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Zems Development

The Path to Beta

Posted on May 31st, 2016.

Zems is a passion project for us. We aren't giving up on it. But we have a long way to go. In this post I present the developments necessary to reach open beta.

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Zems Development

Charge: A Third Attack Type

Posted on March 8th, 2016.

We're adding a new attack type to Zems that serves as a hybrid between the melee and ranged attack types currently in the game.

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Alpha

Q1 2016 Updates

Posted on February 3rd, 2016.

Read about the game updates planned for the first quarter of 2016.

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Zems Development

Contrast and Focus In Our User Interface

Posted on September 19th, 2015.

The process of creating the user interface for Zems Online Card Game involved studying the interfaces of many similar games and weeks of design iteration.

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Alpha

The Game Design of Zems Part 3

Posted on April 10th, 2015.

We have seen the rise of other digital card games such as Shadow Era, HearthStone, and perhaps our biggest competitor Duelyst, which is still in pre-alpha at this time. But we are still unsatisfied. We still feel there is a gaping hole in the genre that needs to be fulfilled. In this post, I will explain what is missing and how the new direction...

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Alpha

Switching To a More Familiar Turn System

Posted on August 3rd, 2014.

In our first alpha build, we used a turn system limiter. In short, each player starts a turn with 3 actions. A player can spend an action to either draw a card or gain 1 zem (the equivalent of mana). Our goal was to reduce the emphasis on card advantage by allowing a player to draw more than a single card per turn. However, we're going to...

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Zems Development

Dropping A Digit

Posted on July 18th, 2014.

The previous build of Zems we submitted for Ludum Dare 29 (and its updated version) utilized a double-digit system for creature and hero values such as attack and health. In the next build, we'll be using only single digits while still trying to maintain some of the rationale behind the double digit system. In this post, I explain why the...

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Zems Development

Changing the Grid

Posted on June 10th, 2014.

The latest build of our prototype runs on a 4x5 grid utilizing square zones. We're going to be changing to a hex-based grid in the next build. In this post, I cover the design process that led to our newest grid setup.

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Zems Development

Enchantments On a Grid

Posted on May 17th, 2014.

Many paper card games have non-creature cards that provide persistent card effects. In this post, I will discuss how we plan to incorporate those cards into Zems without drastically increasing the learning curve for the beginner player.

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Alpha

Zems Alpha Build 0.01

Posted on May 9th, 2014.

Our Ludum Dare 29 entry was riddled with complexities and complaints. In my previous post, I talked about the changes we planned on making to simplify the game and also introduce variance to increase the fun factor. We have since added the changes I discussed. The full patch notes are covered in this post.