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The Hand of Merlin
Room-C Games Developer
Versus Evil Publisher
2021-05-11 Release
Game News Posts: 132
🎹🖱️Keyboard + Mouse
Mostly Positive (293 reviews)
Public Linux Depots:
  • GameBin_Linux [91.57 M]
  • Common_Linux [23.65 M]
Dev blog 81 - Fun with gamepads

Hi folks! This week we wont be pushing a patch out because we dont have any notable changes done. Mat is on vacation so there are no balance changes, and Im still busy with gamepad support, tho Im getting into the finishing stages of the core functionality so hopefully soon Ill go back to some gameplay stuffs. Since theres no other topic we could talk about, Ill continue talking about gamepads from last week. The current state of the support is fairly complete. All the main screens are fully usable with the gamepad in a way that, at least to me as a non-console user, feels relatively normal. There are a few places that are janky and weird, most notably selection of spells in the core, node selection in the overworld map and the tile picking in fights. Basically, anything that has to do with 3D elements, which is probably not surprising since 2D UI interaction with gamepads is much more intuitive (and simple!) than anything to do with 3D that requires picking. When I envisioned spell selection in the core, I thought that it would make sense to use the up/down stick or d-pad movement to move between spell tiers, and left/right would move between the individual spells in that tier. After implementing it, Ill say that my vision was entirely wrong, and it feels very unintuitive and crap. So Ill be changing that so it works more like a directional thing where UP selects the first spell thats above the currently selected one, and so on. The world map node selection is a bit better, but still weird. It works by requiring you to push the stick in the direction of the node you want to select relative to the current node, but this has 2 issues. The first is that when two nodes are in a relatively similar direction, its hard to precisely pick which one you want to really go to because the margin for difference is very small. The second is a bit of unintuitiveness stemming from the first issue: you cant push UP to select the top node, but have to push in the, for example, right-and-up-a-bit to select it. This is another thing that will be tweaked once I get some feedback and ideas for a fix. Lastly, the combat tile picking is the weirdest one. Ive tried 3 solutions so far, and neither felt good :( The main problem Ive identified is that our game doesnt use a pure isometric projection (which would keep the vertical lines parallel to the screen), but a very narrow perspective projection. The camera is very far away from the map and is using a small FoV for a sort of telescopic lens effect. The other part is that the camera is looking down at an angle. So the issues I saw were:

  • When the hit tile (or the screen point that defines which tile is hit) happens to be on the edge of the screen, pushing the stick UP actually moved the hit world point towards the up-and-left/right (depending on which side of the screen youre on), which is caused by the perspective projection having a vanishing point, towards which all points will move to when going away from the camera.
  • The speed of moving the hit world point up or down is not the same as moving it left/right, which is caused by the camera angle: moving 1 meter away from the camera will move a shorter vertical screen distance than moving 1 meter left/right and keeping the same distance from the camera.

Both issues are a natural byproduct of our setup, but they do have a solution which will just take a bit more thought put into it, or a moment of epiphany to hit me like a truck and make me feel stupid for not thinking of it sooner. If you have some ideas for how any of these might work from a user perspective, I welcome the feedback. I dont own any consoles and only play games with my gamepad when it feels it would fit (like platformers), so having good feeling gamepad controls is a bit outside of my experience range. I can also answer any inquiries regarding how any other part of the game works with the controller, in case you wanted to know. Join our Discord server if you want a more direct approach to leaving feedback! MarkoP


[ 2021-08-11 11:03:09 CET ] [ Original post ]


The Hand of Merlin is a turn-based rogue-lite RPG in which Arthurian legend clashes with cosmic horror. Recruit a company of up to three mortal heroes and guide them in spirit on a desperate journey from Albion to Jerusalem. Explore a richly-imagined medieval setting on the brink of apocalypse. Trade with merchants, improve your heroes and unearth ancient relics. Search for the lost fragments of your soul, scattered across the multiverse - and save as many worlds as you can.


Enjoy a compelling story inspired by Arthurian legend, the Matter of France, and the history of Al-Andalus - with an unusual twist. Make choices in interactive encounters that change every time you play. Written by Jonas Kyratzes (The Talos Principle, Serious Sam 4) and Verena Kyratzes (The Lands of Dream, Serious Sam 4).


