Full notes
Full Gemwielders update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
After implementing the illustrations from the paper game and repainting the backgrounds I felt the models, gems and cards didn’t fit the rest of the game as well as they should. I therefore decided to make some major changes to the art style: Taking inspiration from paper theatre, I repainted all the models and changed the look of the cards to match the paper version of Gemwielders.
The new “paper” models are, of course, much simpler to animate. They move when attacking or being hit as if held by an invisible hand. Due to that simplicity I could implement two new characters, the freshly reworked Flute and, an all time favorite, Tome. This change marks a new beginning for the game, and I am convinced the gems are looking favorable upon the further development of Gemwielders.
Content
Added a complete new Character from the paper version of Gemwielders, Nishkin, wielder of the Flute. The implementation matches the newly illustrated Flute rework of the paper card game.
Wielding her mighty Tome, Truda has also made it into the digital version of Gemwielders, and she is ready to cook up some Ancient Recipes.
Art Direction
I replaced the animated character models by traditionally made static models. These are drawn in pencil and ink, then painted in watercolors on watercolor paper and scanned in. They are inspired by paper theatre and will help round out the art style of the digital version of Gemwielders by making it feel more similar to the paper version.
I also changed the Source to match the base version of the paper game.
New gem images resemble the ones used in the paper version.
New card frames mirror the ones used in the paper version.
Balance
I rerolled Amber Engine to the paper version. This is in the spirit of aligning the digital and paper version of Gemwielders more closely. Apart from that I still like the simplicity of the power generating Amber Engine, even though it arguably produces too much power. It also works very well from a thematic point of view.
Polish
I repositioned and redesigned the timer in online multiplayer games for a cleaner look. It will now be shown under the player’s names.
Added lore text to First Strike.
Clicking on a model in character select shows the starting deck cards. This removes the need for a special question mark icon to be shown and cleans up the main screen.
Added a small delay to the damage component of Cliffs and Risky Crossing so it does not overlap with the miss sound effect.
Technical
Card display was improved for easier expandability and consistency.
Modified credits reflect the change in art direction.
I increased the delay for the inactive player before they start their turn in online multiplayer. This should make sure a player never arrives at the draft phase before their opponent is ready to receive draft information.
Source
Changelog.gg summarizes and formats this update. How we read updates.
