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Why the card game is taking so long

Subscribe to Why the card game is taking so long 99 posts, 69 voices

 
avatar for greg greg 2322 posts

1. The more work we put into it, the more work we realize there is to be done.

2. We’re playing around with possible redesigns of the interface. Below is one possibility of how the interface will look (ignore the names and text; they’re just placeholder). Here’s one example:

Compare this to the old design shown here: http://kongregate.com/forums/1/topics/1644

Keep in mind that everything is subject to change, but I just thought I’d post a little update.

 
avatar for Trotim Trotim 134 posts

I much prefer the new one, it looks kind of… retro. :3

 
avatar for Smiggy Smiggy 1596 posts

WOW! I like it! Don’t worry, I could wait another year for this bad boy.XD

 
avatar for petesahooligan petesahooligan 32 posts

SEems like there’s some pretty good coding (from a design standpoint). If you’re looking for suggestions (not that you are…but, you know, it’s fun to suggest stuff), I might explore visually weighing the attacks in a manner equivalent to the other options (defend, swap, rest).

The character illustration on the “card” should be the same orientation as he/she is in the battle view to avoid confusion.

Blurry status bars are agonizing when you’re down to the wire. I’d suggest a numerated option for those who prefer more specific information when weighing their options.

The close-far distance indicators are cute on the attack details. Because there are only three modes to convey I would explore a design solution that communicates all of that information in a single mark. (Long-only, Close-only, or Any Range). Having separate (but similar) icons suggests “additional” abilities rather than expansion of a single factor.

Don’t forget the all-important chat.

I’d put player name up by character name to evoke a greater cinematic feel. “TheresaC123 as Cornelius Constantine, The Suave” for example.

The attack name or status floating above the avatar’s heads seems disconnected and out of place, as does the distance of their status bars. When they are at long range to the bars interfere or violate the character stats at the top? (I’d look at more concise meters, say…a circular patter or something more creative than the “traditional” emptying bars to convey HP.)

Work is calling. Gotta run. Oh, I need to get my wife in one of those outfits, by the way.

 
avatar for ZachAttack ZachAttack 1323 posts

Looks pretty good to me. 4.5 out of 5. BTW: check your shouts, Smig

 
avatar for greg greg 2322 posts

I might explore visually weighing the attacks in a manner equivalent to the other options (defend, swap, rest).

These options are never available at the same time, and the set is highlighted when they’re available.


The character illustration on the “card” should be the same orientation as he/she is in the battle view to avoid confusion.

Might be good. We’d probably have to move the image over to the right side if we were to flip her around, though.


I’d suggest a numerated option for those who prefer more specific information when weighing their options.

I absolutely agree, and good catch noticing that it’s not shown here. We will definitely display the actual health/energy numbers somewhere somehow.


I would explore a design solution that communicates all of that information in a single mark.

Interesting idea. Maybe no mark is necessary at all for both ranges?


Don’t forget the all-important chat.

No room! We’re exploring a way to add a separate tab to the normal on-site chat for multiplayer games, though. So basically once you start up a game, you’d be able to tab over to a private chat room on Kongregate against your opponent. This might be available for other user-uploaded games too, but no guarantees.


The attack name or status floating above the avatar’s heads seems disconnected and out of place, as does the distance of their status bars.

These will move upward as they occur; they’re not actually static, even if you can’t tell from the picture. If you’ve played World of Warcraft before, think floating combat text.


Gotta run. Oh, I need to get my wife in one of those outfits, by the way.

If she can fill it out, you’re a lucky man.

 
avatar for Smiggy Smiggy 1596 posts

Wow, lemme say it again, wowza! Anyway, the lack of chat is my only prob with the game so far.

 
avatar for sprint45_45 sprint45_45 822 posts

i am getting more exicited everytime see something new/ you update the progress

 
avatar for chitown15 chitown15 981 posts

The new one looks so much better.

 
avatar for emily_greer emily_greer 876 posts

There will be chat, and it will be in the sidebar with normal kongregate chat as a second chat tab. We thought that was better as it could be generalized to more games eventually and not confusing people with chat both in the game and on the right.

