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Dice Of Olympus News

[Weekly Update 10] - Adding some feedback and clarity to combat

Hi, little patch note this week just before the Bordeaux Geekfest. We addressed some of your feedbacks we got last week at the Stunfest.

[h2]Features[/h2]
  • Hiding dice card from shop when you already have bought all your dices.
  • Roll button is now enable, only if you have seleted at leat one dice.
  • Opponent player hp bar is now above the 3d model.
  • Opponent intention is at the bottom right of the 3d model.
  • Adding status description.


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[h2]Bugs[/h2]
  • Favor spells don't overlap with the shop anymore.
  • Gnür's spell "Cyclop eye" description work properly now.
  • Dice cost fix, in training and multiplayer shop.

[Weekly Update 9] - Adding video tutorial, improving hub loading

Hi, bunch of quality of life and improvment this week!

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[h2]Features[/h2]
  • Adding juicy feedback when player give the hand or get it back from its opponent.
  • The AI now play with a delay between 1 and to 2 second, so we better understand when the IA plays.
  • Adding video tutorial to introduce dice to new players.
  • Velocity add up to your god powers, this change enable player to obtain god's spells more eazily by playing other spells.
  • Adding a waiting screen for the multiplayer.
  • Adding a multiplayer local mode.
  • Rework of the default deck, please delete your old save file to see the changes.


[h2]Bugs[/h2]
  • The AI ​​no longer waits for its timer to end to complete its turn.
  • Ares should move correctly in the hub.
  • You can't click through the UI anymore to move Ares in the hub.



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[Weekly Update 8 - Closed Alpha] Rework solo, Stunfest and multiplayer

Hi everyone,
Huge patch note today, it's been a while since the last one, but don't worry we don't come empty handed!

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[h2]Exhibit & Festivals[/h2]

[h3]Gamer Assembly[/h3]


We were at Poitier France from the 16th to the 18th of April, it was really a very rewarding experience.
Playing with the players, taking direct feedback and talking with other independant developer was really amazing. We also want to thank Ylaff from the Discord who came to help us!
We also learn from our mistakes and plan to print more business cards for the next event which is none other than the...

[h3]Stunfest[/h3]


From the 20th to the 22nd of May we will be present at the Stunfest which takes place in Rennes in France, we will be in the indie games area which is free. So you don't have to buy tickets to try the new solo and multiplayer modes but oops, did I say too much?

[h3]Bordeaux Geekfest[/h3]


From the 27th to the 29th of May, we will be at the Bordeaux Geekfest in France too, also in the indie games area.

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[h2]Game content[/h2]

[h3]Tutorial[/h3]
We had to make some concessions and decide to pause the tutorial in order to be ready for the Stunfest. We are thinking about incorporating a short video explanation to have something for new players, even if it is not interactive this trade of seems the best option for now.

[h3]Solo[/h3]

The solo mode was supposed to be an adventure of a character crossing ancient Greece, we decided to discard this idea in order to offer you a content less narrative but more focused on combat. Making a real good narrative adventure requires a lot of time and resources and since we are a small team we prefer to focus on the gameplay first. This decision was also based on feedback from players who said they would rather have more tactical options than a complex story. This will allow us to focus more on the combat and replayability of our game. We should present you the new version of the solo mode next week.

[h3]Multiplayer[/h3]
This week we also put the multiplayer mode back together to make it available to the alpha testers but also to the people who would come to visit us at the Stunfest and the Bordeaux Geekfest. We can't wait to see the players fighting each other!

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[h2]Patch Note[/h2]

[h3]Features[/h3]
  • Shop icon is now shiny when you can buy and gray when you can't.
  • A hub has been added for the solo (at the moment only one combat is avaible but the others should become avaible again next week).
  • A training mode has been added to try and test new deck more easily.
  • Unranked muliplayer added (servers are only open when we do play testing sessions).


[h3]Bugs[/h3]
  • Ares bleeding should work properly again.
  • The spell Infantryman's Glaive can't be spam anymore.
  • The AI should end it's turn normaly, now.
  • Mulliga's timers shouldn't affect relance timer anymore.
  • Gnür spells are now, displayed correctly.


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[h3]What's next?[/h3]
A lot of changes for the solo mode, the multiplayer is coming, the tutorial is postponed and the Stunfest is coming soon, you will have understood that we have a lot of work to do, we thank you once again for taking the time to read this patch note and for continuing to support us in this beautiful adventure!


[Weekly Update 7 - Closed Alpha] Newsletter and concept art of the tutorial

Hello this week, we have started to implement our storyboard for the tutorial, and we add a newsletter system on our website.

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[h2]Features[/h2]
[h3]Newsletter[/h3]
We have set up on our website the possibility to subscribe to our newsletter in order not to miss the big announcements concerning the development of Dice Of Olympus. The frequency of sending mail is about one per month, depending on the news we have to communicate. If you want to subscribe you can do it on our official website.

[h2]Bugs[/h2]
  • The next xp tier displayed in the store is now correct.


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[h2]Tutorial[/h2]
As you know, we are currently working on the first tutorial of the game, here are some storyboard and art that you will find in next releases :







[Weekly Update 6 - Closed Alpha] Lock UI ingame & Tutorial

This week not much change, we have been brainstorming a lot on the future tutorials we wanted to offer you and a member of the team got sick because of the covid which slowed down a bit the progress.

However, we still have some new features to show you!

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[h2]Features[/h2]
  • You can now lock your interface with left clic.


  • Visual feedback for game phase transitions.


  • Screenshake when taking damage.


  • Visual update on dialog.


  • A new animation plays when player's hp changes.


  • Balenced and performance graphic mode should perform better on low end hardware.

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[h2]Tutorial[/h2]

We are currently working on the first tutorial of the game, it will take more time than expected which may delay its release date (we were aiming for mid-April). We can't wait to show you this first tutorial, in the meantime you'll have to be patient...