Master the tactics of squad-based and turn-based combat to conquer both human and demonic foes. Your enemies will be tough and ruthless; make use of cover, set up ambushes and coordinated attacks, harness synergies between different Hero classes and skills.




Carve a path across the lands of Albion, Marca Hispanica and Al-Andalus. Will you take a dangerous route, risking life and limb in pursuit of a legendary relic? Or will you choose a safer path? Plan and prepare. Negotiate, barter, fight. Tackle challenges. Suffer losses. Recruit new Heroes. Earn Gold, Supplies and Renown. Be careful: your choices are permanent, as is death. But don't tarry - evil never rests.


Use Renown to level up your Heroes, and choose between a randomized set of new skills or improved attributes. But choose wisely! Select skills with great synergy and balance your party for the road ahead.




As you jump from one parallel dimension to the next, history is reshaped. Different kings rule the land, changing the encounters, characters, and events. No two worlds are ever quite the same, and each journey will be unique. And should your heroes fall, remember: defeat is not the end, only a new beginning.


Seek out towns to improve your arms and armor, or stumble upon hermit artisans in the wild. With every day that passes, the world plunges deeper into darkness, and you will need all the equipment gold can buy.


From a peasant's humble luck charm to the legendary sword wielded by Arthur himself, items imbued with magical power are scattered about the world. Some you will be able to purchase from merchants and collectors, but others will have to be earned through acts of heroism - or displays of wit.



Rain thunder and brimstone upon your foes! Seek out and gather Soulstones to restore your power and unlock new Spells. Even if defeated, your spirit will retain all of your collected arcane knowledge as you jump into the next dimension.


There are as many worlds as there are stars in the sky. In each stands Camelot; in each there is a Grail. But there is only one Merlin, and his eternal burden is to stand against the horror from beyond. Each world that is saved is saved forever; each world that is lost is lost for good.

https://store.steampowered.com/app/600610/The_Hand_of_Merlin/

MINIMAL SETUP
  • OS: Linux SteamOS 3.0 or Ubuntu 18.04 LTS
RECOMMENDED SETUP
  • OS: Linux SteamOS 3.0 or Ubuntu 18.04 LTS

GAMEBILLET

[ 6084 ]

16.79$ (16%)
8.39$ (16%)
19.59$ (22%)
16.79$ (16%)
4.24$ (92%)
8.27$ (17%)
13.14$ (12%)
31.10$ (11%)
35.14$ (12%)
33.17$ (17%)
8.54$ (79%)
15.11$ (24%)
8.29$ (17%)
16.79$ (16%)
5.10$ (91%)
8.89$ (78%)
17.59$ (12%)
33.19$ (17%)
13.14$ (12%)
43.94$ (12%)
24.59$ (18%)
13.34$ (11%)
13.14$ (12%)
1.66$ (83%)
13.30$ (11%)
8.46$ (15%)
8.39$ (16%)
4.24$ (79%)
16.96$ (15%)
16.57$ (17%)
GAMERSGATE

[ 1345 ]

1.58$ (77%)
2.16$ (86%)
1.58$ (77%)
3.06$ (83%)
1.58$ (77%)
0.43$ (91%)
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6.6$ (74%)
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0.89$ (87%)
10.19$ (49%)
1.58$ (77%)
1.58$ (77%)
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3.0$ (85%)
1.19$ (83%)
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1.28$ (79%)
3.4$ (83%)
1.58$ (77%)
1.58$ (77%)
12.74$ (58%)
7.73$ (45%)
0.85$ (83%)
1.7$ (91%)
0.43$ (91%)
3.19$ (81%)
1.58$ (77%)
MacGamestore

[ 4067 ]

7.48$ (75%)
1.99$ (89%)
0.89$ (87%)
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1.19$ (92%)
15.89$ (21%)
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1.99$ (80%)
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21.49$ (14%)
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18.49$ (47%)
1.19$ (88%)
0.79$ (84%)
1.99$ (92%)
4.99$ (80%)

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