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Hello Cadets! In this update, we have the following bug fixes:
Hello, new and old Cadets!
Over the last few days, I've been collecting feedback from various players, both on the forums and in Reviews (good or bad).
Many thanks for all the criticism and comments, here are the first improvements based on your feedback.
Two new graphics options, one to change the resolution of the game in Windowed mode and the other to darken the effects of the game's transitions, which burn the eyes of some Cadets:
I've also made improvements to the Steal mechanic of the Thief reputation:
It should now be easier to play the card over the reputation. In addition, I've made some small balances to the mechanics, including it being easier to steal now, but with a limitation of only being able to steal once in a given sector (it resets if the cadet goes back and forth in the sector).
Balances have also been made to the Reputation Exchange mechanic, so that it should now be more difficult for a Cursed reputation to appear in the exchange.
Last but not least, the Achievement related to issuing an SOS should now also unlock when Ejecting from the Ship.
This game was made by a tiny team of three people (me being the main developer) plus the musician, and with very little money. That coupled with the fact that the game didn't sell well during early access should give you an idea of how much care and hard work we put into it.
Many thanks to all the positive comments and criticisms given to the game!
Take care and see you in the next update, Cadets!
Hello Cadets!
[Hello Cadets!
We revealed in the last announcement that we now have a Publisher helping us, GrabTheGames! Thanks to them, we can now allow ourselves to improve some aspects of the game that we'd like to.
We decided to focus on these improvements before finishing the other two races. Despite this, the other two races are still in production by the artists, as most of the changes are mechanics and code.
These improvements come first in the Open Beta, which is now available for all players to use (go to the "Betas" section of the game on Steam). We'd love to hear what players think about these changes!
We'll keep the Beta stable, but characters played in the Beta are incompatible with the Current version.
- Implemented the second Dragon boss: The elemental of Intuition!
- Implemented Toxic Damage System:
A Status card is drawn when taking toxic damage. If the cadet has a card in his hand when passing the lathe, he takes damage.
- Three new "toxic" enemies implemented:
These enemies only appear in combat after a Cadet defeats the first boss.
- New enemy unit mechanic: Detector!
One of the new enemies, the Beholder, shoots the Cadet's ship as soon as it crosses its detector lasers.
- Ship's cabin now has Music:
[previewyoutube=VPJq4uREovU;full][/previewyoutube]
- Some minor improvements.
- Eye jumper now attacks normally (was side jumper).
- Some minor bugs fixed.
- Improvements to the pace of Enemy turns:
Now the action of each unit has more time and is clearer (gif above).
- Units now have Max power value set. When they reach this maximum, their number shines.
- All Spitter units now rotate backwards if they stand on the last row of the Board.
- New effect to make enemies' "Micro-jump" clearer.
- Changes and improvements to the design of several cards, including:
Basic movement cards revised to improve the flow of the game, now some give 1 shield and others have their movement type changed.
Some cards have more movement options.
- Some Status cards (EMP damage) now cost zero energy.
- New options to disable certain Visual Effects in the game (Brightness, Flicker and Screen Shake)
- Many small improvements.
- Some memory optimizations in combat.
- Fixed bug where status cards were drawn extra when taking damage.
- Some small bugs fixed.
Known bug (will be fixed in next build):
- The attack of the "Side Jumper" unit is disappearing before its time (game is slightly easier for this).
- New mechanics and improvements to the Event system: Events can now be richer, with event sequencing based on pilot response. - Expansion on some existing events. - Polishing and minor improvements to the Boss stage. - First Boss Turn limit changed (30 > 21). - Boss quest instructions are now available in the Karma Codex. (only readable after accepting the mission). - Codex automatically opens on the mission page while facing a Dragon. - New FX indicating Event received in the Log. - Several small improvements to the interface and text. - Some bugs fixed.
- First boss, "The Gutsy Dragon" implemented. - Curse reputations are now always earned (no pilot choice). - 5 new Curse Reputations! - Improvements to Temple of Mana events. - More "prayer/meditation" type events. - Minor improvements to some card effects. - Some minor bugs fixed. - Godot version updated (3.5.2) DEMO: - Scope of the demo narrowed down a bit, to 7 jumps. (saves are intact and will work in the full version of the game).
- Implemented "Friends of the Machines" reputation. - Added ability to "force" Reputation on pilots (ignores "swap" Reputation UI). - Changes in some events and systems that give Reputations as game dynamics (Giant Debt and others). Now, they don't "ask" if the pilot wants to change Reputation. - "booty_cargo" and "frequent_kustomer" reputations can no longer be randomly earned in some cases. - Fixed bugs where reputations that trigger upon finishing a JUMP had stopped working (like some Rich Reps). - Small improvements and bugs fixed.
- New effects indicating the gain of Cards, Reputations, Credits and XP.
- Various minor interface improvements.
Hello, my name is Daniel Pinheiro Lima and I am a production artist at Post Mortem Pixels. On Takara Cards, one of my roles is to help develop the look of the game's interfaces. In this post I want to show a little of the development of what we call the "combat board":
The design development started with a Layout mockup created by Filipe Dilly, game designer of the game.
