Future Development


Master of Puppets is currently feature complete and fully playable as a infinite set of procedurally generated campaigns, and I'm going to add a handcrafted story-based campaign on top of it, which will be released as a free update for anyone who buys the current version.

But, hopefully it does not end there. 

Here's a list of some of the things I would like to add to future updates if there's sufficient interest from the community (that's you :) ) : 

  • More Cards - this is a pretty obvious, and fairly vague, goal, so to be more specific: 
    • 3 More Mechs - Assets for these already exist and they're almost fleshed out, but still need the actual cards + everything will need re-balancing, which is why I have decided to not include them in the first release.
    • A new category of cards that use Embers to do actions that are not specifically tied to the game board, like converting or trading resources. 
    • An additional level of upgrades bringing all cards to level 4 
    • Crafting - Basically allowing non-matching cards to be fused to form completely new cards with interesting abilities. This is problematic mostly for aesthetic reasons since I cannot possibly generate icons and 3D assets for all possible combinations of cards, so I need to come up with an alternative solution. 
  • Improved AI - There's a good handful of tactics that the current AI completely ignore, and then tries to make up for with brute force. While this can be sufficiently challenging at times, I'd like it to play smarter and instead introduce a setting so that each player can dumb it down as they wish. 
  • Fog of War - I have intentionally avoided FOW in the first release because I felt it would clash with line-of-sight rules. Currently, line-of-sight follows the hexagonal grid which means it is not really a straight line, except when aiming in 60 degree intervals. Because of this the FOW would either look weird or not match the line-of-sight rules. A future version might completely ignore the hex grid for aiming and use actual world-space ray-casting instead. 
  • In-door Environment - This is not just a visual change. In order to construct interesting rooms, walls will need to reside on the edges between the hex tiles (rather than on the hex tiles themselves). This is not impossible, but it has a lot of subtle implications for path finding, map generation and line-of-sight. 
  • Local Multiplayer - Either on separate devices on the same LAN or with each player taking turns at the same machine. 
  • Online Multiplayer - This is a big one, not because there is any technical reason not to, but simply because it introduces an aspect of "operations and support" and an associated cost that the current version does not have. This is mainly a question of how many people are prepared to pay for that service. 

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