Design Blog 64: Blogs versus bugs

Hi everyone, I thought I’d try an experiment with this week’s post – can I get across a difficult concept without it sounding like I’m ranting / complaining? Y’see, each time I post one of these blogs, someone always comments that I shouldn’t be wasting time...

Design Blog 63: A Tale of 13(ish) Painters

The Combat Cards team has been working on the game for a while now, and plans to expand and improve it for years to come. To avoid the problem of people becoming ‘burned out’ from working on a single game for so long we look for interesting challenges and activities...

Design Blog 62: Game Dev Focus – Art

Hi everyone, continuing our occasional series on game development roles (see coding here, and studio support here), this time we have a guest post from one of our artists. Thanks, Stu.   Artists Who are you then? Hello! I’m Claire and I’m a Lead...

Design Blog 61: How we design new features

Stu – This week’s blog is a guest post from another member of the Combat Cards’ team. Rather than write a long intro, I’m going to hand you straight over to Thanos:   Clans Hello, my name is Thanos and I have been working as a designer on...

Design Blog 60: Quality versus size

How much space a game takes up on their device probably isn’t something most players think about, until they run out. At that point players go into the system settings and enact… The Cull (it helps if you imagine a high pitched horror scream about now). Before...

Design Blog 59: Card deployment v2

When we swapped Combat Card’s engine a few weeks ago, the behaviour of quite a few game systems changed with it. Some of these changes are legitimate bugs, but others are just due to the way the two engines handle things differently. Either way, we’re working to get...