of Revenge, who creates 3 different cards to play for the next turn (these only last till the next turn).
Remaining TODO items
A little more work remains until the game could be considered fully polished and be moved to its first full version: