HELLCARD JANUARY ’22 DEV UPDATE
Backend
We kicked off 2022 with comprehensive tests of the multiplayer backend. One of the issues we had to tackle was the synchronization when one of the clients was running on a really slow computer hitting extremely low frames per second (4-5fps). We solved that issue, so good news to everyone playing on really slow hardware or with two instances of Crysis running in the background.
As the game is now playable (to some extent), we took some time to fully automate the Hellcard deployment process. Each commit to the main game branch automatically builds a new version of the game and puts it on our branch on Steam. This way, whenever it is possible, the whole team tests the most current release build directly on Steam. It not only saves time but also allows us to test the game directly in the final environment.
Gameplay
As you might recall we have designed and implemented a block system for rapid card implementation and modification. This month we evaluated the first 100 cards to see if there is any functionality they might require that is not yet available in the block system.
Design
In the design department, we are wrapping-up mock-ups for all the windows and screens for the game. We are also implementing already designed windows in parallel to speed the process up. The priority is on implementing windows crucial to the core gameplay and mechanics. Below you can see some of the windows:
We have also created the first batch of avatars for the players to choose from. In a multiplayer co-op game making yourself look distinct is an important aspect. Not just for sheer vanity, which is important, but also to make it easier for other players to recognize you among others.
Of course, all the avatars you have already unlocked in Book of Demons will also be available for you to use in Hellcard.
As always,
Stay safe in paper dungeons!
Filip