Labyrinth turn base adventure game with card system

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.

I will try to update this on timely basis :slight_smile:

4 Likes

Working on updating cards and interface slowly…

1 Like

Hi there @Tashkas,

Hope you’re well :slight_smile:

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? :smiley:

Hello hello, thx for good words :slight_smile:
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 :slight_smile:

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I look forward to seeing that update :slight_smile: Happy developing until the combat is in a “showable” state :smiley:

I really like your concept, I’m curious to see how your project evolves! :grin:

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Hello @Tashkas !

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!

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Was busy time lately :slight_smile: but trying rework my card designs/UI and finish with all the data management :slight_smile: also added ability for player to rotate World Tiles before placing them, makes bit more fun :slight_smile:

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 :slight_smile: Already have 9 enemies made, but need to rig and animate.
here is few of them :slight_smile:

and little combat sample.

Here is some card designs

and here the old ones, trying something more modern and simple :slight_smile:

Then i finish with new UI gonna jump to combat, have some ideas to implement then gonna see how fun it is :smiley: also need to move Enemy AI parts from BP’s to State Trees :slight_smile:

3 Likes

Absolutely obsessed with the artstyle. It manages to be both nostalgic and really fresh. I’m stoked to watch as this develops :slight_smile: Good luck until next time!

Hello again beautiful people :slight_smile:
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 :smiley: ::smiley: :smiley:

which basically picked is action state between possible ones. This will give me bit more learning about Behavior Trees.

Also the enemies starting to get the life, which means I started to work on enemy animations :slight_smile:

also few cosmetic updates to cards and basic UI.

Have a nice day people! :slight_smile:

1 Like

Well was a while and life got me busy. But I found some time to work on the project, mostly reworking battle manager and some of the functionalities :), not much from the pretty side.

Ogh… also UI starting to get a shape :slight_smile:

UI starting to look something I like and kind of usable :slight_smile: now visiting objects on tiles works properly when interacting :slight_smile:

Reworked whole battle manager system from zero and ditched the ATB system for now.
Now turns are calculated by Actors initiative score. This rework gives me more options later on in expanding combat system.

Ogh and also added fake moving cloud shadows :slight_smile:

Have a good one guys.

Hello @Tashkas !

Getting caught up with the updates is very fascinating. I appreciate the time and effort you’re putting in to polish this game of yours while keeping us updated! The new animations are quite adorable, especially the idle-looking around one!

While getting caught up and looking at the spiders, I was curious if way down the line you’d consider making different map/level styles that could perhaps be of a more difficult level or pose different challenges.

Thanks for great words.
I do like showing people all the little updates, wanted to do video Dev logs but what i am working on
is quite boring stuff and where is not too much to show, and talking about code is boring :smiley:

In the plan right now there is 5 biomes planned (due how my main world is constructed i can designate areas of the map for set biome, so then you play regular lets say Road/Tower/Caravan cards they spawn tile of the biome, and also you will be able to discover specific cards for specific biomes), they all give different buffs/de-buffs, grass lands benefits grass lands creature but gives no buff/de-buff to player, sorrow lands (aka where undead creatures are) gives negative buff to Order and Growth cards for player.

In this image you can see world map green tiles they are default Grass Lands, and there is Blue and Read tiles, Blue tiles represent Mountain biome and Red tiles is where the level Boss are (Death lands).

This is first iteration of Sorrow biome.

Pro tip: if place watch tower card you can use it to see surrounding tiles and make decisions where to go or to see where some of the objectives are :slight_smile:

2 Likes

Hello again @Tashkas !

Thank you so much for explaining this!

Your showcase and explanation helped me visualize the game and its progress more thoroughly! With this, will the biomes have certain buffs/debuffs by default per biome, or will it be per card as normal?

1 Like

hello,
@The_M0ss_Man
plan is to do per biome, but adding to the cards would be nice too.

In the begging player had luck factor implemented so a lot was depending on how player stats are, and then the player plays card game checks on his luck and set the conditions for card. player could get high reward or fail luck test and get some trashy outcome for basic tile like high level enemy :smiley:

But keeping everything per biome lets me be more organized and not over do everything. but also thinking maybe make biome cards, like snowy road, or scorched plains so buffs/de-buffs would be in the cards not pre placed on the map. But this still in testing, and me being super critical on my self everything is bad :smiley: :smiley:

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Hi,
here is some kind of fancy tile renders :smiley:



Still working on ability system so enemies and player can use same abilities. To make life easier.

Plus snow biome WIP

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Hello again @Tashkas !

Thank you for sharing that with me. I eagerly look forward to your development and if I have any other questions I’ll be sure to ask them! Keep up the amazing work. :star_struck: