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Functional Gameplay

Today I received a build of Furoticon Online that has functional gameplay. Let’s do our update!

We’ve taken a few steps backwards as far as functionality is concerned, but at least I can provide you with screenshots! Let’s take a look at what you first see when starting a game:

Starting a game in Furoticon Online
Card images have not been added to this screen, but you do have an opening hand.

I know what cards I have in hand because the system is forgotting to shuffle decks at the beginning of a game, which leaves me with the same opening hand every game. This means I know taking a mulligan works correctly, because choosing that option gives me a new hand of cards!

In this example game, I’m playing a 2-player game against myself. Therefore, I’ve opened two gameplay windows, one for each “player.” I click “Keep” on both gameplay windows, and the game begins.

There’s currently no visuals for any part of the game scene. Chat functionality isn’t restored either. So we’re going to depend on the action box in the bottom-left corner. It shows all the actions we can take!

Furoticon Cards Available for Play

I’ve drawn an extra card in this screenshot. This may seem a little confusing at first, but ignore the numbers to the left (they’re only for the developers to debug stuff). What’s important is that I have a hand with 2 Sweet Sues, a Field, an Inner Forests, 2 Troubled Tigers, and a Mound. The game has helpfully highlighted the cards we can play, given our current Action Points (AP) and Gender Points (GP).

In this next screenshot, I’ve played the Inner Forests and it’s my next turn. In Furoticon, you have three steps – Refill, Refresh, and Main – and when you play any sort of Haven card, that resource isn’t available to you until your following Refill step:

Available Haven after Refill Step

The system has accurately given me 2 GP to go along with my 10 AP! I can now play either of my Sweet Sue cards (notice that they’ve been highlighted). (The devs have intentionally left Inner Forests on the list for debug purposes.)

Playing Sweet Sue

I played one Sweet Sue for 4 AP and 1 GP! This was still during my turn, so you can see that my AP and GP have been used up appropriately.

Then I played another Sweet Sue with my remaining resources, and passed my turns back to myself. I decided to swing with both of my Sweet Sues, but I ran into a problem:


A box appeared on top of the background, and beneath the UI! I’m assuming this was a box where I’d choose which Furres to swing with, but it appears to have not been updated with the new graphics yet. I can’t click anything so I’m stuck on this step.

Thankfully, the developers have a debug option to save me: “Force Done” (found at the bottom of the card list on the left-hand side).

I clicked it, then passed turns back and forth to try something different, but then I got an unexpected end-of-game notification:


That’s not correct! A draw should only occur if ALL players have no activity for 3 turns. In this test game, I only had no activity on one side. Bug report!

I then tried another game, but it quickly got locked up when I was forced to discard at the end of my turn:

Locked Up!

Not that box again! Bug report!

And that’s as far as I can get in gameplay right now. I hope this illustrates why we aren’t ready to provide an “early access” version of the game. The development team is working very hard to correct these issues. Avatar, card images, and bedroom scenes are also being added!

I hope to be able to show you much more next week!

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Why isn’t an “early access” Furoticon Online released yet?

After last week’s update, we received an important question multiple times: If there’s so much done, why aren’t we doing an “early access” Furoticon Online release yet? (Note: “early access” here means “unfinished, alpha-esque version.”)

Today, I had planned to show everyone some screenshots of current gameplay and how it’s functional, but confusing and ugly. For example, when asked to react, the game doesn’t tell you what you’re reacting to. Instead you’d either need to chat with your opponent about what you are doing or open two copies of Furoticon Online in order to play against yourself. And that’s why we feel we aren’t able to release even an “early access” version.

I had planned on doing that.

Unfortunately, I can’t deliver current gameplay screenshots to you because the system won’t let me. The last time I reviewed gameplay, it was in working order, which is why last week’s update didn’t mention this. We’re in a state of constant bugfixing and completing the basic features – sometimes, you fix a bug and that fix breaks a different part of the system.

While the development team works to get gameplay back on board, I can, however, show you a short evolution of how we developed the gameplay screen!

There were a lot of ideas tossed around in regards to how to present the game, but ultimately, this was the first concept that looked good:

Furoticon Online Early Gameplay Concept
Note that the sprite graphics in this mockup are NOT Furoticon Online graphics. They were just placeholders to get a good gauge of a Furre’s size on the screen.

The gameplay is in the upper-half of the screen. When you click or mouse-over a Furre, it gives you all the current stat info of that character, and its card appears in the bottom-right corner of the screen. Stamina bars are at the bottom of each Furre, and PEs are to the upper-right.

The Owner avatars (represented by your personal avatar!) are just off to the side and down from their harems. In this example, it’s Callista on the left and Seppel on the right!

In the bottom left is the action bar, where you have a list of the cards in your hand and all other actions you can take in the game.

In the bottom center is the chat, turn counter, and timer. Above that are the AP, GP, and Black Book stats for you and your opponent.

