The last few cards’ artwork is being produced and will be displayed soon
Author: Ro'Arn
Progress
A Long Trek to Artwork
The artwork needed to finish Set One is finally being created. The placeholder cards won’t be reprinted right away since the effects will stay the same.
Crusaders Long History
Crusaders has existed in several forms over the years, even crude 3D animation featuring different characters and scenarios. This is the story’s final battle between Arn and Drakkus.
An Image from an Early Version of the Cartoon
Crusaders Cartoon
In the past, a cartoon pilot for Crusaders was being developed. Time and circumstance made completing it impossible in the past but soon, out of sheer necessity, it will be finished for the promotional package for the crowd funding of the game.
Here is a photo of the proposed DVD menu from that project
Flow and Structure
In recent play testing, we have found that experienced players can easily find virtual stalemates in battles with many cards in play. In an effort to keep these stagnated battles from occuring often, new limits on how many Skills can be played and how many can be in play. Reports on these changes will follow!
Inspiration
Inspiration comes from many places. Recently, in crafting the story of Crusaders, I stumbled upon music that may become the base of the series theme music.
Skill?
Skills in the world of Crusaders are powerful. Most of them can change the flow of battle on the turn of a single card. But to all battles there must exist a check, a limit to such power to avoid stagnation. Cards such as Goblin Gas Bomb have been made to slow the combo action of powerful Skill cards. With this effect, one may cripple an opponent temporarily, leaving them unable to recover.
Mismatch
The development process has highs and lows. Some days the launch day seems close, other times it’s like trying to climb a ladder to the moon. It’s somewhere in between with Crusaders. The cards are nearly completed for set 1 and don’t appear to need much refining as development continues. The character overhaul is going to be another matter. With many characters and choices and tests to go, the process seems long but there has been a recent observation in testing. The characters were made some years ago and show they were intended for the way game played in the past. They now lack the punch to end games in a reasonable amount of time. This is good news as it grants us some insight into how to balance the play time of games compared to the aggression and damage output potentials of characters going forward.




