Design Blog 58: What to call clans?

Today’s blog topic might be considered a little niche, but it’s something that comes up when working on a game like Combat Cards, so I thought it might be interesting.   Bands As mentioned in a few posts now, work is underway to add clans to the game, allowing...

Design Blog 57: Adding lore to Combat Cards

Adding more lore to Combat Cards is a topic which regularly comes up, either from player feedback or one of the playtesters looking at the game. So I thought it might be interesting to look at how, where and why we might add more of it – but before that, let’s...

Design Blog 56: How to improve our FTUE?

As we’re making so many improvements and upgrades to Combat Cards right now (yes, alongside fixing bugs – don’t panic!), I thought I’d take a second look at one of the most difficult areas of free-to-play game design, the FTUE.   Light I’ve talked...

Design Blog 55: Game Dev Focus – Support

Hi everyone, when I first started writing these blog posts I wanted to break up all the moodily-staring-into-the-distance-wondering ‘yes, but what is game design?’ posts with a variety of other topics which may be of interest. One of those was to look at...

Design Blog 54: New graphics – menus and battlefields

In this final post about all the upgrades we’ve been making to Combat Cards (here are parts one and two) I wanted to look at an area we all take for granted when playing – the game’s menu screens.   Important I think it’s fair to admit that a look at a...

Design Blog 53: The new visual effects

Following last week’s post on our new music and sounds, let’s take a look at the new visual effects (VFX) we’re implementing, and why they’re important.   Effects For our purposes, VFX covers anything which happens ‘on top of the game’ to show you something...