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Play both adventurer and dungeon master in an immersive 3D world! Labyrinth combines the depth, replayability, and customization of a CCG with the look and feel of a classic dungeon crawl RPG.

Post news Report RSS Labyrinth CCG + tactical RPG : Week 112 Progress

Since the last progress report we encountered a couple bad bugs that put us behind our desired schedule, but we've moved past them and in the process had the opportunity to rethink the onboarding flow and made a big change to the organization of the tutorial content to fit that better flow. Additionally, the team worked on,... <>

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Development

Since the last progress report we encountered a couple bad bugs that put us behind our desired schedule, but we've moved past them and in the process had the opportunity to rethink the onboarding flow and made a big change to the organization of the tutorial content to fit that better flow. Additionally, the team worked on the following.

The Art Team created more card art; modeled dialog characters, Engineering A & B characters, Smithstone tiles and others for Smithstone; colored all levels; post-processed color grading; completed the Church Entrance; created Shenjang map; created Boss map concept art; created UVs for Smithstone tiles; improved reward screen; and skinned dialog characters.

The Audio Team mixed music; improved transitions; created ambiences for all adventure levels, convo bubbles, and encounter sound.

The Design Team wrote Pyro tutorials; ​worked on loadout and chapter select ui​; tested tutorials​; researched streamers; created scenario art; added scrolls & potions art; rewrote Pyro tutorial; adjusted loadout scene and level unlocks; adjusted lighting; changed pyro flow, smithstones encounters, and PvE balance; integrated Smithstone map; revised Thief tutorial; added onboarding tips; revised progression and rewards spec.

The Engineering Team implemented migration code for update; optimized build; restored iOS build; implemented new analytics; updated store prices; added ​replay indicator; added code for PvE raids for tokens; descend room bug, new pyro unlock, tutorial auto-starts; and fixed starting way point.

Twitter

We are going to spend more time on Twitter to liven things up a bit over there, so if you have an account, please follow @LabyrinthOracle and say hi. Please share any screenshots you think are cool. We'll like and retweet.

Upcoming Update

Still upcoming. Working to get the current internal build into testing. OK, it just went out before I could hit send on this progress report.

The images in the report are new art you will experience in your journey through the city of Starfall on your way to the Labyrinth.

Fun Stats

Now that we have a new analytics system implemented, since the company providing the old one shut down, we are going to looking up fun stats every week and posting them on Discord and Twitter. If you would like to request something, let us know.

⚔️ Slowest Kills ⚔️ These players won their raids, killing the boss after the doom clock. KO420 managed to soak up more than 36 points of damage at the end and still survived!

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Labyrinth CCG + tactical RPG
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Free Range Games
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