Fusion Flux ------------------- NEXT UPDATE: 30/04/2024 [TODO] -Shiny system -Rebalancing 18/04/2024 - Battle Revolution +Revamped Battle System (v6) Building on the last revamp, I added brand new battle animations! They were simple, and they were just based on the fusion animations. But they made the battles feel more dynamic In addition, I revamped the typechart, adding linked elemental synergies and weaknesses Alongside the ally links, this added a completely new dimension to battle. Coupled with the movement system, it made the battles feel more tactical Players are encouraged to summon multiple creatures, and summon the right creatures to boost their own creature, or weaken an enemy creature. I also added drag drop with mouse and touch for movement, which makes the movement way easier! In addition. To fix the OP monster problem, I added an attack cost. After iterating through multiple costs, I settled on reducing the monster's special by the maximum enemy special. Thus, the strength of the enemy reduces your strength after an attack. Makes it impractical to use only 1 monster. Need to summon multiple. Battle Changes Summarised: +Ally Synergy Link +Elemental Synergy Link +Elemental Weakness Link +Drag Drop Movement System +Added new Attack Animation +New Battle UI Other Changes +Removed Floating Menu for standardised bottom menu +Added EXP bar to bottom of screen 21/02/2024 - Flux Revamp - Flash +Added fusion animations (!) +Smoother Battle start animation +Fixed minor bugs 19/01/2024 - Flux Revamp - Reverb +Fixed minor bugs +Improved Air Sprite +Fixed Bug: Arrows appear weirdly when next to charge tiles. +Fixed Bug: Sometimes after a battle, card stats are messed up in the deck, carrying over their 16/01/2024 - Flux Revamp - Rebirth +Revamped Battle System (v5) After a lot of testing, something still didn't feel right. It was better for sure, but needed one thing. One thing. Having to keep track of 2 stats per monster! simplify to use one? The stat checking is the problem. Trying to use one stat instead (special) Looks very elegant to have one number. But makes game too simple. Added link system. Was buggy but interesting, but not amazing. Until linked the link boost to a 2nd stat. now creatures could be strong in 2 different ways. DONE! Creatures all need to be rebalanced now... Done. Okay... so does this work? Does it fix 2 problems: +Moving is OP +One Creature problem. +Fixes the one creature problem because you want to summon more to make more links! +Moving still kinda OP, but who cares. I like this. This feels good. Balance feels good too! Game is feeling a lot more complete now. Gonna publish! 12/01/2024 - Flux Revamp - Novel Dawn +Revamped Battle System (v3) I wanted to add a more interesting gameplay loop. That resulted in me adding the world explore system. One where you could explore a planet using a creature and encounter other creatures. This was cool in concept, but was janky in html. So I decided to do it in canvas system. Which provided even more headaches. So I did it in html again, it worked... The bigger problem is that the game felt disconnected. Each element was strange. And the battle system just didn't feel right for this movement type. The exploring world view felt janky and unpolished and would need a lot of work to be passable. It had already taken a long time, so this felt like a dead end. So, I decided to go back to the battle system. revolve the game around that and expand it. I added the ability to have a dynamic list of tiles. I added a movement system which took a long time. I added random enemy spawned on board system, which also took a long time! I added scrolling to the battle system. I changed up the damage formular. I added a chained battle sequence system which i added, then didn't even need. I added the charge carry system. I did a release so i could test these new systems. The movement system is cool. The charge carrying is cool. The damage formular is bad. It does not feel intuitive. Need to make attack and defense more distinct. Flip them around? Reverted damage formular to old system (attack vs defense) Balance seems good now! Wow. This is great! +Gain Energy(exp) from fusion (negative for splitting) +Fixed various bugs +Removed Tests 29/12/2023 - Flux Update 4 - Closing Sun +Fusion Menu update +Card designs updated +More card designs finished +Related Menu update +Polish 06/12/2023 - Flux Update 