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Arcana: Spell Duel Dev Update

07-22-2009, 11:58 AM
#1
Joined: Mar 2009
Location: New Bedford, MA
Posts: 374
Arcana: Spell Duel Dev Update

Just a quick head's up on development progress for Arcana: Spell Duel.

Previous Thread Here

I have completed prototyping the gesture-based casting mode. It's extremely powerful because it allows you to potentially cast a much more powerful spell combination, but also requires more skill: if you try to use too much energy while casting a spell, it will damage you significantly.

It also allows me to add in so many more spells that a menu system would have trouble handling. A neat side-effect might be that you can reverse an opponent's spell simply by doing the gesture in reverse.

I've gotten a lot of great feedback from the online prototype, and will be updating it soon with my latest enhancements.

Another awesome piece of progress is that I finally got a network framework working for online games. As this is a turn-based game, there are still several little nuances left to work out, but today player 1 was able to enter a lobby, talk some smack, see player 2, challenge player 2, and begin a match. They blasted each other until player 1 was dead and crispy.

I'm excited to finish up the logic and get to work on the User Interface.

If you want to try out the current prototype (it doesn't have online mode or gesture mode yet), check it out here: http://www.daveyounggames.com/arcana.html

I am still taking on all feedback, from all corners.

It feels like I have 2 weeks or so left before I am ready to submit.
07-23-2009, 06:03 AM
#2
Joined: Jan 2009
Posts: 160
oh man, i missed this when you posted it! Cant wait to try the latest prototype! Any word on the art?

Plus+ : Tavoss (feel free to add me)

07-23-2009, 07:05 AM
#3
Joined: Mar 2009
Location: New Bedford, MA
Posts: 374
Yes, the art is going to be the majority of the time left in development.
I'm looking at a replacement model for the orc, one who is customizable which will allow for more user customization later on. I still need to go through each spell effect and craft it appropriately and finalize it. The GUI is the biggest part of the art swap.

I'm not *quite* done adding features it turns out. I've decided to add in some level of online persistence now to facilitate match making.
07-23-2009, 11:51 AM
#4
Joined: Mar 2009
Location: New Bedford, MA
Posts: 374
Added early this morning: dynamic spell casting lights for some additional spell blasting ambience, and player customization.

Also added a consolidated 'chargeup' effect for all spells, so you can get an idea of the power and magnitude of a spell as it is being cast. Gives you that immersive feeling of impending doom

Also, ran an iPod to iPod multiplayer test. Really great experience!
07-23-2009, 05:22 PM
#5
Joined: Jun 2009
Location: Portland, OR
Posts: 358
Downloading that add on and gonna give that prototype a try

(astrosaurus.com - My iPhone Games Blog)
(@astrosaurusblog - Twitter Account)
07-23-2009, 07:03 PM
#6
Joined: Jan 2009
Posts: 160
Quote:
Originally Posted by daveyoung View Post
Added early this morning: dynamic spell casting lights for some additional spell blasting ambience, and player customization.

Also added a consolidated 'chargeup' effect for all spells, so you can get an idea of the power and magnitude of a spell as it is being cast. Gives you that immersive feeling of impending doom

Also, ran an iPod to iPod multiplayer test. Really great experience!
Ok,

Heres my feedback on the current prototype.

Lighting. The new lighting effect is cool, but seems to stop before the spell is finished casting. I think the lighting should be made even brighter and over the top. the fireballs should aslo have their own lighting. I basically think the lighting should be big and beautiful. Right now its kind of subdued, and with the current arena, it leads to a kind of dull feeling.

Sound FX. They dont seem to blend well, they kind of stop and start instead of fading into each other. Some kind of ambience is needed, i guess it depends on the arena.

UI and character. I know you're working on these as we speak so i'll leave this alone!

Arena. Hopefully you're adding in some cool 'arenas'. I had some ideas for these arenas. A forest clearing. Top of a wizards tower (think flashing lightning and rain). Alchemists workshop. Tavern. Town Square. Castle battlements.

Animations. These still feel rather rigid.

Thats all I got for right now. if you want some more specific feedback just let me know. You can hit me up on AIM if you want : Jamiefluk

Plus+ : Tavoss (feel free to add me)
07-23-2009, 08:29 PM
#7
Joined: Mar 2009
Location: New Bedford, MA
Posts: 374
Haven't gotten to the artwork at all yet, or the sounds

As for lighting, the iPhone only supports a small degree of dynamic lighting in a scene, I'm trying to push it further though.

Thanks very much for the feedback so far The online mode does work now in the prototype BTW, with a few glitches. I can even play on my iPhone against someone on the web version
07-23-2009, 08:37 PM
#8
Joined: Jan 2009
Posts: 160
Hah yeah, well like I said, any help you need let me know. Non-technical of course lol, feel free to hit me up

Plus+ : Tavoss (feel free to add me)
07-25-2009, 10:16 AM
#9
Joined: Mar 2009
Location: New Bedford, MA
Posts: 374
Here are some notes on the gesture-based gameplay, according to a design session this week:

The duelists will be using a small hand-held artifact called an Arcanix (plural Arcanii) to cast spells. An Arcanix is meticulously constructed out of a resonant material. It's square or rectangular in shape, and relatively flat. It must be carefully maintained. There is a matrix of depressions or holes along the surface. Each one is imbued with a type of crystal. The duelists wear special gloves or caps on their fingers which are designed to interact with Arcanii. As the duelist moves their fingers across the surface of the Arcanix, the artifact responds with a resonating tone and an energy node is activated on the artifact.

Energy is gathered from the surrounding area and focused and shaped to respond to the resonating frequencies of the Arcanix.

Certain patterns of nodes are what gather the energy and shape it and twist it to perform specific tasks.

Arcanii also closely bond with their bearers. A duelist must learn to work in symphony with the artifact and learn to guide the gathering and shaping of arcane forces. If the energy mustered by the Arcanix is too much for the duelist to master, there is a nasty backlash and the duelist's own life force is spent in an effort to achieve arcanic harmony.

There are whispered tales of over-ambitious duelists consuming their very lives in an effort to destroy their opponent.

This is the ever-present danger of using an Arcanix. Be warned.
07-25-2009, 11:18 AM
#10
Joined: Jan 2009
Posts: 160
Ok that was coool.

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