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Forge Android App: 11-13-2016 Alpha 1.5.58.002

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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby Agetian » 06 Dec 2014, 18:23

drdev wrote:
Agetian wrote:Bug report: looks like the mobile version doesn't draw the foil cards correctly, they show up as completely black both in game and in e.g. booster draft (easily tested on MMA drafts where there is a foil in every pack), making it necessary to switch to details view to understand which card it is when drafting.
Can you post a screenshot of what you're seeing? I can't reproduce. Also, by MMA, you meant a Modern Masters block/set draft, right?
Yep, the triple Modern Masters draft, and I'll try to take a photo of the screen and then post it here or something, but it's literally just a completely black card - in the draft screen, nothing at all is displayed (just a black rectangle); in the game, I see the mana cost and the name of the card and P/T (if applicable) written over the black rectangle, so there is no picture of the card, just blackness. Happens every time and has happened to me for quite a while, to be honest (probably forever?), I thought it was just a random card drawing glitch but now I realized that it's exactly the foils that are not being drawn (after some serious MMA drafting and playing the relevant drafts).

- Agetian
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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby drdev » 06 Dec 2014, 20:54

Agetian wrote:
drdev wrote:
Agetian wrote:Bug report: looks like the mobile version doesn't draw the foil cards correctly, they show up as completely black both in game and in e.g. booster draft (easily tested on MMA drafts where there is a foil in every pack), making it necessary to switch to details view to understand which card it is when drafting.
Can you post a screenshot of what you're seeing? I can't reproduce. Also, by MMA, you meant a Modern Masters block/set draft, right?
Yep, the triple Modern Masters draft, and I'll try to take a photo of the screen and then post it here or something, but it's literally just a completely black card - in the draft screen, nothing at all is displayed (just a black rectangle); in the game, I see the mana cost and the name of the card and P/T (if applicable) written over the black rectangle, so there is no picture of the card, just blackness. Happens every time and has happened to me for quite a while, to be honest (probably forever?), I thought it was just a random card drawing glitch but now I realized that it's exactly the foils that are not being drawn (after some serious MMA drafting and playing the relevant drafts).

- Agetian
Is it perhaps the foil overlay that's broken? Does the foil overlay display correctly in the zoom view?
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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby Traldar » 06 Dec 2014, 22:51

Description: Filtering decks, by typing text on search field, on Constructed deck selection.

This issue was already there since a couple versions ago.

Thanks!
- traldar

IndexOutOfBoundsException | Open
Code: Select all
Forge Version:    1.5.32.006
Operating System: Linux 3.0.31-1552758 armv7l
Java Version:     0 The Android Project

java.lang.IndexOutOfBoundsException: Invalid index 30, size is 8
   at java.util.ArrayList.throwIndexOutOfBoundsException(ArrayList.java)
   at java.util.ArrayList.get(ArrayList.java)
   at forge.toolbox.FList.draw(FList.java:208)
   at forge.Graphics.draw(Graphics.java:144)
   at forge.toolbox.FContainer.draw(FContainer.java:59)
   at forge.toolbox.FScrollPane.draw(FScrollPane.java:312)
   at forge.Graphics.draw(Graphics.java:144)
   at forge.toolbox.FContainer.draw(FContainer.java:59)
   at forge.Graphics.draw(Graphics.java:144)
   at forge.toolbox.FContainer.draw(FContainer.java:59)
   at forge.Forge.render(Forge.java:249)
   at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:414)
   at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java)
   at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java)
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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby Agetian » 07 Dec 2014, 05:30

drdev wrote:
Agetian wrote:Yep, the triple Modern Masters draft, and I'll try to take a photo of the screen and then post it here or something, but it's literally just a completely black card - in the draft screen, nothing at all is displayed (just a black rectangle); in the game, I see the mana cost and the name of the card and P/T (if applicable) written over the black rectangle, so there is no picture of the card, just blackness. Happens every time and has happened to me for quite a while, to be honest (probably forever?), I thought it was just a random card drawing glitch but now I realized that it's exactly the foils that are not being drawn (after some serious MMA drafting and playing the relevant drafts).

- Agetian
Is it perhaps the foil overlay that's broken? Does the foil overlay display correctly in the zoom view?
Yes, it's likely so - when I zoom in all I see is a large black rectangle covering most of my screen (it's not even centered, it's kind of aligned against the bottom right corner of the screen). I can flip it to the details view though, but when I flip it back it's the large black rectangle again.