3 +Polsihed layouts in some areas +Adjusted Fusion Tree for cosmic fusions +Removed Star System +Added Neutron Star and Supernova +Fixed infinite tests bug +Changed logo to be less like pokemon +Fixed Fire goal bug +Fixed level lock icon +Remade logo 04/12/2023 - Flux Update 2 +Revamped Cosmic Fusion Options +Planet fusion now available +Expanded title screen +Added webpack compile //People seem to enjoy it...! //This feels exciting, but makes me anxious about all the things I havent done yet. //Had to add a completely new system to enable cosmic fusions //Had a great idea to make the title screen also an information screen about the game //Can now scroll to find more info. //And also shows off some of my favourite designs //This doubles as a complete static page for web crawlers to do their work! 1/12/2023 - Flux Update 1 +Story Revamped +Card designs updated +Creature updated +Polish applied +Hold to Fuse disabled //For the first time in a while, it feels like im getting some clarity to what this is. //watching lots of gamedev stuff, and a thomas brush video spurred something. //find a theme and spam it. //this is a game about FUSION. //make everything revolve around that. //including the story. //you work in a fusion reactor. //called FUSION FLUX! //Revamped the story and just finished a bunch of stuff. lots of polish and bugfixes. //the game actually feels stable for once! //so I posted it on reddit. //and it gained some traction! 23/10/2023 - Arcade Update +(BIG) Response speed greatly enhanced +Arcade Mode +Hold to fuse system ///I realised that it would be simple to reuse the deck card container. Create a new deck that consists of some cards, then randomly apply a split operation on random cards. That will dice them up into pieces. Then combine them back up. Genius! ///I needed to set up the UI. ///Tried rearranging how the selection process works, but it was very confusing! ///I reset it back to normal, but I realised that I need to make the fusion operation quicker. ///So attempting a hold operation! 02/10/2023 - Screens Update +Redesigned Card Details screen +Redesigned Shop screen +Redesigned Arena screen +Book card details now avaliable to hidden cards 26/08/2023 - Battle Update +Added new battle animations +Added charged tiles 16/08/2023 - Experience Update +Added sound effects to UI +Added sound effect for battle victory +Added sound effect for level up 14/08/2023 - Booster Update +Revamped booster pack shop +Changed EXP curve +Changed Money rewards 14/06/2023 - Release 2a +New intro with Professor +Added Professor icon to Goals +Added fusion map +Added new levels (64 total) +Added new levelup rewards +Changed Amino Acid chain: Amino Acid -> Peptide -> Protein +Removed extra Creatures (91 total) 20/05/2023 - Release 1d +Added arena info counter +Revamped Library (Condensed Cosmic Cards, Added Metal Cards) +Added Creatures +Added tied exp reward +Added save file rename +Added save file delete +Added setting reset 16/05/2023 - Release 1c +Added more levels +Added more settings +Rebalanced battle reward formular +Rebalanced Level curve +Rebalanced fusion locking requirements +Fix bug with load game causing duplicate cards 15/05/2023 - Release 1b +Rebalanced levelling +Added fusion level capping (avoid massive power creep) +Improved level up transition +Changed battle tied color to white +Additonal levels +Fixed bug where shop created duplicates 14/05/2023 - Release 1a +First beta release +Rebalanced some stats 18/04/2023 +Revamped asthetic +Added Arena select +Options menu enhanced +Save/Load created 19/03/2023 - RESERRUCTION +Added title Screen +Added inrto sequence +Added duel system +Add multiple save slots +Added card stat Attack +Added card stat Defense +Created new intro sequence 1/6/2022 +Added Status Screen +Added Status Description +Added Battle Background +Added Battle Options +Added Library +Header Money Location Changed 30/08/2021 + Battle created + Graphical enhancements 04/02/2021 + Card class created + Type class created + Property class created 05/02/2021 + Generator class created + Container class created + Card drawing 06/02/2021 + Generator weighting created + Card style changes + Card swapping 07/02/2021 + Exp bar created + Card selection + Combiner created 26/02/2021 + Player class created + Repositioning action menu 10/03/2021 + Mobile Layouts + More Recipies 19/03/2021 + Pickup Animation 01/01/2021 + Started