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Fury of Dracula: Digital Edition News

Fury of Dracula Dev Blog - Vol. 4

“Forgive me Abraham, for not writing since that awful night when we slew that unholy beast. However I fear that I have no other to turn to.

Every night, my dream is the same. A sea of blood surrounds me, the liquid silent and unmoving. If I focus, I can feel dark veins moving in the depths. Except last night I wasn’t alone. Out from the bloody sea, something grabbed my ankle, and the twisted form of Dracula rose out of the deep crimson with an inhuman look of fury upon his face. I awoke to find my ankle bruised and bloody, and tears marking my cheeks.”


  • Letter from Mina Harker to Dr. Abraham Van Helsing on 7th February, 1886


Hello hunters!

Welcome to another exciting dev blog for Fury of Dracula: Digital Edition! We’ve been hard at work as always, making the game more polished and adding more features. So take a read of what we’ve done!

So what have we been working on?

[h2]In-game Dialog Menus[/h2]

As we go through all the different menus in the game, we’re slowly making them look like they will in the final game! Right now it’s a long process to take them all from their ‘functional but ugly’ phase to their ‘functional and nice looking phase’. They grow up so fast!



[h2]The Game Music[/h2]

We’ve now reached the stage of development where we can start putting music into the game! We’re already halfway done with the music itself (it can be created separately and then imported into the game of course) but there is still more to do.

Our in-house Sound Designer / Composer Dan Meadowcroft is responsible for the music in Fury of Dracula, and if you’ve played Talisman: Digital Edition, Talisman: Origins or Mystic Vale then you’ll have already heard some of his awesome work! For Fury of Dracula, he’s making music that reflects the intensity of the game at the time - as Dracula gets closer to victory, the music will reflect the impending doom!

Something else to note is that right now the game doesn’t have any sound effects, but once we’ve finished work on the music we’ll be moving on to filling the game with suitably spooky sound effects.

[h2]Combat AI[/h2]

We’ve also been working more on the AI specifically for combat encounters. So far we’ve set up the ability to give each combat card a value which will tell the AI how ‘good’ cards are to play at any given time. The AI will then pick the card with the highest value as their combat card to play.

Obviously what makes a card ‘good’ to play at any given time changes depending on the scenario and situation. So we’re working on determining what factors will inform and change these values, so there will be a lot the AI considers before choosing which is the ‘best’ card to play in each situation. While that might sound simple, there is a lot of calculations happening behind the scenes!

To give you an example: The "Escape" hunter combat card which removes the player from combat probably isn't the most effective combat move to use at the very beginning of combat or when your health is high. So we can make the AI question "Is my health low enough to use Escape right now?" which then will affect how ‘good’ it sees the card in that moment. The AI will be running these queries for every single card it has in hand, along with all the different variables it needs to consider.

[h2]Talking about DLC[/h2]

While Fury of Dracula: Digital Edition is still actively being developed, we’ve started talking now internally about what else we think we could offer once the game has been released. We want to 100% complete the main game first of course, but having these discussions now can mean we’re better set up to provide post-launch content for you all.

Our primary goal for development is making the most faithful game to the original board game as we can, but we also know that extra content beyond the physical game is something the community have been asking us about. Don't worry, all of the board game content/rules will be available at launch - we're just looking at fun extras we can add post-release to keep supporting the game.

We don’t expect to have anything to share with you for a while when it comes to extra content, but we’re definitely keeping it in mind and listening to the community!

[h2]Adding a deck editor to help with debugging[/h2]

One of the things it’s important for our QA team to test is that all of the individual cards you can encounter in the game function as they should. Not only that, but they need to make sure that certain cards don’t cause conflicts with other cards! With so many different variables to test, our programming team were kind enough to add a ‘deck editor’ to their debugging tools.



As you can imagine, this speeds up the work of our QA team immensely. So you can see that not all of the work our developers do is for the end user, but this testing will most definitely make the game much better for you when it launches!

[h2]Trade Dialog Flow[/h2]

One of the aspects of the Fury of Dracula game we knew it would be important to get right is trading between hunters. There are a lot of different elements to consider and we need to make sure that both players are happy with the trade. This is easy enough to do physically, but in digital things need to be more absolute!

