Weekly Q&A: Games Artist Lloyd Harvey

Lookey here. We have a new member of the team for week 5 (and final) of our Decromancer team Q&As. Say hello to Games Artist Lloyd Harvey.

Q: What was your role on the Decromancer team? what did that consist of?

As the new games artist, its my job to do any conceptual design work left for the game as well as provide any other visual assets that are needed, to prepare marketing materials, and generally push pixels about in Photoshop.

Q: What are you working on this week? What does your typical day look like?

I’m not really sure how much I can give away but we’re currently working on an update for the game which might include some of the things I’m working on. Generally speaking though, I’m coming up with new ideas for cards with the rest of the team and producing some concept work for these. There’s that, then there’s the fact that being the new guy I have to go round and water all the Septa Plants in the greenhouse.

Q: What has been your favourite moment of the Decromancer journey so far?

Being as I was a player of the game before I joined the team, and that I’ve always wanted to work on a fantasy themed game, being told that I was going to start work on the project was a really cool thing for me. 

Q: What has been your biggest challenge so far?

Well, I’ve not been working on the game for long (at the time of writing this), but so far the most challenging thing for me was that I had to adapt and change the way I approach creating art work. Since Decromancer already has an established look, I was worried that the work I was initially creating wasn’t suited to the game, but you know, the team were really cool and allowed for me to try some things out and explore a bit before settling on a look that isn’t too far off what has been established, but also is one I’m comfortable producing.

Q: How did you get your start in the Games industry?

Perseverance, hard work, many hours hunched over a canvas or in front of the glare of a monitor, and a whole lotta luck if I’m honest. It was one of those cases where I had spent years practicing both drawing and painting that lead to the creation of a single piece that went in my portfolio, which was seen by the right person at the right time, and that go me my first gig.

Q: What are your favourite types of game and why?

I really love it when there is a great deal of freedom in games BUT, not just any kind of freedom. I mean the kind to really experiment and mess around or generally indulge in a bit of tomfoolery. The game “Just Cause 2” or “GTA V” really allows the player to get up to some incredibly creative mischief and thats what I often gravitate towards. Like, take GTA V: One time I decided to commandeer a forklift truck, run over a cow, lift it up and put it in the back of a truck, then drive it off a cliff. Why? I don’t know, but I wanted to do it and was able to.

*I should also note (confess?) that before I ran the cow down, I said to my friend who was watching me play at the time, that I was going to ruin this imaginary farmer’s livelihood by not only killing his cattle, but by smashing his fences up. I spent the next five minutes ploughing through all the fences in the area before I made off with the cow. I was laughing evilly the whole time I did it

Q: What do you see happening within the Games industry over the next 10 years?

As technology progresses, its just going to keep getting more and more interesting for both the developers and players I think. More realistic graphics and better modes of control and immersion are bringing that dream of convincing VR worlds ever closer, so I hope that within the next ten years, I’ll be able to drive around on light cycles without having to leave my house.

Q: Anything else you would like to share with the masses?

Don’t judge me for destroying that farmer’s fences and making off with his cow.

Thanks Lloyd.. I think. Now please leave the farmer’s fences alone!

6decromancer, Q&A, RPG, Games, IndieDev,

Weekly Q&A: Unity Developer Laurentiu Fenes

Ah-ha! It is number four of our Weekly Q&A’s! This week we introduce you to our mightily talented Unity Developer Laurentiu Fenes (Call him Lau). 

Q: What was your role on the Decromancer team? what did that consist of?

Programming.

The core gameplay and engine was already developed by Dave, but I worked on adding new features, integrating plugins, fixing bugs, creating battles and a lot of QA.

Q: What are you working on this week? What does your typical day look like?

Implementing new cards and abilities, testing the flow of the new area and fixing bugs reported by the players.

Q: What has been your favourite moment of the Decromancer journey so far?

I think the launch date. It’s always a rewarding feeling to have the project you worked on for so many months out there. Right now, I could say that I enjoy receiving all the positive feedback from the users and see how they enjoy the game.

