DOR Remake - State of the Game 4-7-2021
It's been almost a month since my last update post, but that definitely does NOT mean it's been a month since I last worked on the game. In fact, today I filmed a short "state of the game" to give you an idea of what the game is going to play/function like with the next release.
I also want to let all of you know that have supported me in this side project of mine that I will be going on a road trip come May 1st. My girlfriend and I are going to pack up and live in our giant purple Sprinter van for months at a time while we tour the United States before it implodes on itself.
During that time, I will have a fairly full fledged office setup that I'll be able to comfortably work at. However, I will not be dedicated time to this game while I'm on the road. The setup is mostly for my day job and anything that needs to be accomplished there.
My goal before the end of the month is to release a PLAYABLE net test ALPHA version so that you guys can get a taste of networked Duelists of the Roses. It will be buggy, but that's okay since no game is ever perfect. Especially this early into development. At this point in the game, the following major changes have been made.
- Save/Load/Profile System.
- All 800+ cards in the game AS DATA & CARD IMAGES ONLY. All Effects have not been fully implemented yet.
- Net Play over local & internet
- Revamped local multiplayer setup including profile selection & map selection/custom map editing
- Deck Editor
- NUMEROUS bugs from the original public betas fixed. Too many to list in fact.
- FULL 3D Terrains w/ limited animations on some.
- All starter decks from the original game have been implemented and are selectable when you go to create a save.
- Fully independent campaign name & network usernames.
- In-Game chat/shit talking system
- FULL controller support for P1/P2. Xbox (360/One), Switch, PS3, PS4, PS5, Pro Controller, SNES & more gamepads are supported natively through Rewired.
- Controller & Keyboard Glyph/Hint system to ensure you know what buttons to press for what actions.
- Mac, Linux, Windows builds.
Check out the latest 20 minute long deep dive into the current state & affairs of the remake:
Cheers everyone! Thank you so much for your donations toward this project, it's helped me pay some bills that I don't think I would've been able to without you guys.
Get Yu-Gi-Oh Duelists of the Roses Remake (ALPHA)
Yu-Gi-Oh Duelists of the Roses Remake (ALPHA)
A fan-made recreation of the mechanics, grid, and card database of the PS2 game Yu-Gi-Oh Duelists of the Roses.
Status | In development |
Author | IgnoreSolutions |
Genre | Card Game, Strategy |
Tags | Indie, Multiplayer, Singleplayer, Unity, yugioh |
Languages | English |
More posts
- In Regards to UnitySep 27, 2021
- FIRST PUBLIC NET TEST AVAILABLE!May 11, 2021
- Ironing Out Netplay BugsMar 18, 2021
- Data-Entry Timelapse for Duel Fields!Mar 15, 2021
- Supported Controllers in the DOTR Remake.Mar 13, 2021
- Custom Duel Screen Nearing CompletionFeb 28, 2021
- Handling "Custom Duels" in the RemakeFeb 16, 2021
- *Snap* 853 Cards. 500 monsters have fusions.Feb 09, 2021
- What's Left To Do in 2021?Feb 07, 2021
Comments
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Really exciting video! One way to extend the campaigns would be to make use of some the extra map space the originals didn't use such as Scotland and Inner France with Characters they didn't add in Vanilla I.e Mokuba for Kaiba, Duke Devlin for Yugi and so on.
That is exactly why I started architecting the "campaign maps" system the way I did. Essentially campaign maps are going to have the ability to be represented with packs and eventually, custom campaign packs will be a thing. By the time the remake is "done" I'd like to include the two standard campaigns (red rose/white rose) and then an expanded campaign of sorts.
Btw, this also means there will be a tool to help create said campaign packs.