Hand of Fate 2
Lee Feb 2, 2018 @ 9:57pm
Announcing the Game Master's Toolkit!
The next patch (due in a couple of days) will see the release of our game editor tools, the same ones we used to create the HoF2 campaign. These tools will allow the community to create their own cards and campaigns, and share them with others through the Steam Workshop. This is bold new territory for us at Defiant, so expect a few teething issues in the beginning.

We're incredibly excited to see what you guys do with our content creation tools, gang. For the full announcement, go here.
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Showing 1-15 of 36 comments
TreasureCat Feb 2, 2018 @ 10:55pm 
Very exciting! Of the various teases of things you tend to suggest you might be working on, I didn't expect this one any time soon! Awesome, looking forward to what the community produces.
Awesome!
Emilio Feb 3, 2018 @ 1:52am 
I might sound a little dumb for asking this but I've never used a SDK before.
So Im not sure if what im reading is implying that I need to download Unity and use a plugin provided through steam, or if you have made a editor that uses the unity engine that we can download and use.

Could you elaborate a tiny bit for me?
Because if it's just a small little download I'd be all for trying it out a bit.
Last edited by Emilio; Feb 3, 2018 @ 1:53am
Cheeseness  [developer] Feb 3, 2018 @ 1:54am 
You will need to download Unity and open the existing Unity project that is downloaded by installing the "Hand of Fate 2 SDK". This project includes tools that were used to make the game. I believe we'll be making some tutorials and documentation available alongside the release.
Emilio Feb 3, 2018 @ 2:04am 
Okay. Thanks so much for the clarification. :happy_creep:
Sounds AWESOME!!
Hika Elm Feb 3, 2018 @ 8:50am 
We will have to use Unity ?
I have a lot of ideas for game stories, as a passionate Game Master. But I'm not confident with creating more than cards with text...
Mooglethyst Feb 3, 2018 @ 9:42am 
Steamed Hams but it's a Hand of Fate 2 challenge.
Emilio Feb 3, 2018 @ 9:57am 
Originally posted by Mooglegirl:
Steamed Hams but it's a Hand of Fate 2 challenge.
Get on it!

I can see it infront of me now.
Uh..well.. you see... uhh. Excuse me for a moment, of course.
Encounter ends and a new card spawns in.
It's a brimstone card. GOOD LORD what is happening in there. Shuffle comes up with 4 huge failures and if you chose all the right lies beforehand you get a blessing called excesive lying that adds one huge success to a card shuffle.
Last edited by Emilio; Feb 3, 2018 @ 10:09am
Lee Feb 4, 2018 @ 5:08pm 
Someone make this, please.
Mooglethyst Feb 4, 2018 @ 8:57pm 
I have an extensive plan. Would you mind confirming if there'll be anything we WON'T be able to customize? For example, will there be options for silver/gold token objectives? Custom card artwork? Specific enemy cards for specific encounters? Custom text for challenge tips? ("prepare for combat against the empire," etc.)

Also, will the tutorials/documentation allow someone without any Unity experience to follow along? I'm no stranger to programming, just not specifically with Unity.
Last edited by Mooglethyst; Feb 4, 2018 @ 8:58pm
Lee Feb 4, 2018 @ 9:42pm 
Our documentation is quite extensive - it should ease you through any initial confusion relating to the idiosyncrasies of Unity.

Anything relating to combat is a no-go at the moment, including customizing enemies. You'll be able to draw from the decks the way the game does, and specify which enemies you want in an encounter (ensuring you get an ogre or a general, for instance), but you won't be able to make your own ogre/general with a unique name and a showcase. Yet. That's something we could look at in future, but it's not in at the moment.

Otherwise, making your own silver/gold win conditions, using your own card artwork and writing custom text for challenge tips - these are all easily achievable and explained in our tutorials.

Mooglethyst Feb 5, 2018 @ 4:06am 
Excellent. Thank you! :D
jenwalter666 Feb 5, 2018 @ 11:29am 
does this include monster cards of custom values?
Hika Elm Feb 5, 2018 @ 12:23pm 
Originally posted by Lee:
Our documentation is quite extensive - it should ease you through any initial confusion relating to the idiosyncrasies of Unity.

Anything relating to combat is a no-go at the moment, including customizing enemies. You'll be able to draw from the decks the way the game does, and specify which enemies you want in an encounter (ensuring you get an ogre or a general, for instance), but you won't be able to make your own ogre/general with a unique name and a showcase. Yet. That's something we could look at in future, but it's not in at the moment.

Otherwise, making your own silver/gold win conditions, using your own card artwork and writing custom text for challenge tips - these are all easily achievable and explained in our tutorials.

So it is globaly a Quest maker ?
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Date Posted: Feb 2, 2018 @ 9:57pm
Posts: 36