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Topics - tigersfan

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1
Skyward Collapse / Player Feedback requested - New Tutorial
« on: May 06, 2013, 04:47:22 PM »
Ok, it's obvious from some of your feedback that the tutorial needs some work. So, here's our current plan for the tutorial. Aside from a pop-up or two, we want to have a box in the top right corner that gives you instructions like "Build a woodcutter." Then, if someone wants a bit more info, they can hover over that box and get more info on the tile they're being asked to build.

Currently, we have a first draft of what those instructions and text would be. I'd appreciate any feedback on this. Is this enough info? If not, where do we need more?

I'm particularly looking for feedback from the players who struggled with the tutorial (especially you, Chemical_art :) ). Would this help you?

The text of the draft is here:  https://docs.google.com/document/d/1nVGJWSLPGt1649rFX-IdXsttF6LIFheqXwTloJHMmc4/edit?usp=sharing .

Thanks!

2
Skyward Collapse / Player Feedback requested - Victory Points
« on: May 06, 2013, 08:00:47 AM »
Ok, so, in this thread: http://www.arcengames.com/forums/index.php/topic,13006.msg145536.html#msg145536 , Mick posted the idea of Victory Points.

Chris and I have been talking, and we like the idea, and wanted to know what you guys thought of it. I see it working something like this:  Use a really strong god token? 3 VPs! Get an enlightened city? 1 VP! Each additional town? 1VP! Lose a town to the bandits? -3VPs!

Then, in order to win, a player must 1.) Keep one side from wiping the other out. 2.) Do whatever actions the edicts for that game require and 3.) Obtain the requisite number of VPs.

If #2 and #3 are completed early, and neither side has wiped the other out, the game could end at that point. Or, perhaps players could keep playing to see how high of a VP score they could get, maybe.

Of course, this make the current set up with round length tricky, because obviously it will be easier to score x number of VPs in 40 turns/round than it would be in 20. So, the thought there was to limit the granularity a bit. Make it so that basically, players could choose to play only 30, 40 or 50 turns per round, then come up with appropriate VP goals for each.

This would do two things:

1.) Adds motivation to use powerful, balance killing god-tokens, which I think is going to be an issue otherwise.

2.) Adds a sense of "I played really well this game vs. I really squeaked by" that players (correctly) feel is missing with the scores now being gone.

Thoughts?

3
Skyward Collapse / Timeframe for beta?
« on: April 14, 2013, 06:13:27 AM »
I'm giving another vote for the "Edicts sound awesome" idea.   I like the idea of randomly chosen rules like that which then define the strategic framework that I must work within for that particular game;  that's yet another thing that'd up the replay value, I think (particularly if it can choose more than just one at a time).   I think you could do quite a lot with that idea.


This game really is sounding more and more awesome.   Do you guys have any timeframes for this?   Obviously, I'm anxious to leap into the beta whenever that's ready.

Beta should be soon. Hopefully the end of this month. :)

4
Skyward Collapse / Places to follow development of Skyward Collapse
« on: April 12, 2013, 06:43:30 AM »
While certainly these forums will be the place to get the most detailed info about the game, we have other places you can follow the game at as well:

Facebook: https://www.facebook.com/pages/Skyward-Collapse/493731397343430

Along with Twitter, Reddit, and IndieDB

https://twitter.com/skywardgame

http://www.reddit.com/r/SkywardCollapse/

http://www.indiedb.com/games/skyward-collapse

5
We're having a bit of a contest for one of our new games. It's part simulation, part strategy, and part living board game.

Please see this thread for more info: http://www.arcengames.com/forums/index.php/topic,12768.0.html

6
AI War / A touch off topic, but we want everyone to see this...
« on: April 02, 2013, 01:53:01 PM »
We're having a bit of a contest for on of our new games. It's part simulation, part strategy, and part living board game.

For details, please see this thread: http://www.arcengames.com/forums/index.php/topic,12768.0.html

7
Shattered Haven / Anyone want to alpha test?
« on: February 19, 2013, 11:32:50 AM »
So, we're getting really close to being able to Alpha test this game. So, is there anyone out there who might be willing to help with that?

If so, please send me (and only me, please, we want to keep these all in once place) a PM letting me know you are interested.

Now, I need to warn you, we really need to keep this test small, so there is a chance that if you send me a PM, that you won't get into the test. If this is the case, please understand, it's not personal. Also, we want to move on this pretty quickly, so please only apply if you think you will have time to test this at least for an hour or so this week (potentially, it might be next week).

Anyway, don't worry if you've never tested anything for us before, or if you are an old hat around here. I'll be looking for both types of testers, ideally, so please, if you're interested, let me know!

Thanks a bunch!

Josh

8
Ok, we have threads for spell balance, monster balance, the strategy game... we need one more. What are the most essential things we need to make the side-scrolling adventure part of the game better?

I'm not really looking for balance type stuff in here, please try to leave that for the other threads. So, what do you guys think? What are the most important polish things we can do?

9
A Valley Without Wind 1 & 2 / Poll: Keeping knockback on player spells.
« on: February 05, 2013, 03:05:43 PM »
Misery has suggested that we get rid of knockback in player spells, so that when you hit an enemy, they won't get thrown around. I won't try to recap his argument here, but I'll link you to what he said: http://www.arcengames.com/mantisbt/view.php?id=10604 .

I'm going to withhold my feelings on this issue for now, but, we wanted to know what others thought of this.

Thanks!

10
A Valley Without Wind 1 & 2 / Valley 2 FAQ
« on: December 21, 2012, 01:28:05 PM »
Why can't I use the mouse?
Where did the shield spells from the first game go?


