Week 100 Progress

Labyrinth

UPDATED! Embark on a new adventure: Assemble powerful decks of Heroes to invade rival dungeons and engage in epic PvP 3D battles--then, use the loot from your conquests to customize your own dungeon and put together a powerful deck of bosses and minions to defend your riches at all costs.

[img]https://i.imgur.com/D7pdFIM.jpg[/img] A milestone in semantics only, we have now worked on Labyrinth for 100 weeks since the Kickstarter campaign. Today being November 1, that's a lot of ones! [img]https://i.imgur.com/sd6oolT.jpg[/img] We are still focused on the next big update and adding in Adventure and Story modes. Scattered throughout this short update is quite a bit of new art which is going into the game. [img]https://i.imgur.com/APk3uXk.jpg[/img] [h1]Development[/h1] The Art team created more card art; put final touches on Star spire ruins level; created dialog art; sculpted elements for the Forest Level, like a statue; sculpted Faydin; and worked on shell art. The Design team designed PvE scenario scripts; developed encounter content; implemented tips, conversations, cards, rules, star stones; designed rewards and achievements; completed first pass on integrating hero tutorials; conducted ​marketing research and reached out to potential marketing partners. The Engineering Team worked on adding system for wandering monsters appearing in cleared rooms; reset some rooms when retreating to Lair; worked on modes to map; implemented rewards; coded store UI; worked on tutorial system and handling multiple dungeons; coded for multilevel adventure data; updated rewards receipts; created a map node editor; ​and fixed screen ratio issues. [img]https://i.imgur.com/Rd4hrWw.jpg[/img]