Q: What has been your biggest challenge so far?

Bugs that are very hard to reproduce. As much as you know your code and understand what’s going on, sometimes you get some bugs that really give you a headache and a hard time in spotting them.

Q: How did you get your start in the Games industry?

Unit9 is my first real step into the games industry. I have worked on a few game projects in the company, but Decromancer is the largest.

Q: What are your favourite types of game and why?

I do enjoy many types of games, but the ones that I’m playing the most are survivor horror and action/adventure games. As for casual gaming, I love playing Mario titles or puzzle games.

Q: What do you see happening within the Games industry over the next 10 years?

This is a tricky question. I think technology is evolving so fast that it’s quite hard to predict what’s going to happen. I just know that I don’t want to play games by wearing a suit and physically simulate myself in the game. We already achieved stunning graphics, realistic physics, have different devices for interaction, but the game mechanics are still the key for a good game. Simple is better :)

Q: Anything else you would like to share with the masses?

Thanks for playing the game and for the feedback! It really means a lot for the whole team. We are hooked on other projects, but we will do our best to finish the new area very soon!

 Thanks for your time today Lau. Now get back to work and bring The Green Ford to us!

6MeetThe, Decroman, Games, Q&A, Android, Steam, iOS, RPG, BattleCard,

New Update: 0.8.10

Bug Fixes:

  • Fixed Arbor Dragoon and Snapjaw bug that prevented them from attacking on the first turn that they are summoned.

  • Fixed the bug that prevented cards that were summoned into a pre-warmed slot from attacking the same turn.

  • Fixed Berserker Elite’s ability. It will now display the correct attack power.

Changed:

  • Boss and Challenge battles no longer have unlimited morale, instead they have 500 morale and are affected by sudden death.

  • Updated Arbor Dragoon ability description. The ability will only affect cards that can be moved and aren’t inflicted with Stun/Net ailments.

  • Updated Kerator Elite ability description. It will only stun itself if the card it attacks does not die.

  • Gold dropped from battles will now be collected automatically, and will therefore be counted towards unique card purchases.

This build will be on the Android store within the next couple of hours and is pending approval by Apple for iOS.

Weekly Q&A: Unity Developer Andrew Oaten

Welcome to numero tres of our Weekly Q&A’s with the Decromancer team. Next up is our talented Unity Developer Andrew Oaten. 

Q: What was your role on the Decromancer team? what did that consist of?

I am on of the developers on the team. When I joined, the base engine was already in place, so my work was mostly refining existing elements like the travel code. I also worked on coding the abilities of the new cards that appeared with the Unique Cards update.

Q:What are you working on this week? What does your typical day look like?

With this push to Steam, I have been testing the game on the windows platform and of course incompatible code comes out of the wood works. So I am spending my time fixing these issues as well as dealing with bugs that our players find!

Q:What has been your favourite moment of the Decromancer journey so far?

Hmm tough. They have been quite a moments, but my favourite has got to be the time our artist drew the inital concept for the Arbor Chelonii.

His original pose had him holding the club at a different angle, which made the club itself look quite questionable! We had a good few laughs finding details like that in all of his drawings he did for this game.

Q:What has been your biggest challenge so far?

The thing that come to mind wasn’t so much a challenge, but more of a thorn in my side. It was one of the bugs a user had reported to us. He gave us plenty of information about it, but I still couldn’t reproduce it for weeks! One day I was playing the game whilst chatting to a colleague, not really paying attention to was I was doing. Looked down to see how I was fairing and lo and behold there it was, staring at me and I had no idea how I did it. Later realized the cause was loading the game with a dead card…

Q: How did you get your start in the Games industry?

I joined nearly 3 years ago now, fresh out of university, I startied working for UNIT9 as a freelancer on an internal project that was eventually cancelled. The company decided to keep me on and hired me full time. I’ve worked on a range of different projects, from small to big, small games to interactive experiences. Though Decromancer is probably the only project I’ve been on that I would consider a full game.

Q: What are your favourite types of game and why?

