Late release announcement + v0.0.3
Inscryption Multiplayer [Fangame] » Devlog
v0.0.3 is out!
This release fixes a bunch of bugs relating to playing more than 1 game in a single session, and adds support for bone costs!
From now on, I'm going to focus on adding sigils from the base game. This will be rather slow, and I'd like suggestions on which sigils should be added first.
Files
InsMultGodot_v0.0.3_osx.zip 27 MB
Feb 18, 2022
InsMultGodot_v0.0.3.exe 34 MB
Feb 18, 2022
InsMultGodot_v0.0.3_linux.x86_64 35 MB
Feb 18, 2022
Get Inscryption Multiplayer [Fangame]
Inscryption Multiplayer [Fangame]
Status | In development |
Author | 107zxz |
Genre | Card Game |
Languages | English |
Accessibility | Color-blind friendly |
More posts
- v0.3.999 Released!Mar 24, 2024
- v0.3.99 Released!Mar 24, 2024
- v0.3.9 Released!Feb 10, 2024
- v0.3.8 Released!Sep 26, 2023
- v0.3.7f Released!Aug 26, 2023
- v0.3.7 Released!Aug 26, 2023
- v0.3.6 Released!Aug 24, 2023
- v0.3.5 Released!Aug 22, 2023
- v0.3.4 Released!Jul 14, 2023
- v0.3.3 Released!Jul 02, 2023
Comments
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Focus more on sigils that are either very common or very important to a card's function. So for example: Flying, Brittle, Burrower, Guardian, Fledgling, Touch of Death, Worthy Sacrifice, Many Lives, Bi-furcated and Tri-furcated. Sigils relating to Mox and Energy are obviously not a priority as those costs weren't added yet.
Now that I'm making a comment, I have a couple of ideas. I haven't tested the new version yet so I don't know if you've changed it, but there should not be "live overkill". I.e. when you deal more than 5 damage in one turn, the extra damage should not carry on to the next live on that same turn. It's not present in the base game in any of the acts, as it's essentially the same as giving each player 10 health and doesn't prevent OTKs. In terms of coding, it means that the player damage should be calculated after the battle phase ends, not after each individual attack.
Also, will you add actual matchmaking? Or, at least, make rooms that people can join without an IP address? Sorry if it's stupid to ask but I don't know how any of this multiplayer stuff works.
"live overkill" is a bug. I can't believe I didn't notice it while testing!
Actual matchmaking is going to be difficult and time-consuming to implement, and unfortunately won't be added to this project in the foreseeable future, since it requires a domain to host the online service from, which I don't have. However, you could potentially connect to a friend by portforwarding, but I know that's not ideal.
Yeah I figured it could be a bug but I wasn't sure. And don't worry, it took me a good while to notice it too!
Not having matchmaking is alright, as long as people have a safer way to host and join rooms.
If you can think of any ideas, that'd be great! FYI, portforwarding is not an inherent security risk, but I understand not wanting to give your IP to everyone you play with.