Crux Gaming

General Details

A card-battler and rogue-like game. Heavily inspired by games like Slay The Spire, Monster Train, and Path of Exile.
Climb the tower and find the treasures that wait within. Build a deck, upgrade cards, slay your foes.

What's to come for CRL

While most core systems and features are in place, there's still a lot to do!
Here's what's coming up and how I plan to accomplish it.

Create a system allowing players to upgrade skill cards using shards, with levels increasing up to 20.

  1. Design Phase:
    • Define the data structure for skill cards, including attributes for level and shard requirements.
    • Create a formula to determine the number of shards required for each level up to 20.
  2. Implementation Phase:
    • Card Class: Extend the current card class to include level and upgrade functionality.
    • Shard System: Implement a shard collection system, ensuring compatibility with current card structures.
    • Upgrade Logic: Develop the logic to check shard availability and perform the upgrade.
    • UI: Design and implement a UI to display card levels, shard count, and upgrade button.
  3. Testing Phase:
    • Unit test the upgrade logic.
    • Test UI for usability and clarity.

Develop an inventory system to manage currencies and upgrade cards within the same UI window.:

  1. Design Phase:
    • Define inventory data structures for card fragments and shards.
    • Design UI layout for inventory and upgrade interactions.
  2. Implementation Phase:
    • Inventory Class: Create a class to manage inventory items, including stacking logic.
    • Currency Management: Implement functions to add, remove, and display currency items.
    • Upgrade Interface: Integrate the card upgrade system into the inventory UI.
  3. Testing Phase:
    • Test inventory functionality, including adding, removing, and combining currencies.
    • Validate the integration of the upgrade system within the inventory UI.

Introduce currency drops and determine their drop rates from enemies.

  1. Design Phase:
    • Define drop rates for different enemy types.
    • Design the loot pool structure to accommodate various currencies.
    • Design the drop VFX
  2. Implementation Phase:
    • Currency Drops: Implement drop logic for different enemy types.
  3. Testing Phase:
    • Test the drop rates and ensure they align with the game's balance requirements.
    • Validate currency appearance in the player's inventory.

Develop a charm system to provide passive buffs and integrate it with existing buff systems.

  1. Design Phase:
    • Define charm attributes and passive effects.
    • Design UI to display player's current charms.
  2. Implementation Phase:
    • Charm Class: Create a class for charms, including their effects and stacking rules.
    • Buff Integration: Modify the existing buff system to incorporate charm effects.
    • UI: Develop UI to display equipped charms and their effects.
  3. Testing Phase:
    • Test charm functionality and ensure effects are correctly applied.
    • Validate UI display and usability.

Introduce new enemy races with unique skills and design encounters.

  1. Design Phase:
    • Create concept art and define attributes for each enemy type.
    • Design skill sets for each enemy category (normal, fodder, elite, boss).
  2. Implementation Phase:
    • Art Assets: Develop and integrate enemy models and animations.
    • Skill Design: Implement and assign skills to each enemy.
    • Encounter Design: Develop boss encounters and integrate them into the game.
  3. Testing Phase:
    • Test enemy behaviors and skills in various encounters.
    • Balance the difficulty of encounters.

Introduce 25-35 new player card skills designed for various enemy encounters.

  1. Design Phase:
    • Define the mechanics, strengths, and weaknesses of each skill.
    • Create descriptions and concept art for each card.
  2. Implementation Phase:
    • Skill Implementation: Develop the logic for each skill and integrate them into the existing system.
    • Upgrade Path: Design and implement the upgrade paths for each skill.
    • VFX: Create and integrate visual effects for each skill.
  3. Testing Phase:
    • Test skill functionality and balance.
    • Validate visual and descriptive elements.

Enhance the game experience with sound effects and music.

  1. Design Phase:
    • Identify points in the game where SFX and music will be added.
    • Select or create appropriate audio assets.
  2. Implementation Phase:
    • Audio Integration: Implement the audio system to handle SFX and music using FMOD.
    • Event Triggers: Set up triggers for audio playback during gameplay.
  3. Testing Phase:
    • Test audio playback and volume levels.
    • Validate the impact of audio on the overall game experience.

Ensure all systems are working correctly and the game is balanced and polished.

  1. Design Phase:
    • Define test cases for each feature and overall gameplay.
  2. Implementation Phase:
    • Conduct comprehensive testing of each feature.
    • Perform playtesting sessions to gather feedback.
  3. Refinement Phase:
    • Address bugs and balance issues identified during testing.
    • Polish UI, animations, and other game elements.
Copyright © Nicholus Huber / Crux Gaming