News

DevBlog 78 - Lone Ranger

Greetings, Founders. It’s been a typically busy week over here in the studio, as we gear up for our next release. With a lot of bugs being squashed and some neat new content to come into the game, we’re going to take a deeper look at two previously announced features this week.

 

Wild Boar Animation

 

First up this week, we’re going to get our first look at the new Wild Boar in action. Matt’s been bringing the model to life, and we can see the results here with this sneak peek at an attack animation;

Introducing a new creature to CardLife is always a big moment, and the Wild Boar is no different. A tough presence in Age 1, the boar will be a dangerous new foe - you can see its attack animation in the above gif, and it will of course be getting walk, run, and idle cycles as development continues.


 

Ranged Combat

 

We revealed the first instance of ranged combat a couple of weeks ago with the bow’s debut on this dev blog. With the system due to appear in the game any time now, it’s a good time to take a look at the design of ranged combat, and where it will go as players progress past the bow. We’re currently looking at some very cool Age 2 designs to reflect the technological advances within CardLife’s crafting system. Today, we have a first look at the crossbow;

 

 

This gives us a chance to go a little deeper into the ranged combat system as a whole. With each age, there will be two categories of ranged weapon - long-range, and short-range. For Age 1, these will be represented by the bow and crossbow respectively. As much as it’s a bit of a tease, we're still working on the Age 2 models - we have some very cool plans, and once we have something to show, then we will be in a position to reveal the musket and the blunderbuss.

All ranged weapons will fire physical projectiles, rather than operating on a hitscan system, meaning that any stray arrows which hit the terrain will be able to be re-collected. If it hits a character, enemy or building however, it will deal damage and disappear from the world. In line with their physical nature, projectiles will have arcs and parabolas as you’d expect. This ammunition will have to be crafted seperately.

The bow will have a draw-and-release action, but other projectile weapons will be a straightforward click to shoot system. We can’t wait to see how the introduction of this system alters CardLife, and can already envisage huge guard towers on the entrances to bases, or players frantically trying to weaken a golem before it closes in for melee combat.

 

News Just In - Landscaping!

It's been a regularly-requested feature, so we're very pleased to announce that we've been working on one more feature which will be coming to CardLife soon - landscaping. You'll now be able to use right click with your spade or pickaxe to bring a more finessed look to your digs by editing one layer of terrain at a time. That's right - flat ground and no more errant clumps of earth to get in the way!

 

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Cheers,

Sam, Community Manager