There are a few things that don’t work in this example: The dots behind the owner’s Avatar were supposed to be cards in hand, and the triangles above the right-hand owner were for swapping opponents (in other words, you weren’t able to look at more than one opponent at a time). This raises all sorts of issues, especially when dealing with cards that can target multiple Furres or players.

It wasn’t until November of 2012 when we had a “duh, of course” breakthrough:

Furoticon Online Early Gameplay Concept Art
Thank you, Sigil, for the lovely sketch design!

With a pseudo-3D pie shape like this, we can accommodate all 8 players!

Here’s an example of a background using this setup:

Furoticon Online Arena Background

And here it is with characters and info edited in:

Furoticon Online Arena Background with Early Gameplay Elements

Using this as an outline, the art team and the development team set to work in making it look and perform professionally.

By May 2013, the art team finished their first draft for all the screens of Furoticon. Here’s what the draft looked like:

Furoticon Online Desert Background with First Draft Gameplay Elements

In June 2013, the development team was ready for a pre-alpha gameplay test, where we hammered out a ton of bugs and got all the cards working as intended:

Furoticon Online June 2013 Pre-Alpha
June 2013 Gameplay Screenshot

In March 2014, the final proofs for gameplay UI art were being finalized. Here’s a nearly-final mockup of a screen (note the new Owner, made in our avatar system!):

Furoticon Online Gameplay UI Final Proofs

And here it is with the bedroom zoomed out:

Furoticon Online Gameplay UI Final Proofs Zoomed Out

And finally, cards / skills being activated at the top:

Furoticon Online Gameplay UI Final Proofs with Active Cards

Unfortunately, I can’t say how much of the above is complete, because this is what currently appears when I attempt to start a game:

Furoticon Online Current Build

We sincerely hope that these updates are helping you understand our process up to this point. I’m so glad to be able to give you all some sneak peeks into both our development and our evolution as we work toward our first alphas and, ultimately, our OffBeatr Beta. Despite our desire that things could by moving more quickly, I’m proud of my team, and so, so thankful for our fans and supporters.

I’ve been told that I’ll have a playable build next week, so I’ll keep you all updated!

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Broad Update Overview

Hello again!

So, the last couple of updates have been about some very specific points of interest, walking you through the first few screens you’d encounter when signing into Furoticon Online.

Today we’re going to look at both the next screenshot and the bigger picture and show you exactly how far we’ve come, and our plan moving forward. We’ll get back into more detail in following updates, but it’s time we had a bird’s-eye view of where Furoticon Online is at!

We completely appreciate your desire for more information more quickly, and we hope this update satisfies your curiosity!

First, I’d like to show you “Seppel’s idea” for a home screen. This one is so embarrassing that I scribbled over it before I even saved it:
Furoticon Online Home Screen - Seppel Version

The original idea was a bunch of flavorless buttons that took you to all the different parts of the game. That was totally unacceptable, so our art development team completely reworked it – this is a screenshot from our current gameplay!:

Furoticon Online Home Screen

You probably noticed all the “Coming Soon” buttons. This is where’s we’re at:

1. The “Play Now!” button pairs you up with another player for an instant 2-player game of Furoticon. As of now, the game plays smoothly and all cards work as intended. The Furoticon Online Development team is in the process of making gameplay look good and implementing all the avatars for the different characters.

2. The “Harem” location takes you to the Harem Builder, where you can make decks and view your collection. Aside from adding character avatars to this screen and some minor improvements to making it look pretty, this section is completely done.

3. The final four “Coming Soon” locations are the Shop, Arena, Market, and Commons.

* The Shop is where you’ll buy cards and customize your avatar! The Development Team has the backend coding set up for this already and just needs to get the frontend done. This will be worked on after the avatar system is finished.

* The Market is where you’ll trade cards with other players. This will be worked on after the Offbeatr Beta is launched, and it will be the highest priority post-Beta.

* The Arena is where you’ll be able to view open game tables and organize game with 2 – 8 players. You’ll also be able to play tournament games and view replays. This will be worked on after the Offbeatr Beta is launched.

* The Commons is where you’ll chat and join Clans (social groups). There is basic chatroom functionality built into Furoticon Online as of now, and further updates will be implemented after the Offbeatr Beta is launched.

4. The three “Coming Soon” buttons on the left-hand side are for Messages, Options, and Profile. Hopefully those are self-explanatory. There’s not a lot to these, and they’ll continue to be perfected after the Offbeatr Beta is launched.

5. The “Who’s Online?” section is currently functional! The open space in the bottom-right will be for news updates.

6. The upper-right area has an overview of your stats in Furoticon Online.

* In the Arena, you’ll be able to play “Exhibition” games, which are special ranked games that earn you “Reputation” based on how well you do in the game. You can play 5 Exhibition games per day.