Previously, the hunter who performed the trade action simply declared "I am going to trade with you" without the other player having any say in the matter. And after this involuntary trade started, with only the trade initiator having any say in what was traded. After our team worked on it for a few days, both hunters involved have a say on:

  • Whether the trade is started at all
  • What is traded
  • When a trade ends


Much more fair to both parties, right?

Take a look at what our trade dialog looks like at the moment to get an idea of how we’re trying to handle it:



[h2]Stat Tracking[/h2]

Who doesn’t like statistics? We want to give players a whole heap of interesting data about their time playing Fury of Dracula: Digital Edition that they can browse at their leisure. We’re still finalising exactly what we want to track and how the game will make sure that the tracking is happening, but we’re making great progress so far!

Right now we’re also working on how this will be presented to users, so the art team is taking a look at it - as they’re the experts!

[h2]Auto Saving[/h2]

Now that we’ve ironed out most of the issues we were encountering with making sure the game can be saved manually, we’re working on having the game automatically save at certain points! Take a look at how our save file management page looks below:



As you can imagine, testing this kind of feature involves a lot of exiting the game and starting it up again. So take a moment to think of our poor QA testers please!

[h2]So what are we working on next?[/h2]

We’re still working on getting the AI as good as it can be, as we know it’s something players will be using a lot. Our art team are also working on updating the loading screens to bring them up to standard, as we slowly bring all the different elements together. We’re also going to be taking a look at how we want to handle tutorials in the game!

[h2]How can I keep up to date with Fury of Dracula?[/h2]

Add it to your wishlist and follow the game on Steam! That way you’ll get all the updates posted straight to you, and you’ll get notified when the game is available to purchase and play. Check it out on Steam here.

https://store.steampowered.com/app/958530/Fury_of_Dracula_Digital_Edition/
You can also join us on Facebook, Twitter and Instagram to hear announcements as they happen. Or if you’d like to join the ranks of hunters on our Discord, you can join it here.

Fury of Dracula Dev Blog - Vol. 3

“I haven’t been sleeping, father. It started when the local peasantry began bemoaning their taxes even more so than usual. Now, please don’t go thinking that your son hath gone soft. No, there was something in their eyes. A new emptiness that filled me with dread. And every time I return, there seems to be less of them.

At night, I can feel something watching me. When I do dare to dream, my mind is filled with blood, tearing veins and an endless night. I know not what I have done to deserve such torment, but tonight I plan to confront whatever creature is observing me. Keep me in your prayers.”


  • Unsent letter of Sir Lucius Mortcombe, discovered by Professor Abraham Van Helsing on 16th December, 1885


Hello hunters!

It’s been a big month for Fury of Dracula, as we’ve just hit ‘Milestone 5’. We have a number of milestones for Fury of Dracula, and each one has a deadline and list of features we want to implement by the time we reach that deadline. This helps us keep on schedule, and make sure we’re focusing on adding the right features based on how long they take to implement. As we’ve just hit a new milestone, this means we’ve added a bunch of new stuff to the game, which we can’t wait to tell you all about.

So what have we been working on?

[h2]The Settings Menu[/h2]

We now have a functioning settings menu! We’ve still got a bunch of stuff to add to it, but it works - which is definitely a start.



[h2]Labels for locations[/h2]

Something we have to take into account when designing a game is the wide range of devices it’s going to be played on. From 4K PC monitors to compact phone screens, we need to make sure that Fury of Dracula: Digital Edition is playable at many different resolutions.



So, in order to make sure all the information the player needs is conveyed clearly, we’ve been working on how we label the different locations in the game.

[h2]Debug Features[/h2]

Our testers need to be able to try breaking the game every single way they can, which is why developers implement debug features that allow us to manipulate the state of the game into whatever specific scenario we want to test at the time.

[h2]Hunters Size Changes[/h2]

In our further efforts to make sure all the information players will need is conveyed properly, we’ve been working on how best to display the hunters on the map. Things got too crowded when they were all on the same city space, so we decided to try shrinking them!



[h2]Combat Card Animations[/h2]

We’ve also implemented animations into all the combat cards in the game now - these should hopefully make your confrontations with Dracula even more intense!



You might notice that the cards look different when viewing them compared to when being used in combat - this is because we’ve adjusted the speed they play at in order for them to have more impact.

[h2]Refining the Look of the Game[/h2]

For a game boasting ‘Gothic Horror’, we’d be doing a pretty bad job if we didn’t bring that theme across to the digital version! One of the ways we’re adding to the horror vibe is adding a ‘silent cinema’ style to the menus. Think ‘Nosferatu’ and the 1925 Phantom of the Opera film.