From CEO/Founder Chris Park:

Both of these things have an enormous impact on balance.  You could argue that these things are a matter of taste and customization, and I'd have to agree -- that's why they are in the first game, and why they remain there.  But these were one of the biggest ongoing challenges to balance in the first game for me, and they are things that really put large segments of the player populace at a disadvantage if they don't use them.

Here again, it comes to getting back to the roots of what we were trying to do.  Yes, Terraria uses the mouse controls -- so do numerous other PC action-adventure games with a 2D sidescroller view.  So do a lot of MMOs and RPGs.

In the first game we were really enticed by the allure of all those things, and so we let our design drift and become unfocused.  In other words, the design tried to become all things to all people, and Environ became a world that you could come and do whatever you wanted in.  That's pretty fun!  But it's very difficult to make a truly compelling game that way.  What we needed to do with the sequel was really focus, and make the original game we set out to do.

In terms of Mario Bros. games, what if Mario had a rocket launcher he could aim in any direction?  What if he had a force field he could toggle on and off periodically at will?  That might be entertaining for a bit, but that would fundamentally make a different game, I think.  And I don't think a better game -- for Mario, all the enemies are designed around him not having abilities like that.  So to give him those abilities means the levels would be crazy easy and hollow.

On the flip side, the game Intrusion 2 uses mechanics like aim-anywhere firing, and it's a brilliant game.  All the enemies are designed around the powers that your avatar has, and so everything fits together just right.  But of course the character there doesn't have the movement abilities that Mario does -- if the character there had that kind of speed and jumping ability, then I suspect its mechanics would really start to break down -- in the same way Mario would if you gave the wrong weapons to him.

What I'm saying is, games are additive in nature -- you can't just throw any old thing in there and expect it to be the same game.  If you add a single new piece to Chess, you've dramatically changed that game.  It doesn't matter what the piece even does.

In the case of AVWW1, we had the movement speed of Mario 3 or so, and the aim-anywhere nature of Intrusion 2.  We also had control schemes that did not support aim-anywhere, and that made it so that players were playing two different games.  And that meant that enemies really couldn't be balanced around either, since in some cases could aim super-precisely and in others they could not aim remotely that well.  What a mess.

11
Valley 2 Slices / Making Slices for Valley 2
« on: December 20, 2012, 01:13:10 PM »
Whether you did maps for AVWW or not, please read through these instructions a bit, as making slices is a bit different than making maps was in the last game.

The slices can be found in *Game Directory*\RuntimeData\Logic\ChunkSlices then each slice type has it's own directory from there.

The biggest difference, and the single most important piece to any slice is the new "SliceConnectorHint". You'll see in the examples already in the game that they will go on the path that the player is expected to move through, at the edges of the slice. These let the game know how the slices are supposed to connect to each other, by connecting one of these blocks to another. Having other paths that don't have these as dead-end are ok.

Another big thing to bear in mind is that the game isn't going to be seeding enemies randomly anymore. This is now the job of the slice creators. One of the new points in the map editor is the placement of different size and types of enemies. Please bear in mind that having more enemies in a slice is preferable to not having enough. The game knows to not seed too many enemies, but, it can only seed ones where it has instructions to do so. Too many enemies isn't really an issue.

Please understand, the focus on the game is meant to be more about combat than platforming, so we aren't really looking for a lot of really hard platforming challenges.

I've made one of our design documents public now, so that you can all see. In it are descriptions of what the slices should be. By and large, the slice types on that list are the ones we're most interested in getting additions for. But, if you want to do other types, please feel free. If you want an official description for a slice type added, please let me know that too. The document can be found here: https://docs.google.com/document/d/1uEMmE-3Or_OJA3BX7u65h5zR2fqglLAtnU5wx6VV3Sk/edit . This document also describes the uses of the different enemy classes in the game.

If you would like your slices added to the official game, please try to adhere to the descriptions in the above document as closely as possible, as they often server very specific purposes. I will be going over and approving any slices before they go into the game. If I don't approve your slice for the game, please don't take it personally. A few slices that aren't up to par can really ruin one's gaming experience.

That said, not every slice has to be art or has to be the most amazing slice ever. They just need to have some thought put into them.

Other notes of interest. The player normally is two blocks high and one block wide, and needs at least this much space to move. Players can also normally jump 5 blocks high.

The map editor is included with the game, and is the fastest way to edit slices. I'll also be posting specific instructions on using that in another post.

12
Off Topic / Towns. Anyone played it yet?
« on: November 07, 2012, 03:28:20 PM »
http://store.steampowered.com/app/221020/

So, apparently it's a citybuilding RPG. I LOVE the idea of it, but, does it actually work?

Has anyone tried it yet?

14
Off Topic / Torchlight 2 release date actually announced.
« on: August 31, 2012, 03:21:24 PM »
Three weeks from yesterday, Sept. 20, 2012.

Source: http://forums.runicgames.com/viewtopic.php?f=30&t=32505

I bought this on pre-order months ago. So, I'm excited for this, even if I will likely be too busy to play much. :)

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http://www.jim-butcher.com/posts/2012/cold-days-november-27th-2012

Does anyone else here read "The Dresden Files"? I'm a huge fan of the series, I've read every book, and have really been anticipating where the series is going to go in this book.

For those who don't know who Harry Dresden is, he's the world's only openly practicing Wizard. The books have a distinct noir feel while still having a lot of kick-ass magic, with a main character who is witty and interesting.

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