* “Reputation” is your daily notoriety. If you reach a certain amount of Reputation, you’ll be listed as a top player of the day, and you’ll earn a point of “Fame.”

* “Fame” is like experience points in an RPG. Once you get enough of them, you level up! Higher levels come with extra perks that we’ll describe in detail at a later time. You’ll also be able to earn Fame by playing in tournaments.

And that’s about it!


The Furoticon Online Offbeatr Beta will be up once we finish the following items:

* Avatar System
* Good-looking gameplay
* Shop (for cards and avatar items)

Everything else will worked on after the Beta is live.

If I’ve forgotten anything, or you have any questions or suggestions, please let us know in the comments! Of course, you can always also chime in on the Furoticon Online Forums!

Thank you for your patience and support over the past two years!

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Signing into Furoticon Online

Hello, everyone!

We’d like to take a moment to thank our Webmaster, Mahsroh as our Webmaster so we can update it more easily. You rock!

Moving on! Today I’m going to talk about your first time signing into Furoticon Online! Getting set up is very easy! Just to be clear, the following screenshots are from actual gameplay:

Furoticon Online Login Screen

This is the login screen, where your adventure begins! If you already have a Furoticon account, you can simply log in, and start getting set up. But if you don’t, that’s no problem! Just click on “I’m a new player” and you’ll be taken to the account creation box.

Furoticon Online Account Creation

Offbeatr supporters won’t have to see this box, since they all have Furoticon accounts. I just wanted to show you how easy it is for all your friends to hop into Furoticon Online: just a username, email, and password! (And, of course, they have to be 18+ and agree to the terms of service.)

Whether you login or you create an account, you’ll be taken to the Character Creation screen!

This is what it would’ve looked like if I had designed it:

Furoticon Online Character Creation - Seppel Version

Here’s what it looks like now:

Furoticon Online Character Creation

Neat! But where are the avatar pictures?

The art development team is finishing up the player avatars at this time. The last step will be to add them to this screen.

The Character Creation screen is very easy to use: Pick an avatar, pick a starting deck, and optionally give your character a brief description. Then you can play!

At the bottom of the screen, you’ll notice a tab architecture. We want you to be able to explore Furoticon Online as easily as possible, so you can swap between chats, games, and other areas just by clicking on a tab! The gear icon on the left lets you log out, and the “Coming Soon” button on the far right will take you to the store as soon as it’s ready.

Aside from adding the avatars, the Character Creation screen is complete!

Next week, we’ll explore the main menu!

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Weekly Updates Starting Now!

Greetings! I’m going to start doing weekly updates about Furoticon Online progress! If you’ve been following along with our OffBeatr updates over the last few weeks, this update will look very familiar!

The Furoticon Online team is still alive and working on the project. We haven’t meant to be silent on updates over the last few months, we’ve just been waiting for some siginificant progress to take place on the project. I know it’s the same thing we’ve been saying for a while now, but the backend of the project is just not easy to update on, and it’s taking our Developers more time that we had ever originally planned on to work their way through our goals.

We’re in the process of updating our Progress Bars. I’ll be tackling each one and showing you how far we’ve come since embarking on this ambitious project.

Let’s start with the basics.

This is where we were 9 months ago:

Furoticon Online Basics  20%

I’ve completed most of my work with Furoticon Online. I’ll get into detail what I was responsible for in a future article. Currently I test new builds as they’re delivered to me, and I find out what’s working and what isn’t working.

My specialty is in making things functional. Sadly, I’m not good at graphic design, and a LOT of what goes into making Furoticon is graphical in nature! In fact, this was my suggested design for the Furoticon Online login screen:

Furoticon Online Login Screen - Seppel Version
This looks totally legit, guys…

…and that’s what Furoticon Online would’ve looked like if I were in charge of it all. Thankfully, I’m not!

We reached out and brought on a fantastic artistic team to turn the above picture into a login screen that’s worthy of Furoticon Online:

Furoticon Online Login Screen

I think it looks beautiful. And that’s just the login screen!

We want you to get into the game as fast as possible — in the “Player Login” box, you can see that all you need to do is use your Furoticon account to login! If you ever forget your password, you can click the “Forgot Password” button to reset it right away! You can even click “Remember me” so you don’t need to ever remember that silly password again!

There’s also the “I’m a new player!” button at the bottom. If you don’t have a Furoticon account, you can just click that button to create one and hop into Furoticon Online in less than a minute!
Above the “Player Login” area, there’s two gray buttons that will be removed in the final version. They’re there just for testing purposes.

In the upper-right corner, you can see the current version number (not terribly important except for us nerds), and in the bottom-left corner, you can see just how popular Furoticon Online is! One million online already! And it isn’t even in beta yet!

Just kidding. <3 With that, I'm happy to say that the Furoticon Online Basics are done! Furoticon Online Basics - Ready for Beta!

Next week, we’ll explore where all these login options take us!