Hello beautiful people.
I am Tashkas, maybe some of people around knows me, but if not I am solo indie developer, avid participant in Epic Games MegaJam.
But now I want to introduce on my Work In Progress project code name Labyrinth.
This is turn based adventure game with card system to build your path to Dark One and defeat him.
At this point game is in early stages but a lot of mechanics are already working and visual direction is set.
As a total sucker for turn base AND card games this looks rad! I am curious about the combat especially, will there be any gameplay videos for that released anytime soon?
Hello hello, thx for good words
Combat right now it’s not set, i am not happy how it feels. but it will be turn based too. At this point i built ATB (active time battle) system, but maybe gonna change to fully turn based. I just want combat to bit more dynamic, due whole game feels bit slow. But yeagh then i have something more interesting to show i will post it
I love the idea of this kind of turn-based modular game. With the card system, I feel like it can make gameplay not only unique in every playthrough but very fun for multiplayer if you implement such. I’m excited to see the progress in this project moving forward!
Was busy time lately but trying rework my card designs/UI and finish with all the data management also added ability for player to rotate World Tiles before placing them, makes bit more fun
Here is right now just simple combat but it will be reworked a little bit, want to make combat bit faster and more action based Already have 9 enemies made, but need to rig and animate.
here is few of them
Then i finish with new UI gonna jump to combat, have some ideas to implement then gonna see how fun it is also need to move Enemy AI parts from BP’s to State Trees
Absolutely obsessed with the artstyle. It manages to be both nostalgic and really fresh. I’m stoked to watch as this develops Good luck until next time!
Hello again beautiful people
I was spending some time on whole visuals and few other updates.
Added preview of tile and ability to rotate the tile before placing and eliminating 4-5 extra tiles/cards for each road direction which gives less cards in the pool and better randomization of them.
Moved some of the enemy AI logic from blueprints to behavior tree, due that abilities is inside AI blueprint that allows me to have few generic Behavior Trees for each class of enemy AI.
Those I eliminated this amount of BP code in Enemy AI :