- Agetian
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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby drdev » 07 Dec 2014, 07:38

Good news. I've now got games able to run in Planar Conquest mode. Here's a teaser for the prize structure:

SpoilsOfVictory.png
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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby drdev » 08 Dec 2014, 02:32

Here's a teaser for what happens when you unlock a new commander via wins:

UnlockCommander.png
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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby jureidinim » 08 Dec 2014, 02:40

drdev wrote:Here's a teaser for what happens when you unlock a new commander via wins:

UnlockCommander.png
i think there is a bug with the app... the new icon is still greyed out - cant play this new mode - please fix.. :-)

Joking of course. It looks great - cant wait to try it out.
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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby bevryde » 09 Dec 2014, 04:37

Time to party!
After a while of absence I just realized you implemented card swiping, which is great. I think some visual moving of the cards would be nice to have, but not important.

But oh, the cards are now much smaller, which is a real disadvantage. I think it is important that we can see the cards as large on screen as possible! Not only because of reading, but also because this game is about the joy of card art :)

Thank you
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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby SeaFoamSoul » 10 Dec 2014, 03:56

Description: I was waiting for the AI opponent to cast a spell, but saw there was an instruction the screen, to swipe to cast, so I did, and this was the result.

NullPointerException | Open
Code: Select all
Forge Version:    1.5.32.006
Operating System: Linux 3.4.0 armv7l
Java Version:     0 The Android Project

java.lang.NullPointerException
   at forge.card.CardZoom.fling(CardZoom.java:143)
   at forge.Forge$MainInputProcessor.fling(Forge.java:542)
   at forge.toolbox.FGestureAdapter.touchUp(FGestureAdapter.java:233)
   at forge.toolbox.FGestureAdapter.touchUp(FGestureAdapter.java:158)
   at com.badlogic.gdx.backends.android.AndroidInput.processEvents(AndroidInput.java:358)
   at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:413)
   at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1523)
   at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)
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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby Traldar » 11 Dec 2014, 14:14

Looks like cardforge.org is out (or was defaced). This it's making Forge prompt for update incorrectly.
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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby drdev » 11 Dec 2014, 23:36

bevryde wrote:Time to party!
After a while of absence I just realized you implemented card swiping, which is great. I think some visual moving of the cards would be nice to have, but not important.

But oh, the cards are now much smaller, which is a real disadvantage. I think it is important that we can see the cards as large on screen as possible! Not only because of reading, but also because this game is about the joy of card art :)

Thank you
Although I'm unable to release it yet, I wanted to let you know that I took your concern to heart and came up with a compromise. You can now long press or two finger zoom on the card zoom view to toggle between displaying the mid-size card with two smaller cards on each side and just a single large card.

Swiping left and right will still switch cards when zoomed all the way in this way, you just won't be able to see when you've reach one end or which cards are left or right of the current card. Also note that, like the picture vs. detail toggle, this one vs. three card toggle is remembered the next time you open the card zoom view.

BigZoomView.png

Let me know if this will satisfy your desire to have the card take up maximum screen real-estate.

Thanks for the feedback.
-Dan
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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby Agetian » 12 Dec 2014, 07:05

Got this crash in mobile Forge with Wild Mammoth on the opponent's side. Momir Basic mode. Not sure if this is generic or mobile-specific.

NullPointerException | Open
Code: Select all
Forge Version:    1.5.32.006
Operating System: Linux 3.4.0-1548638 armv7l
Java Version:     0 The Android Project

java.lang.NullPointerException
   at forge.game.ability.AbilityUtils.getDefinedPlayers(AbilityUtils.java:1103)
   at forge.game.CardTraitBase.meetsCommonRequirements(CardTraitBase.java:296)
   at forge.game.trigger.Trigger.requirementsCheck(Trigger.java:256)
   at forge.game.trigger.TriggerHandler.canRunTrigger(TriggerHandler.java:362)
   at forge.game.trigger.TriggerHandler.runNonStaticTriggersForPlayer(TriggerHandler.java:306)
   at forge.game.trigger.TriggerHandler.runWaitingTrigger(TriggerHandler.java:293)
   at forge.game.trigger.TriggerHandler.runTrigger(TriggerHandler.java:225)
   at forge.game.phase.PhaseHandler.onPhaseBegin(PhaseHandler.java:375)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:961)
   at forge.game.GameAction.startGame(GameAction.java:1356)
   at forge.game.Match.startGame(Match.java:71)
   at forge.match.MatchUtil$2.run(MatchUtil.java:201)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1076)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:569)
   at java.lang.Thread.run(Thread.java:856)
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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby drdev » 13 Dec 2014, 06:29

I've made some additional progress on starting games in Planar Conquest, so I thought I'd share a screenshot and, for once, a little bit of information to go with it.

