What changed
1 fix1 addition4 changes0 removals
- Gameplay
- Security
- Performance
- Server
- Store
changedWelcome to WyrmicideWyrmicide is in active development, and your feedback, suggestions, and support are critical to making it as polished and balanced as possible. If you encounter a bug, please press "B" to send a report. You can also join our Discord to discuss gameplay, balancing, and suggest features.
fixedShort-Term RoadmapBalancing Hotfix- Any exploits or runaway strats will be corrected to ensure balanced, diverse gameplay.
changedShort-Term RoadmapArena Polish and Optimization
changedDedicated ServersAs of now, Wyrmicide functions as a P2P game, meaning one player acts as the host and the other connects to them as a client. This means that the latency perceived by the client is heavily dependent on the internet connection of the host. If Wyrmicide is successful, my first big undertaking will be to port the title over to dedicated servers for a more consistent and secure experience. Nearly all of my existing networking code is architecture-agnostic, so the challenge here lies in setting up and deploying the servers. Another benefit to dedicated servers is that they serve as a centralized, trusted mediator. This will allow me to implement proper matchmaking with a variation of the Elo system to keep up with players' skill levels.
addedTraining ModesWyrmicide has a steep learning curve. It can be frustrating to enter combat with a new piece and lose to a more experienced player while figuring it out. The solution to this is a training mode in which players can take any piece into combat against a bot. This mode may eventually be expanded to include full games against a bot opponent.
changedA Note on DLCWyrmicide is monetized by offering unique dice as DLC. Each player brings two dice of their choice into a match, dictating what pieces and buffs will be available to both players . That's right, players can purchase pieces or buffs from a die their opponent brought into the match. Their purpose is not to offer an unfair advantage, but to make games feel unique and allow players to develop their playstyle.
Wyrmicide changes
changedWyrmicide is in active development, and your feedback, suggestions, and support are critical to making it as polished and balanced as possible. If you encounter a bug, please press "B" to send a report. You can also join our Discord to discuss gameplay, balancing, and suggest features.
fixedBalancing Hotfix- Any exploits or runaway strats will be corrected to ensure balanced, diverse gameplay.
changedArena Polish and Optimization
changedAs of now, Wyrmicide functions as a P2P game, meaning one player acts as the host and the other connects to them as a client. This means that the latency perceived by the client is heavily dependent on the internet connection of the host. If Wyrmicide is successful, my first big undertaking will be to port the title over to dedicated servers for a more consistent and secure experience. Nearly all of my existing networking code is architecture-agnostic, so the challenge here lies in setting up and deploying the servers. Another benefit to dedicated servers is that they serve as a centralized, trusted mediator. This will allow me to implement proper matchmaking with a variation of the Elo system to keep up with players' skill levels.
addedWyrmicide has a steep learning curve. It can be frustrating to enter combat with a new piece and lose to a more experienced player while figuring it out. The solution to this is a training mode in which players can take any piece into combat against a bot. This mode may eventually be expanded to include full games against a bot opponent.
Welcome to Wyrmicide
Wyrmicide is out now in Early Access! Play a quick match against strangers or invite a friend to show you the ropes.
Wyrmicide is in active development, and your feedback, suggestions, and support are critical to making it as polished and balanced as possible. If you encounter a bug, please press "B" to send a report. You can also join our Discord to discuss gameplay, balancing, and suggest features.
Short-Term Roadmap
Hotfixes- My first priority will be correcting game-breaking bugs and issues that weren't found by our limited playtesting resources.
Balancing Hotfix- Any exploits or runaway strats will be corrected to ensure balanced, diverse gameplay.
Unique Buffs/Traps- Each die will be give a unique buff or trap that reflects its theme.
Quality-of-Life Fixes and Additions
Arena Polish and Optimization
Combat VFX Polish
Long-Term Roadmap
Dedicated Servers
As of now, Wyrmicide functions as a P2P game, meaning one player acts as the host and the other connects to them as a client. This means that the latency perceived by the client is heavily dependent on the internet connection of the host. If Wyrmicide is successful, my first big undertaking will be to port the title over to dedicated servers for a more consistent and secure experience. Nearly all of my existing networking code is architecture-agnostic, so the challenge here lies in setting up and deploying the servers. Another benefit to dedicated servers is that they serve as a centralized, trusted mediator. This will allow me to implement proper matchmaking with a variation of the Elo system to keep up with players' skill levels.
Training Modes
Wyrmicide has a steep learning curve. It can be frustrating to enter combat with a new piece and lose to a more experienced player while figuring it out. The solution to this is a training mode in which players can take any piece into combat against a bot. This mode may eventually be expanded to include full games against a bot opponent.
Further Polish
The visuals of Wyrmicide still leave a lot to be desired, and improving this is a time-consuming process. Once the game is stable and fun, the next priority is to invest time into improving the VFX, textures, and animations.
A Note on DLC
Wyrmicide is monetized by offering unique dice as DLC. Each player brings two dice of their choice into a match, dictating what pieces and buffs will be available to both players. That's right, players can purchase pieces or buffs from a die their opponent brought into the match. Their purpose is not to offer an unfair advantage, but to make games feel unique and allow players to develop their playstyle.