The Club 0.9.4

This update is largely focused on the behind-the-scenes part of the game. I spent some time fiddling with the engine for other projects, so The Club gets a backport of that progress.

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Content changes since 0.9.3

  • New title art
  • Some menus now have rotation applied – so swanky!
  • Incidental dialog added when you check background objects
  • New gradient-based transition between scenes
  • Now using a separate font for displaying numbers in “combat”
  • Volume lowered for most GUI sounds

Technical changes since 0.9.3

  • Added skip cutscene plugin
  • Now using WOFF-based fonts instead of TTF (smaller file size)
  • Added a toggle-able fullscreen button to the title scene
  • Title music now loops at the appropriate point
  • On-screen buttons can now be enabled or disabled in the menu
    • Enabled by default on mobile devices
  • Mouse mode can now be enabled or disabled in the menu
    • Enabled by default on desktop devices
  • The synchronize monitor FPS setting now attempts to guess if you have a monitor refresh rate over 60hz
  • There is now a preloader that shows progress as the game’s main engine files load
  • Switched from lz-string to pako (deflate) save game compression (faster and smaller)
  • Saving the game is now done on its own thread using a web worker
  • Using a new preloader script that attempts to download necessary files in advance
  • Upgrade PixiJS from 4.8.9 to 5.3.3

The Mountain Battle Test 1.0.0

My goal was to create a system with a little added tactical depth, without too much unnecessary complexity.

  • This combat system uses a 1-dimensional row system. You can be in the bottom row, the middle row, or the top row.
  • You have 4 action points per turn that you can use for movement (to transfer between the 3 rows) or battle skills.
  • Sword-users can only hit targets on the same row as them, but they’ve got the muscle to push targets into other rows, or pin them in place.

  • Bow-users benefit from the high ground, gaining a significant bonus to damage and accuracy from being above their targets.

  • Staff-users are your crowd-control specialists–their skills can hit entire rows. But watch out for friendly fire!

The demo takes around 5-10 minutes to experience. There’s 1 map with a tutorial battle. Then you exit to a field that has 4 battles with random opponents.

Graphics, music, sounds, animations, etc. are placeholders that will not be used in the final game. The only thing I’ll probably keep are the enemy battle sprites (courtesy of Vibrato).

 

Play the Game

The Club 0.9.3

Testing this game on my phone made me realize the default UI needs a lot of work. So the last few days of work was primarily spent on that.

Play the Game

Changes since 0.9.1

  • Much improved the mobile UI, with bigger line heights and a persistent menu/back button at the top-right
  • Added rotation to the menu animations – this sounds like a small change, but the personality it adds is huge
  • More fun version of the loading graphic
  • Added voice-like sound clip when you introduce a topic to an NPC; and to their response
  • “Quit game” command on the title screen is now hidden from the web version of the game
  • Gamepad options can now be configured on mobile devices (if the game detects a gamepad input)
  • You can swipe vertically to move up and down most lists
  • You can swipe horizontally on the equipment/skills menus to swap between characters
  • Followers are gathered up when you talk to NPCs much more quickly
  • Fixed incorrect map name showing up