Greetings, Founders. With a lot of testing and fixing going on in the studio this week, we’ve been turning our attention to the key artwork of CardLife, as well as some small fixes to the game’s UI.
Community Creation
First up this week, I just wanted to call out this amazing creation on Official CardLife Server 6. The sheer scale and ambition of this statue is incredible, and we absolutely love it;
It really gets across what makes the CardLife community such a special one, and we can’t wait to see what awesome landscape-dominating builds pop up on the official servers next! As always if you have built anything that you're particularly proud of make sure you tweet us via @CardLIfeGame and we'll retweet our favourites!
Website Overhaul
This week art director Ric and 2D art wizard Jamie have also been overhauling some of the key artwork for the game as we start to shout about the game to more YouTubers, streamers and press. As part of this refresh, we decided it was time to revisit what the ‘front end’ of the game looks like as well.
Previously, the infamous image of the mech and the dragon was all over the loading screen, website, social media, and everything else we had. With the huge cast of creatures we have in the game right now, we thought we’d take the chance to put the current game’s most vibrant content front and centre rather than what we'll be adding in the future. Here’s a full-size image of the new loading screen for the game. You can grab this art in various different wallpaper resolutions via our new Wallpaper minisite on alpha.wallhaven.cc/user/CardLifegame
UI, Duey and Louie
We’re working full speed towards our next update at the moment, and we’re hoping to have something ready for you as soon as next week. There are a number of quality of life improvements in this one which we think you’ll enjoy.
First up, we’ve magnetised drops in the world, so wood, fibre and so on will be collected in one batch rather than one at a time. This should make harvesting a lot quicker. On top of that, spawn points have been altered so that players will appear around the fringes of the map, rather than being totally randomised. We’ve also been tweaking the behaviour of creatures too, with deer, in particular, having their aggro range drastically reduced - no more being murdered by a pack of furious Bambis'.
Probably the most welcome change will be Will’s edits to the game’s UI. Hunger is now represented by a bar on the right of the screen, rather than the chicken icon on its own, which we hope will stop players from starving so often. The health and stamina bars are now more clearly marked too, to prevent any confusion on that front. You’ll also notice an extra box on the end of the hotbar which always shows the hand icon. This is to make sure that new players know how to deselect all tools and go back to empty hands when they want to.
As a final note, this will actually be my last Dev Blog, as I head off to pastures new. I’ve loved working on CardLife, and it’s been awesome seeing what this unique and creative community are capable of. I leave you in the capable hands of Communications Manager Andy who will be taking over the reigns next week. Can’t wait to jump back into CardLife as a player, catch you in-game!
Farewell, founders!
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As always if you have any feedback, questions or comments please feel free to contact us at any of our social portals: Facebook, Twitter, Reddit, Discord, and our very own Forums.
Cheers,
Sam, Community Manager