First off, the screenshot:

PlanarConquestGame.png

Although this screenshot is of a commander game, as teased previously, there are actually 4 different game modes possible, with each game's mode chosen at random based on your preferences. They are Normal, Commander, Planechase, and Commander+Planechase.

There are a couple things I want to point out in this screenshot. First, the starting life is 30 instead of 40. I decided to use Duel Commander rules for Planar Conquest since it will always be 1v1, and that calls for starting life of 30. Second, each player's avatar is the same as the commander's art, and each player's name is the commander's first name (Rafiq in this case for the human player). I did this for flavor reasons in keeping with the spirit of the Planar Conquest mode. Note that if you end up facing an opponent with the same commander as you, the AI commander's name will have "(AI)" appended to the end to allow differentiating them.

I also wanted to mention how Planar decks will be built for Planechase games. To play off the flavor of being on a plane you're trying to conquer, all Plane cards from the current plane will always appear in the Planar deck for each player, with an additional 0-2 Phenomenons and enough other Plane cards to create a minimum 10 card deck. This way, Plane cards for a given plane have a much greater chance of appearing in games played while on that plane.

Let me know what you think of this plan for games.

Thanks.
-Dan
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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby Traldar » 13 Dec 2014, 17:26

Hey Dan, this looks fantastic!

I have some questions:

  • How do you create your character? Just pick any valid commander card? Or you have to pick a plane and then choose a commander from that plane? Do you start with a random deck or will you be able to pick some or all the cards?
  • What's the purpose of the game? To conquest every plane? Did you give up the idea of having a map on each plane, it looks like a handful of battles agains randomly generated decks, will there be any sort of progression? Besides getting a card or booster, how do I claim planes? And do I get anything else for doing so? Is there a chance of losing planes that have already been conquered?
  • How will the difficulty of the game increase, did you manage to create an algorithm to build progressively stronger commander decks? (perhaps based on card prices and the general cost of the deck) Or will all battles present a random level of challenge?
  • Will there be a card shop, like quest mode, or do I have to earn all the cards by dueling? Will there by any way to manipulate the planar deck, besides going from plane to plane?
  • Will there be pets or boons that impact gameplay like standard quest mode?

Thanks for all the work, I am crazy to play this! Please give us this awesome christmas present this year! :D

Cheers,
Traldar
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Re: Forge Android App: 12-05-2014 Alpha 1.5.32.006

Postby drdev » 13 Dec 2014, 22:05

@Traldar - Thanks for your inquiry. I suppose it is time to reveal some more details. So let me start by answering your questions. As I do, keep in mind that one of my main goals with this mode was to create something that offers a different play experience from Quest mode. Also, I apologize if this is a bit lengthy, but there's a lot of depth to this game mode for me to relay.

Traldar wrote:How do you create your character? Just pick any valid commander card? Or you have to pick a plane and then choose a commander from that plane? Do you start with a random deck or will you be able to pick some or all the cards?
When you start a new conquest, you'll pick a starting plane and a starting commander from that plane. Your starting deck will be randomly generated from the pool of all cards associated with your starting plane that match your commander's color identity. Unlike Quest mode, where you must build a deck before you can do anything else, this allows you to jump right into your first match quickly. This also makes it a more approachable mode for those who are new to Magic and may not know how to build a good deck.

Traldar wrote:What's the purpose of the game? To conquest every plane? Did you give up the idea of having a map on each plane, it looks like a handful of battles agains randomly generated decks, will there be any sort of progression? Besides getting a card or booster, how do I claim planes? And do I get anything else for doing so? Is there a chance of losing planes that have already been conquered?
The primary goal of the game is to conquer every plane in as few days as possible. To conquer a plane, you must unlock all cards associated with that plane by winning games, recruiting, and researching (see below for more details on these terms). Since all decks in this format are Singleton and your decks can share cards, you only every need to unlock one copy of each card.