We’re still refining this look for the final version (for example, we want to make sure the film grain only appears behind the UI), but we hope you all like it!

[h2]So what are we working on next?[/h2]

Some of the features we’re going to take a look at next include the AI for the game - we’ve got some very basic AI in the game at the moment but we’re planning on fleshing it out massively. We’re also going to be adding more debug features to help our QA team have an easier job testing features as we get closer to release.

We’re also getting things ready for our closed beta - thank you everyone who registered their interest!

[h2]How can I keep up to date with Fury of Dracula?[/h2]

Stay tuned to our social media! We’re going to be sharing updates more and more as we get closer to release of the full game, including more blogs like this one.

Join us on Facebook, Twitter and Instagram to hear announcements as they happen. Or if you’d like to join the ranks of hunters on our Discord, you can join it here.

And don't forget to add Fury of Dracula: Digital Edition to your wishlist of course!

https://store.steampowered.com/app/958530/Fury_of_Dracula_Digital_Edition/

Fury of Dracula Dev Blog - Vol. 2

Originally posted on NomadGames.co.uk on 6th July 2020

“I didn’t want to believe it at first. The signs were there, but I thought I knew better. That foul monster turned to dust when we impaled its heart, and that would have been the end of any human or creature born of this world. But you can’t apply logic to this monster. And given what I’ve seen since… now I very much believe. Dracula has returned.”

Hunting notes of Professor Abraham Van Helsing, 27th November 1884


Hello again hunters!

We’re glad you all enjoyed our first dev blog, and now we’ve got even more to update you on! This is the first time we’ve set out to create a dev blog for the work we do here at Nomad Games, so we’re very open to feedback on what you want to hear. Want to know more about the issues we face or what went wrong? Or want more deep-dives on specific aspects of the design of the game? Let us know! (You can find all of our super cool social media links at the end of this blog)

[h2]What are we working on right now?[/h2]

While our programmers and QA teams look at fixing bugs, this means our art team can dive into making the game look closer to the release version. They’ve been busy making the game look even nicer, so take a gander at what they’ve done!

[h2]Improving the UI[/h2]

Up until recently, the user interface for Fury of Dracula had been placeholder - our development team are focused on making the game work, and up until now it hasn’t mattered what the game looked like. When we’re working on a game, it’s more important that our developers can see all the moving parts to properly identify where issues are occurring and making sure everything works properly - which is why we only give the game a very minimal look to start with.

Obviously, that can’t be the case for the full release, so we’re now making sure things look nice and sparkly!



The user interface is something that takes a lot of time to perfect, as we need to make sure it conveys all the information that players need without being too cluttered and confusing.

We’ve also updated the look of the ‘Library’ page so you can browse all the cards in the game in style!



[h2]Post-Processing Effects[/h2]

Our awesome art team has been extra busy recently, as we start to make the game look even nicer. One of these changes is the addition of post-processing to the game. These are a mixture of effects we apply to the game after it has already been rendered. It doesn’t sound like much, but check out the difference for yourself!



We’re still finalising exactly what the game should look like once these effects are used, but we’ll get there soon we’re sure!

[h2]Character Cards[/h2]

One of the most important aspects of Fury of Dracula is the characters - which is why we’ve been working on adding character details to the UI. We now have a column of characters you can select from, allowing you to view specific characters to see how your allies or enemies are surviving!



This will help you keep track of how much health everyone has, how many bites they’ve taken and any special abilities they have.

[h2]Save System[/h2]

What’s the point of having a digital adaptation if you can’t save and resume it? That’s why we’ve been working on making sure the save and resume functionality is working properly for Fury of Dracula. At the moment this involves saving the game as much as we can, finding what the game doesn’t save and then diving into that on a case-by-case basis.

[h2]How can I keep up to date with Fury of Dracula?[/h2]

Over the coming months, we’ll continue to post updates on how development is progressing, to keep you all updated and in the loop. We’re also keeping a close eye on our community, so if there is anything you’d like us to talk about in these blogs just let us know!

You can also follow us on social media to keep up to date with the latest news. Join us on Facebook, Twitter and Instagram to hear announcements as they happen. Or if you’d like to join the ranks of hunters on our Discord, you can join it here.

