Links are below.

A multi-platform fantasy card game. Command entire biomes and their denizens, 
play to expand your collection! 1st blind accessible CCG!

[KickStarter page, where you can also download a 
demo.](https://www.kickstarter.com/projects/otterinsanitystudios/cards-of-yore)

[Direct download 
link](https://drive.google.com/uc?export=download&id=1jtq-SpyT8OGdt33t_PEoBVM0vUNCiJmK)

[Alternative demo link.](https://tinyurl.com/CoY-Installer)

# About.

 [Cards of 
Yore](https://www.kickstarter.com/projects/otterinsanitystudios/cards-of-yore) 
is a digital card game set in the indepth high fantasy Universe of ”The Realm”. 
Players battle against each other using a variety of cards. Players can build 
their own decks based around their prefered biome. Choosing fauna, flora, 
characters and constructs which complement their biome and strategy. Play to 
win and gain tokens to unlock more cards to further customise your experience, 
join a guild or make one of your own, team up with other players, or play 
competitively in tournaments... even host your own tournaments! Trade cards or 
recycle them to fill in the gaps in your collection, all with in game currency 
from playing. 



# What makes this project special?

It has been designed for all major platforms individually to make best use of 
the features of each, keeping gameplay and controls intuitive and comfortable 
and never feeling like a cheap port. The cross platform support and our 
commitment to the accessibility of the title would also see it becoming the 
first of its kind, and a milestone in opening up gaming to everyone, and 
perhaps the part which strays most from typical examples of the genre, is the 
span of cooperative and semi-cooperative elements like guilds, seasons, quests 
and team vs team styled matches. The game also features a host of custom 
’arcade’ modes of our own devising


# So... what hurdles still face us?


Inara card art


# Our commitment to accessibility.
      

Our continued efforts to ensure ease of use with screen readers, and for the 
game to support languages across the world, have already proven fruitful and 
effective... but we can do better. This funding would allow us to do rigorous 
testing and properly develop these features to assure a high quality experience 
for accessibility users, as well as accurate and natural feeling translations.
Hunting Camp Card


Art is expensive, and important.
     

One of the not at all insignificant hurdles we still face is the artwork. Being 
a card game we require an extensive amount of art and simply do not have the 
finances to cover the cost of it in a timely fashion. This represents the 
larger portion of our funding needs. With a successful campaign we can invest 
in high quality art to help improve all round player experience, future proof 
the game with art that’s ready for 4K resolution, and allow for more content on 
release. We want Cards of Yore to have a style as unique and as distinctive as 
the project. We want our 3D game boards to be beautiful mini worlds, and each 
card to be every bit as recognisable and wonderful visually as the creatures, 
plants, chracters, and buildings they display. A coherent and beautiful harmony 
of 2D and 3D will help players immerse themselves in the world of the cards and 
make the depth and wonder of the fictional universe tangible for them.
A forest Biome Creature Card


# Cross platforming
      

Part of our inclusivity goals is the cross platforming, developing the game 
specifically for each platform to make intuitive use of its functionality and 
feature set. This is an essential step in making the game equally accessible 
for all, allowing us to reach them on the platforms they own or which they most 
enjoy. It also allows PC and console players to get the app on their phone and 
take their gaming on the go with them! We will need to secure development kits 
for these platforms, and will have challenges to overcome in maintaining our 
goals for quality and optimisation, this will mean additional development costs 
associated. The better our kitout is, the faster and smoother development can 
be pushed. 
Being able to secure development kits for different consoles and VR systems, 
and the consoles and VR systems themselves for testing, premium screen reader 
softwares, better PC’s, and better servers will allow us to develop a better 
game all round. We want Cards of Yore  to become an extremely available and 
accessible title, to do this we need the technology to reliably put the game at 
the fingertips of as many people as possible.


Yan Berry card art


# Finishing up and shipping out!
     

Already at the point where all of the core gameplay mechanics are built and 
functioning, the placeholder art is in place, and the design is complete, we 
have taken to Kickstarter. We have reached the point where going forward will 
be a very slow and challenging task on our present budget. Effectively we need 
these funds to get a proper place to work together and to bring in more people 
to tidy things up, get it to the quality we want, and release it. We aim to hit 
full release in Q1 of 2021 at the latest (before the end of march)
Risks and challenges


There is always a risk of unexpected issues which may delay the release date of 
an in development project, to help combat this we have waited as long as 
possible before setting up our Kickstarter, allowing us to do most of the work 
beforehand, minimising and clearly outlining the finishing budget. We will 
hopefully be proceeding with the budget needed to sustain a capable and 
dedicated team. To help further limit this we will have a steadily growing 
number of testers to find and address any issues that present themselves, this 
ethos will be continued throughout our advanced access and early access 
staggered launches.
Unexpected costs is another risk with projections, we believe we have managed 
to plot our costs to allow for small amounts of over run. To help increase this 
safety buffer without increasing our crowdfunding goal the decision was made to 
focus on the minimum requirements for a PC release first, so that we can have 
the option of proceeding with the PC advanced access opening up pre-orders 
alongside the Early Access. This late stage influx of funds could go a long way 
to keeping everything on track.

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