From this concept I created a series of "mockups" images of the finished interface. These images already brought additions of some features that were being discussed in our production meetings.
In the first version I placed two wide margins to suggest a ship cockpit inspired by 80's and 90's movies and anime, a small progress bar between the ship and its destination at the base of the interface, in the lower right corner a music visualizer and a dialog window in the upper right corner. All these elements were removed for good reason: Some were moved to other parts of the game and some didn't add to the game experience.
In later versions the progress bar was replaced by a concept of "links" that we have in the current version of the game. These connections serve to show which elements influence the board or have some connection. I've tried to keep the dialog and music viewer interface, but you can see that these elements make the interface cluttered and distracting and have been removed.
In the following versions I inserted a preview of the cards and made a general adjustment on the position of the buttons and elements for reading the ship's state on the left.
After some versions, which received another cleaning pass on some of the excesses, I felt the need to create a small animation demonstrating how these elements would work within the game. I even added some sound elements:
[previewyoutube=ipKIZdFFfXI;full][/previewyoutube]
All these versions of the interface design were done in Inkscape, a vector drawing program, with it exporting each interface element to Blender and creating an animation was a very agile process.
With the animation done, Dilly felt confident enough to proceed with the interface design within Godot, the game engine we are using. This same process is used to create and refine all the rest of the interface.
I hope you enjoyed this look behind the production. We still have a lot of work to do before launch. We have other posts planned about the interfaces that the game requires, and I also want to talk about my work modeling and animating the ships and effects.
Hi, my name is Keiko and I am artist and concept artist in Takara Cards!In this post, I will share a little bit behind the visual direction of the game!
Like many, I have fond memories of growing up in the 90's and getting in touch with anime for the first time through broadcast TV, They became HUGE here in Brazil where I am from, and everyday at school we would discuss the last episodes: whether Sailor Moon developed a new evolution of her powers, which Zodiac Knight was the strongest, the highlights of the tournament in Yu Yu Hakusho... looking back at that time, it felt like I was in an anime watch club of massive proportions!
Watching those series and being able to talk to friends about it and also making new friends because we shared an interest for those animations made everything even more fun!
When Filipe Dilly - main game designer of Takara- told me that the visual direction of the game would make reference to the anime of those years, I was thrilled! There is a shared love in the team for tokusatsu and anime of the 80's and 90's, and we keep in mind that it should show in the final result.
Maybe these references will pop out to an attentive eye ;)
The idea of creating for this universe in Takara making allusion to the anime of those years keeps me excited throughout the process!
Among other visual influences beyond those, one to remember is the video for "Bad Apple!!", part of the soundtrack of the Touhou Project series, which greatly impacted me!
[previewyoutube=RNMyjTGGqdY;full][/previewyoutube]
If any there are any questions, feel free to leave it in the comments and we'll answer them!
Click here to know more about Takara's origins and design! :)
Hi! My name is Filipe Dilly and I'm the main designer and programmer of Takara Cards.
Me and three other people work on the game: Daniel Pinheiro (Animation, Art), Kawakeiko (Art, Concepts) and Rafael Assuno (Music).
Takara started with the idea of re-making our first game, NEXT JUMP, on another Engine (Godot) with HD graphics and some design improvements (plus a decent tutorial).
The motivation for re-making a game rather than creating a new one was simple:
Use this experience to learn and migrate to Godot (from Stencyl), as well as develop a production process between the three of us before making a more complex game.
But one Saturday afternoon, inspired by posts from designers making card games using a "regular deck of cards", I decided to make a simplified version of NEXT JUMP:
To my surprise, the game turned out great! Much better than the original, in my opinion. It's also easier to understand (the tutorial was one of the biggest problems with the original game)!
I started experimenting with the idea of making a new "incarnation" of NEXT JUMP using cards as an interface, and Takara Cards was born!
The current game is more complex and deeper than the prototype above, but some things have remained, like the 3x4 grid:
One of the advantages of cards is the flexibility they give to the game:
It is possible to make Equipment much more variable and interesting than before, which was one of the points I wanted to revisit in the original.
And speaking of cards, the player have two types of "Decks": Equipment and Maneuvers.
Up to six Weapons or Accessories cards can be "equipped" on the Ship and when your Hull drops to zero, the damage starts to hit the Equipment itself! "Breaking" the cards!
Maneuvers cards are the pilot's "skills" and the player can have as many as they want in the Deck. Maneuver cards can also "evolve" as you level up.
These are just a few examples of how different the game is from the original inspiration, but this post is long enough, so I'll end it here.
For our next post, we'll talk about the main influences on the game's visuals:
Anime from the 80's-90's! :D
If you have any questions about the design, particularly how it compares to NEXT JUMP, feel free to ask in the comments below and we'll answer.
Until the next post!
Hi! In our first community announcement, we'd like to share our plans for this year, in particular the game's participation in the upcoming Steam Fest.
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