General update

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Re: General update

Postby Aoi » Mon Apr 15, 2013 11:07 pm

:lol:
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Re: General update

Postby MysteryMan » Tue Apr 16, 2013 9:02 am

Boston locals - I will be at the Boston Unity Group at Meed Hall tonight and the HTML5 Game Development Group at Bocoup Loft tomorrow.
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Re: General update

Postby MysteryMan » Tue Apr 16, 2013 9:05 am

Just wanted to give a shout out/thank you to Nokia.

I created a test application for the Windows Phone to verify how easy the API was to use during an event this weekend. Nokia offered us a free Windows phone if we publish the application to their store.
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Re: General update

Postby MysteryMan » Mon Apr 22, 2013 10:00 am

I made this search object to make people's lives easier on the team. It will be added to the public facing API some time this week or next.

Code: Select all
  public class CardSearch
    {       
        public string Name { get; set; }
        public string SkillText { get; set; }
        public bool Underdog { get; set; }
        public IList<SimpleModels.Constants.Allegiance> SubType1 { get; set; }
        public IList<SimpleModels.Constants.Profession> SubType2 { get; set; }
        public IList<SimpleModels.Constants.Sphere> Spheres { get; set; }
        public IList<string> Expansion { get; set; }
        public RarityRange Rarity { get; set; }
        public Card.CardStats CardStatsMIN { get; set; }
        public Card.CardStats CardStatsMAX { get; set; }

        public class RarityRange
        {
            public int Min { get; set; }
            public int Max { get; set; }
            public bool ShowEX { get; set; }
        }
    }


Note that I may modify SkillText later to include an enum. Right now it counts as a hit if a card has a parital match with any name or comment. I figure people may want to narrow down the search to soul skills, action skills, etc.
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Re: General update

Postby MysteryMan » Fri Jun 14, 2013 3:03 pm

We are past the proof of concepts of technology and are working hard in the alpha. Everything is going smoothly and very rapidly - if you want constant updates on progress the best place to get them would be on chat. I'm talking about ~10+ features a day or so, including weekends.

Beats working with the old code where it took a couple months to fix one feature.

Again, if you want to follow the progress as it develops, chat is the place to be.
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Re: General update

Postby MysteryMan » Fri Jun 14, 2013 3:03 pm

For the record, yes - the disconnect problem has been solved in the new version. We did a lot more, but this seems to be the one that gets the most attention.
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Re: General update

Postby Romdeau » Fri Jan 23, 2015 3:08 am

Patch released today that intends to:

1. Address an issue that was causing the NPC to freeze in certain battles.
2. Fixes a bug that was allowing players and NPCs to revive 2 copies of the exact same card on the field while only expending 1 copy from their file.
3. Fixes a bug that was causing games to crash in NPC and PvP battles during certain action phase resolutions. For example, folrart flying cavalry killing a unit with it's close skill and returning to it's file.
4. Introduces AI decision making for revivals and targeting. Previously, the AI would always choose to revive if possible and targeting was random.

Also, we have begun development for additional single player which includes questing and campaigns against the new and improved AI.
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