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Fairtravel Battle News

Devlog: Version 36 Progress Report 4

What's new?


Team Battles have been progressing well! It's now possible to run CPU lobby team battles as well as LAN battles! Here's a video showing some gameplay:

[previewyoutube][/previewyoutube]

Please note that the update is in a very buggy state due to big changes, it'll be fixed before release!

In the coming weeks, we'll be preparing the first public development build and preparing beta branches for the Steam Playtest.

We feel that the team battles update will be a really fun experience, and can't wait to show more!

Thank you for your support.

Devlog: Version 36 Progress Report 3

What's New




The new design tool for making card powers has been progressing well! All base effect pieces (nodes) have been created, and now all that's left is creating Fairtravel Battle-specific pieces!

Once that's done, we'll be able to focus on the team lobbies support, which will allow for some very interesting gameplay!

Team Lobbies are also being done with CPU player support, so even if you can't get people to play with, you'll still be able to try them!

Version 36 Progress Report 2

What's New




Since the last update, we have been doing research on tools to better handle creating card powers, and it took a while to figure something out since this sort of tool can be very complex to make.

After a while, we found a component that works perfectly for this, and have been preparing the code for using it

There's still a ton of work ahead, but we are working hard to get things ready soon. Please have some patience as we work on it.

Bundles enter the shop




Additionally, there's a new Flamingo cosmetic bundle added to the game! The shop now supports bundle type purchases, although there's only one for now.

This bundle gets you three card styles for Beast Lord, Lion Cub, and Arfactus, Shade of Birth!







Thank you very much for your patience, and we hope to show more progress soon!

Devlog: Version 36 Progress Report 1

Introduction

It's been some time since the release of Version 35, which introduced a redone multiplayer. Since then, we've been hard at work on the next update.

The next update focuses on two major features:

  • A improved tool for card effect coding + Automated Testing
  • Team Multiplayer


So what does this mean?

Team Multiplayer



(this video is a work in progress)

Right now the main focus is the team multiplayer, since the other major feature isn't very noticeable. The reason we're tackling two major features rather than just one is that we want to ensure you get new content with each update.

So, what's team multiplayer, exactly?

We want Fairtravel Battle to be a way for players to enjoy collectible card games in a variety of ways, and one of the major ways we want to do so is by having dynamic team battles.

Be it 1v1, 3- and 4-player Free for All, or co-op, we want it to be possible to allow you to have a lot of fun.

Right now we have a good proof of concept demo for that. However, we still have several User Experience (UX) challenges to tackle.

What this means is that we still gotta ensure when you do play in teams, you have the best experience possible.

This is a complex problem: We need to ensure you can see the information you need in the easiest, most comfortable way possible. Right now we're tackling these challenges and seeing what works and what doesn't, so it may take a while until this version is released.

That is all for now, thank you very much for your support. We hope to bring more news soon!

Version 35 Out Now on Steam Playtest

What's New
  • Added new multiplayer system
  • It's now possible to reconnect during an in-game online match
  • Changed default game profile lobby mode to CPU to prevent friction when trying to play
  • Added new Card Zone browser when performing deck search effects
  • Pack opening has been moved to the Lobby screen when picking a game mode. Packs you purchase can generally be opened in the Duel mode, and temporary packs are more clearly shown in modes such as Sealed and Draft.
  • Modding support has been re-enabled
  • Added a card pack tutorial in the collection screen and when purchasing packs for the first time
  • Quest cards have been renamed to Adventure cards
  • Getting disconnected now awards loss rewards
  • You now get end-of-game rewards when quitting a match or being disconnected (assuming the minimum reward time has happened)
  • Improved Mastery Rewards to more easily show that they're available
  • Pack drop chances now appear in the shop
  • Removed Soul Crush card (Due to Dark Weaver having two cards that did pretty much the same thing, we decided to cut one out)
  • Many fixes and card changes (pictures under this list)


Card Changes

The following cards have been changed. These are their new forms:



What's Next

Now that we have the new networking, we can start planning the next major feature: Team Lobbies

However, to do this, we need to first address a growing issue in the game: We have a lot of card effects and no efficient way to design them.
Additionally, we need to add proper tests for each card to prevent bugs as much as possible.

Because of this, the next update will be a new tool for card effects and a suite of automated tests for the game. This will take a considerable amount of time, but it's no fun to play a game full of bugs, so this is important.

We'll be working hard on this, and hope to provide the update in the coming months! Thank you for your support, we really appreciate it!