Rubicon's Ramblings

Random thoughts from an overworked dev

Combat Monsters: Multiplayer’s coming…

Been a good couple of weeks since the last post. First off, we got all the racial abilities implemented and working, and the real joy was seeing the AI just deal with it in stride.

Each of the 10 different races has a uniqe special passive ability that’s on all the time. For example all the orcs, no matter what type, get +2 power each time somebody attacks them but doesn’t finish them off. The humans get a health boost for each other friendly monster they’re stood next to it. etc. Works really nice. More details to come later.

All of the 40+ specialist abilities are now complete too, barring tweaking and balancing. I think we’re finally at the point where every single one of the 120 different monsters has a good reason to exist and will provide deck builders with a wealth of possibility. No “filler” here.

The player account server is practically complete and we’ve just started on the multiplayer stuff. Michalis just picked up my “most pestered man” baton! Games will be asynchronous, but offer a range of timeout periods for the opponent to take a turn, ranging from 1 day down to 5 minutes. And yes, by popular demand there will be many play options – 1v1, 1v1v1 and 2v2. We might even add some 2x players vs 1x or 2x AI’s as well if anyone wants it.

That’s it for now. I’ll post again once I’ve finished my first multiplayer game, by which time we’ll start thinking about how to roll out an alpha version for public testing and tweaking…


4 Responses to “Combat Monsters: Multiplayer’s coming…”

  • Saigo says:

    Looking forward to the Alpha!

  • JulyDerek says:

    Will be a Day 1 purchase for me.

    Whats the tentative date of launch? Will all OS’s be launched together?

    • Rubicon says:

      Not sure about launch date yet tbh. We’re going to try a roll out a fully functional alpha build on PC first. This will have extra-cheap boosters and the opportunity for a “founder member” badge.

      In this way we hope to get the play balanced and tweaked in short order, as doing so internally is untenable – we already have about 300 cards implemented.

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