I did give up on the idea of having a map of each plane, as I felt that would be much harder to implement and wouldn't play as well on a mobile phone. Instead, each plane is split into regions, where each region has a restricted pool of cards and opponents based on some condition. For example, Alara is split into 5 regions, one for each shard, with each excluding any cards that fall outside the shard from both its pool and available opponents. So the Bant region will exclude any cards that are either Red or Black, unless they are also Blue, Green, and White. Your opponent's decks in each region will be restricted to the region's pool, as will your rewards.

The secondary goal of the game, and one that you can continue to pursue indefinitely, is to win as many matches as possible against different opponents. The record between each of your commanders and each opponent you face will be kept, so you can see how each of your commanders stacks up against each other commander you face off against. I plan to add achievements associated with this as well.

In addition to bragging rights and achievements, accumulating wins on a plane has three other purposes. One, you can have up to 4 total commanders for each plane, with each beyond the first requiring a certain number of wins to unlock (5, 10, 20 by default). The catch is you can only add new commanders if you've beaten them at least once. Two, after a certain number of wins (25 by default), you unlock another plane that you can send one of your commanders to and work to conquer. Three, the more wins you accumulate, the harder your opponents will get.

To speed things up and simplify deck building, all matches will be one game and there will be sideboards. So to beat an opponent, you simply need to defeat them in a single game. Since this means you can't lose a game to bad luck and come back to win the match, there will be no punishment for losing other than a tick in the lose column for your record and a lost day. You won't lose cards or anything else from a lost game. Also, since opponents will only cycle after defeating one, you will have the chance for a rematch if you choose.

You cannot lose planes you've unlocked or conquered. Your reward for unlocking new planes is to unlock new commanders for yourself, new opponents to face, and new cards to unlock. Your collection is a single entity available to all your commanders, so whereas you'll start out playing plane-specific decks, you'll be able to create decks with cards from multiple planes once you unlock additional planes.

Traldar wrote:How will the difficulty of the game increase, did you manage to create an algorithm to build progressively stronger commander decks? (perhaps based on card prices and the general cost of the deck) Or will all battles present a random level of challenge?
I'm planning to use the Draft/Sealed algorithms and card ratings that already exist to generate decks for your starting commander, commanders you unlock, and opponents you face. You'll have the ability to select a starting difficulty when you create a new conquest, which will determine the quality of your starting deck as well as the quality of your first opponents. From there, the difficulty will scale relative to your number of wins on the current plane and the size of your collection. So the difficulty should steady increase.

Traldar wrote:Will there be a card shop, like quest mode, or do I have to earn all the cards by dueling?
There is no currency in Planar Conquest, so there is no Card Shop or Bazzar. In lieu of a shop, Planar Conquest uses the regions to define the pool of available rewards, thus allowing you to face opponents in a specific region to improve your chances of unlocking a specific card. In addition, this mode offers strategy and choices at every turn to allow you to control your own destiny.

I've mentioned the concept of a "day" before, so let me explain what I mean by that. Planar Conquest is itself a turn-based game, where each turn is a day. Rather than simply pre-selecting a deck and continuing to play games with mostly the same deck against random or chosen opponents as you do in Quest mode, each of your commanders is its own entity with its own deck that can take up to one action each turn/day. These actions lead either directly or indirectly to unlocking cards.

Before a commander can do anything else, you must deploy it to a region. This deploy action consumes that commander's turn, and there is a corresponding undeploy action that consumes a turn to return the commander to your "command center", where it must be before you can deploy it to another region or send it through a portal to another plane. Thus, a commander must spend two turns to transition from one region to another, which along with the fact that a region can only have one commander deployed at a time, encourages you to think carefully when choosing which region to deploy each of your commanders to.

Once deployed to a region, there are 7 total actions you can choose from for each commander on each day:

  • Undeploy - return to command center
  • Recruit - automatically unlock a random creature card from the commander's region, with a configurable chance (25% by default) to unlock a second random creature card at the same time
  • Research - automatically unlock a random non-creature spell from the commander's region, with a configurable chance (25% by default) to unlock a second random non-creature spell at the same time
  • Defend - one of the three available opponents in the region will be chosen at random to attack you. For defending, you get a configurable life bonus at the start of the game (5 by default)
  • Attack opponent 1, 2, or 3 - choose which opponent to attack, starting a game on equal footing (no life bonus)

These actions don't take place immediately upon selecting them, but rather wait until you click the "End Day X" button. Thus, you can plan out your whole day's actions without committing to anything, allowing them to be switched around if you change your mind and preventing misclick frustration. It also means you must commit to an action without the ability to modify your deck and change course in response to cards unlocked by another commander's success. Games are played and cards are unlocked in order from left to right with no chance to choose new actions or modify decks in between. The flavor of this is that it takes a day for news of another commander's success to reach the ears of a commander deployed to a different region.