And don't forget to add Fury of Dracula: Digital Edition to your wishlist of course!

https://store.steampowered.com/app/958530/Fury_of_Dracula_Digital_Edition/

Fury of Dracula Dev Blog - Vol. 1

Originally posted on NomadGames.com on 19th June 2020

“I’ve slept for far too long… but this world has grown soft while I slumbered. The hunters thought they had seen the end of me, but my power grows mightier with each passing moon. Soon will come my time to raise to my true power, and my rightful place as ruler over the lesser thralls who dared thwart my plans for London. I will have to act with caution however… the hunters cannot discover my plans before they bear sweet, bloody fruit.”

First entry in the recently discovered diary of Count Dracula, 13th November 1884


Hello hunters!

We hope you’re just as excited about our upcoming release of Fury of Dracula as we are! In order to give you all a better idea of what is happening with Fury of Dracula, we’re going to be publishing a series of exciting blogs that give you some insight into what we’re doing behind the scenes. We’ll be releasing them up until the game releases, so you can follow along with our exciting developments!

Over the past few months, Fury of Dracula has come along in leaps and bounds. Currently, we’re on our 4th ‘iteration’ of the game, and have now got far enough that you can play the game - which means our QA team can start testing!

Over the coming months, we’ll continue to post updates on how development is progressing, to keep you all updated and in the loop. We’ll be sharing footage that shows the game in development, so expect to see unfinished assets and all sorts of horrors!

The good news is, we’re making great progress with the game! So far, we’ve implemented:

  • The Hunters as playable characters
  • Dracula as a playable character
  • Movement around the game board
  • Combat
  • The Day/Night cycle
  • Dracula’s influence tracker
  • ‘My Collection’ page that lets you browse all cards
  • Animations for a bunch of cards


We’ve still got a while to go before we’re ready to unleash Dracula upon you all, but the good news is that the core of the game is very much there!

[h2]What are we working on right now?[/h2]

This month has been another exciting one for Fury of Dracula development! Some of the features we’ve been working on recently include:

Combat Cards

While we had the mechanics for combat cards set up, we didn’t have the animations for them ready… until now! Now you can experience the thrill of combat in Fury of Dracula even more dramatically than before. These still need to be fully implemented into the game, but that’s now down to our awesome programming team. (Also, we've corrected the spelling here since grabbing this GIF, don't worry!)



Highlighting movement options

Fury of Dracula is a game all about travelling across Europe, so it’s important to know where you’re going! We’ve just updated how the game highlights your different movement options, so you can travel across Europe in style. We’ve also got around to adding the road and rail selection options, so you can choose your travel options!

One of the things we keep in mind when making our digital adaptations is how mechanics translate from the board to the screen. We want to make sure all your options are as clear as they can be!

[h2]How can I keep up to date with Fury of Dracula?[/h2]

Over the coming months, we’ll continue to post updates on how development is progressing, to keep you all updated and in the loop. We’re also keeping a close eye on our community, so if there is anything you’d like us to talk about in these blogs just let us know!

You can also follow us on social media to keep up to date with the latest news. Join us on Facebook, Twitter and Instagram to hear announcements as they happen. Or if you’d like to join the ranks of hunters on our Discord, you can join it here.

Sign up for the Fury of Dracula Closed Beta!

Hello hunters!

As many of you will know, we’re currently full steam ahead with development for Fury of Dracula: Digital Edition, and we’ve now reached the point where we’re starting to look for beta testers! We’re a super small development team, so we’re hoping that a team of beta testers will be able to help us spot bugs, iron out issues ahead of the full release and generally make the game much better for everyone!

As a beta tester, you will get a chance to play the game before it launches, chat directly with our lovely developers and help us iron out bugs ahead of the game releasing. You’ll also get your name in the credits of the game, so you’ll forever be known as a true hunter. We’ll be communicating with all our beta testers via Discord, so please note that being able to communicate through Discord is a requirement for anyone who wants to sign up.

If you’re interested, please fill out this form on our website and include your email - we only have resources to manage a certain number of beta testers, so apologies if you’re not one of the lucky ones chosen!

We're closing entries on the 24th of July, so don't miss out.

And once you’ve filled in the form below, make sure you add Fury of Dracula: Digital Edition to your Steam wishlist!

https://store.steampowered.com/app/958530/Fury_of_Dracula_Digital_Edition/