I like games that will kill you until you learn from your mistakes or at least how to fend for yourself. The biggest example that comes of this is the Demons Souls/Dark Souls franchise. Those games are so punishing if you keep trying to force your way, yet more forgiving if you take the time learn from your mistakes (as well as other players mistakes…). I also enjoy Turn-based RPGs like Front Mission, that let you take control of the situation.

Q:What do you see happening within the Games industry over the next 10 years?

With the new home consoles boasting ‘Next-Gen’ graphics, I can see that the big studios are going to be pushing the graphics in thier own games too. However a lot of developers can’t possibly afford that level of detail. So I can see future games either taking a more stylized approach to lower the costs, or going down the kickstarter/early access route to raise funds. Personally I’d like to see more stylized games like Bravely Default and Okami.

Q: Anything else you would like to share with the masses?

I think like my fellow colleagues, I’d like to thank the players for supporting Decromancer, but also those who have taken the time to report any bugs that they have found. Your help is much appreciated!

Thanks Andrew. Big tip to any aspiring games professionals out there, always be nice to the developers. They make everything work!

6MeetTheTeam, Decromancer, Games, Q&A, Android, Steam, iOS, RPG, Battlecard,

New Android Update: Decromancer 0.8.9

Bug Fixes:

  • Cards that use multiple projectiles will now fire them all on a single card if Cerba’s targeted trait is in effect.

  • Cerba Elite’s Marked trait now only affects projectile attacks

  • Traits are no longer affected by Cerba Elite and Human Tank Elite traits.

Changed:

  • Unique card screen will now offer cards if your current gold amount exceeded the limits.

Weekly Q&A - Project Manager Sandra Rzepa

Welcome to numero dos of our Weekly Q&A’s with the Decromancer team. Second to inform us about their glorious days on Decromancer is woman of many hats, Sandra Rzepa. 

image

Q: What was your role on the Decromancer team? what did that consist of?

Project Management and Story / Copy / Building the different maps.

Project management is pretty self explanatory, building the maps consists of creating the world the player sees in Unity, from the pins and conversations to the actual placement of the map assets drawn by our artist. They need to be put in place one at a time, and lined up / layered.

Q: What are you working on this week? What does your typical day look like?

Finishing the 3rd area, The Green Ford. I’m currently adding the painted assets to the map.

Q: What has been your favourite moment of the Decromancer journey so far?

It’s a toss up between the launch and the actual conception of the idea. Seeing what we had worked on for so long finally be available to real people in the real world was pretty awesome to say the least, but dreaming up mechanics and stories for the game is really special as well.

Q: What has been your biggest challenge so far?

The lack of resources. We built this game with an insanely small team (only one dev for most of it) so everything took a lot longer than we would have liked. Having Andrew and Lau join was great as we could suddenly dream bigger and their input was invaluable.

Q: How did you get your start in the Games industry?

Unit9 was where I started working in games. I’d been wanting to join this company for so long and finally got my chance on Decromancer. I came in to do story and to build the maps, and ended up taking on project management as well.

Q: What are your favourite types of game and why?

Strategy, multiplayer. Currently went back to playing EVE Online. I like games with alot of depth that require you to min max and constantly try to find that one extra point of damage.

Q: What do you see happening within the Games industry over the next 10 years?

More niche games and more paid up front than f2p.

Q: Anything else you would like to share with the masses?

Just a massive thanks to Dave, Andrew, Lau and Hafiz for all their hard work so far, and a special mention to Lloyd who has recently joined the team as our new artist. Looking forward to harassing all of them for awhile yet!

Thanks Sandra! Keep on managing those projects! 

6Q&A, Decromancer, Games, RPG, BattleCard, Steam, Steamgreenlight,

Update: Our Steam Greenlight campaign so far…

Its scary how 3 weeks has passed  since we launched our Steam Greenlight campaign on the 7th of May.

Initial jubilation at soaring metrics in the first couple of days, was followed by sobering realisation that due to the saturation of games on Steam Greenlight, we would struggle mightily afterwards. Heavily showcasing the importance of good press (social and ‘professional’) in the success of any indie game concept. 