The Recruit and Research actions specifically are present to provide your weaker or struggling commanders something to do to help your overall cause and dig for cards that can help their deck be able to be defeat their region's opponents (perhaps while waiting for your stronger commanders to unlock certain cards via the more lucrative attack and defend actions). They can also be used if you just feel like playing several games in a row with the same deck and don't want to be wasting your other commanders' actions.

The format of each game is chosen randomly between Normal, Commander, Planechase, and Commander+Planechase, with the chance of each defaulting to 25% but being configurable. Due to the potential for these different modes, each commander's deck (yours and opponent's) will be a 60 card minimum Singleton deck using only colors from the commander's identity. Each of your commanders has its own deck, which you can edit at any time before ending the day without using up an action. Typically, you'll start each day by tweaking a deck or two based on the previous day's rewards, then move on to selecting actions for that day.

If you attack or defend and win the resulting game, the opponent you beat is replaced with a different opponent. The other two opponents stay where they are. If you lose, all three stay where they are. The flavor here is that your commander is an army and each of the three shown opponents is an army you've scouted out. Once you beat an opponent, it allows you to scout out another army from your advanced position, but it doesn't change the other two armies you scouted.

In terms of reward, you are given two choices after winning a game:

  • Open a random booster pack. Such packs are guaranteed to have at least one card you haven't previously unlocked, and will only pull from the current region's pool. Each rarity also has a configurable "re-roll chance", which makes it so if a card of that rarity is selected for a pack and you already own it, there's a chance that another card of that rarity will be randomly selected in its place. This repeats until the re-roll fails or the card is new. The default re-roll chances are 10%, 25%, 50%, and 100% for Common, Uncommon, Rare, and Mythic respectively. You can also configure the rarity breakdown of a pack and the chance of a Rare being replaced with a Mythic.
  • Forgo a booster pack to choose any single card in your opponent's deck. Since Planar Conquest won't support playing for ante, this provides a way to nab a card you've been searching for if you notice your opponent happens to be playing it. The downside is that you're giving up the chance to unlock several cards at once via a booster pack to do this, so it's a choice you have to make. Note that there's no risk of choosing this option and your opponent having no cards you don't already own, as in that case you'll simply be told as much and rewarded with a booster instead.

In addition to your chosen reward, if you extend a win streak, you will automatically unlock random cards of increasing rarity depending on the length of streak. This streak spans all your commanders on the plane, so, while there's the potential to add up to 4 to your streak on a single day, you might want to have weak commanders do recruiting or research if you don't want them to break a good streak. Since it spans all commanders, the rewarded cards for this are pulled from the entire plane, not just the current region.

Once you reach certain win thresholds, you also gain the ability to persuade opponents you've beaten previously on the current plane to join your cause. In addition to giving you another commander to take an action with each turn, they also bring with them all cards in their randomly generated starting deck. Note that once a commander has joined your cause, they're with you for good. So consider carefully when choosing additional commanders.

Another thing to mention is that each plane exists on its own timeline, so a day is taking an action with each commander on a single plane. You can spend an action to send a commander to another plane at the end of the current day, but once it arrives you'll work off that plane's timeline. Thus it's possible to determine exactly how many days it takes to conquer each plane, which is something you hope to minimize through good play and strategy.

Traldar wrote:Will there by any way to manipulate the planar deck, besides going from plane to plane?
The planar deck will not be editable and plane cards won't appear in your collection. Rather, the current plane will determine the base set of plane cards in the planar deck, along with between 0-2 Phenomenons chosen at random, as well as enough additional random plane cards to make the deck at least 10 cards in size.

Traldar wrote:Will there be pets or boons that impact gameplay like standard quest mode?
No. I felt the introduction of the Commander and Planechase variants along with the day structure adds enough complexity without adding on pets and other power ups.

-------------
Let me know if you want to know anything else. At some point, I plan to create a wiki explaining everything in even more detail, as well as create a new dedicated thread since the idea has evolved quite a bit since the old thread in Developer's Corner. For now, I'll just say that I am still on track to have this ready for its initial release by Christmas. It will be a mobile exclusive at first, but I do plan to eventually add it to the desktop game.

Thanks.
-Dan
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