 
avatar for ItBeNickYo ItBeNickYo 1736 posts

i deff like this new one better, o so much better

 
avatar for Hitaro Hitaro 317 posts

The “long line of options” seems annoying. Blehck

 
avatar for austin1216 austin1216 100 posts

i dont like the big picture of the charachter at the bottom bcuz my mom might go crazy if she sees me playing a game where the people have huge boobs like that lol

 
avatar for chiuy1 chiuy1 648 posts

it looks a bit confusing

 
avatar for Conundrum Conundrum 56 posts

Looks good, I just hope its so paced and strategic.

 
avatar for Ketchupyoshi Ketchupyoshi 1516 posts

Whoa, that looks cool. I have to play the game now!!!!!

 
avatar for ItsaMeeeeeMario ItsaMeeeeeMario 264 posts

Looks great! Overall I like it much better than the previous interface even though I had somewhat grown used to the old one. I like the fact that the “battle area” is now more spacious by removing the active character cards. They didn’t serve much of a purpose and it tended to look cluttered when you had all those buffs and other card icons. I’m glad the resists were left up there for quick reference though.

Putting certain sections in a collapsible window was a great call, especially the game log. After you get the basics of the game, you hardly ever rely on its information, but when you need to, it’s there, not taking up the much needed space. I don’t like it being plain black though, nor do I like the gray gradients used to distinguish different attacks. The whole bottom area of the interface looks like it belongs in a different game. Maybe once the legit texts are implemented in there it would snazz it up, but right now it really seems to be missing something.

I know that HP is displayed in numbers somewhere, but the gradient on the HP bar is a bit annoying. I’m not asking for it to be removed completely but I think it probably wouldn’t look bad at all if it were only lessened.

Attack speeds aren’t hiding anymore. :)

One thing that really gets me is how the ranges seem to be in the wrong order. It’s set up beneath the active character’s feet in the order of stay, close, far. It should be stay, far, close. When I was playing and I really got the hang of the games concepts and moves, I would rush through knowing what I wanted to do without having to think too much. My character would be at the far range (left side of the screen) and I wanted to move it close (make him move to the right), so I would click the button on the right. If there is some logic as to why they are arranged the way they are, I haven’t been able to figure it.

It’s an awesome game though which greatly exceeded my expectations. I can’t wait to be able to have a crack at the complete game. This little slice of heaven is going to lure in plenty of new registered users for me to beat up on.

 
avatar for Malachi Malachi 1451 posts

Wow. Major improvements!

I love the more open space for the characters, and the background looks a lot better. Plus, the tabs on the bottom eliminate the need for flipping cards, which was an awkward way to view the stats for them. Oh, and it looks a whole lot cooler too xD

EDIT: I agree with Mario about the health bar… the gradients needs to go. Or at least lessened so they are a bit more precise.

 
avatar for VertFire VertFire 206 posts

Great job on the new one im Really Hyped for this game! O and by the way i dont mind you taking a long time as long as the card game is awesome!

 
avatar for greg greg 2322 posts

Mario raises a good point about getting close/far. I hadn’t thought of that.

 
avatar for ThemePark ThemePark 701 posts

Wow! I must admit that I’ve never gotten all the hype about the card game, seemed pretty boring to me, and not really interesting when I saw how it would look.

But this! THIS is a MAJOR improvement! I agree with the retro comment, which wins major points with me. Not really much to comment on, but you guys just won me over. XD

But a question. What are those 4 small icons, next to Emily’s name, for?

 
avatar for Lysis Lysis 331 posts

But a question. What are those 4 small icons, next to Emily’s name, for?

Just a guess, but Ninja, Amazon, Vampire? And, um, not something else?

 
avatar for BboyJu BboyJu 1 post

wow looks great =D

 
avatar for FRAGM3NT FRAGM3NT 663 posts

Its great that all the info is shown on the bottom really well. Although just wondering if we have to mouse over or anything to see the type of attack, physical, light magic, dark magic..

I also see that the energy used to move has been reduced.. any reason why?

 
avatar for Malachi Malachi 1451 posts

But a question. What are those 4 small icons, next to Emily’s name, for?

It shows your opponent’s cards. The red “X” over one of the symbols means that the card is dead.