Without further ado…

Decromancer So Far: 

Unique Visitors: 7,948

Total Votes: 4,434

Yes Votes: 1,358

Followers: 79

Current rank: 25% of the way to the top 100

Only 75% more votes to go! Please help us reach this goal and tell your friends, share the link, and post on social media! Remember, we will be adding exciting new features including new maps, new characters, and even Multi-Player.

So what are you waiting for? Visit our page to vote right now! 

Decromancer on Steam Greenlight

 

Decromancer Phone/Tablet Wallpapers

A big thank you to Sean Graham for inspiring us to compete a range of Mobile/Tablet Wallpapers!

The first 5 cards to choose from are the Arbor Phalanx, Carnid Slave Driver, Construct Thunderclap, Human Druid Elite, and Totem Elite.

See the links below and vote for your favourite card to be turned into a wallpaper next week! 

iPhone 4: http://imgur.com/a/wmwnT#0 
iPhone 5: http://imgur.com/a/22uUL#0 
iPad: http://imgur.com/a/vCfrt 
Android: http://imgur.com/a/X3Mri#0

6RPG, games, wallpaper, phone, tablet, decromancer,

Weekly Q&A - Head of Games Dave Rzepa

Ever wondered what it is like to work in the Games Industry? Well wonder no more!

Welcome to the first of our Weekly Q&A’s with the Decromancer team. First up to bat is our leader, head honcho, and officially Head of Games, Dave Rzepa. 

image

Q: What was your role on the Decromancer team? what did that consist of?

I’m the creative director on the project. The initial prototype was a personal project of mine and I also invented the world of Decromancer with its unique take on fantasy. I guided the art style and designed the game mechanics. I also programmed a lot of the base engine.


Q: What are you working on this week? What does your typical day look like?

I’m head of games at UNIT9 at the moment so unfortunately my days are most often taken up by other projects, but I still have a big say in all of the game design decisions we’re making and overall strategic direction of the project.


Q: What has been your favourite moment of the Decromancer journey so far?

Definitely all the nice things the players have been saying about the game.


Q: What has been your biggest challenge so far?

Surprisingly enough creating the map has been by far the biggest challenge. We had a lot of problems getting everything to render in the correct order as well as lots of problems with the algorithms that determine what route the player will travel along.


Q: How did you get your start in the Games industry?

I started at UNIT9 5 years ago as a programmer and worked my way up from there. For some reason I still don’t really feel like I’m truly in the games industry as we still aren’t able to support ourselves purely through our original titles - we still have to do a lot of work for hire to keep us going.


Q: What are your favourite types of game and why?

Games that force you to think a lot and give you a lot of flexibility to create your own tactics and strategies. Right now I’m getting back into EVE online and I’m loving the vast possibilities in the game.


Q: What do you see happening within the Games industry over the next 10 years?

That’s an impossible question to answer! For a while I thought that VR would be the next big thing, but I can’t really see it becoming a staple diet of the masses - there are just too many side effects to play for long periods. I think early access and open development is likely to take off in a big way with developers like SOE leading the triple A vanguard on that front (and they seem to be doing pretty well so far).


Q: Anything else you would like to share with the masses?

Thanks for playing the game and if you want to continue seeing Decromancer to grow then make sure to spread the word! We’re only a small studio and we need all the help we can get.

Thanks for your time Dave. Look forward to the new Decromancer map coming soon soon! 

6Games, Interview, RPG, Mobile, PC, Steam, Q&A,

New Update For Android: Decromancer 0.8.7

Update:

Please remember to update your Android applications as Decromancer 0.8.7 has now been released. 

Remember to vote for us on Steam Greenlight: 

Bug Fixes:

  • Removed the following cards: 

    • Luminary Reaper

    • Luminary Reaper Elite

    • Arbor Ostrich

    • Arbor Ostrich Elite

6update, decromancer, rpg, game, bugfix,

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