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Steam News16 June 20206y ago

Hellcard pre-alpha demo test!

Since Hellcard is going to be a multiplayer game, it's crucial to get the netcode right.

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Full Book of Demons update

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What changed

0 fixes1 addition1 change0 removals
  • Server
  • UI and audio
addedTesting, testing, and then some testing on top of itThat's why a few weeks ago we have started tests with the players over at our Discord Sneak Peek channel . Testing raw net code is no fun, which is why we are doing that on a pre-alpha Hellcard prototype. It has only a few enemies and some early cards but is playable and a challenge. It also gives us a "two birds one stone" type opportunity. Not only we can test the netcode but also core mechanics. By the way, if you would like to be part of similar closed tests in the future consider joining our server: Steam post image We have already learned a lot, switched the network topology as a result and we know how we will rework netcode and architecture for the final game. We have almost all the data we need to scrap the prototype and get back to work. One missing piece is a large scale stress test. We already invited our supporters for closed tests but now it is time to hold an open pre-alpha demo test. And what better time to do that than during Steam Summer Game Festival.
changedDisclaimerPlease keep in mind, that what we are testing here is a pre-alpha prototype build. It will actually be scrapped after the public test and we will use what we learned to improve the actual game. The demo focuses on battles, contains only a fraction of final gameplay and content. Still, it shows what we are going after, can be played and can be won. It features our feedback widget so if at any point you spot bugs or have an idea for improvement write to us! And expect to see a lot of our Work in Progress Skeleton Crew, who came to symbolize the pre-alpha state of the build:

Book of Demons changes

addedThat's why a few weeks ago we have started tests with the players over at our Discord Sneak Peek channel . Testing raw net code is no fun, which is why we are doing that on a pre-alpha Hellcard prototype. It has only a few enemies and some early cards but is playable and a challenge. It also gives us a "two birds one stone" type opportunity. Not only we can test the netcode but also core mechanics. By the way, if you would like to be part of similar closed tests in the future consider joining our server: Steam post image We have already learned a lot, switched the network topology as a result and we know how we will rework netcode and architecture for the final game. We have almost all the data we need to scrap the prototype and get back to work. One missing piece is a large scale stress test. We already invited our supporters for closed tests but now it is time to hold an open pre-alpha demo test. And what better time to do that than during Steam Summer Game Festival.
changedPlease keep in mind, that what we are testing here is a pre-alpha prototype build. It will actually be scrapped after the public test and we will use what we learned to improve the actual game. The demo focuses on battles, contains only a fraction of final gameplay and content. Still, it shows what we are going after, can be played and can be won. It features our feedback widget so if at any point you spot bugs or have an idea for improvement write to us! And expect to see a lot of our Work in Progress Skeleton Crew, who came to symbolize the pre-alpha state of the build:

Since Hellcard is going to be a multiplayer game, it's crucial to get the netcode right. We want to squeeze as much as we can from the available solutions and that calls for a lot of testing ːarchduckː

Testing, testing, and then some testing on top of it

That's why a few weeks ago we have started tests with the players over at our Discord Sneak Peek channel. Testing raw net code is no fun, which is why we are doing that on a pre-alpha Hellcard prototype. It has only a few enemies and some early cards but is playable and a challenge. It also gives us a "two birds one stone" type opportunity. Not only we can test the netcode but also core mechanics. By the way, if you would like to be part of similar closed tests in the future consider joining our server: Steam post image We have already learned a lot, switched the network topology as a result and we know how we will rework netcode and architecture for the final game. We have almost all the data we need to scrap the prototype and get back to work. One missing piece is a large scale stress test. We already invited our supporters for closed tests but now it is time to hold an open pre-alpha demo test. And what better time to do that than during Steam Summer Game Festival.

Disclaimer

Please keep in mind, that what we are testing here is a pre-alpha prototype build. It will actually be scrapped after the public test and we will use what we learned to improve the actual game. The demo focuses on battles, contains only a fraction of final gameplay and content. Still, it shows what we are going after, can be played and can be won. It features our feedback widget so if at any point you spot bugs or have an idea for improvement write to us! And expect to see a lot of our Work in Progress Skeleton Crew, who came to symbolize the pre-alpha state of the build:

As always, Stay safe in paper dungeons ːarchduckː Konstanty

Source

Steam News / 16 June 2020

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