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1
Yeah, that's a good point.  Will change in the OP.

2
Skyward Collapse / Re: Skyward Collapse Alpha 0.951
« on: Today at 01:46:32 PM »
They were causing so much imbalance and so much distraction from the main red vs blue that I decided to take them out of the keeps.  Basically one monster there was worth several regular humans.

As it is, the age of monsters was really about getting into the first gods anyhow.  And the monsters are yours for the placing as a major way to affect the game!

3
All right, I think this is final:

Game Description
How do you balance -- and indeed encourage -- a war between towns without letting either side obliterate the other?  How do you rule over gods, creatures, and men who refuse to obey you?  How do you build a landscape of villages when bandits and mythology are conspiring to tear it down?  Skyward Collapse places you into the role of The Creator, and frees you to tackle these problems your own way.  Brought to you by the developer of the modern strategy classic AI War: Fleet Command, Arcen's second full strategy title is equally unique (but far easier to learn): a turn-based 4x strategic god-game.

Your task is to build and populate the floating continent of Luminith.  You create -- but cannot control -- gods, creatures, and artifacts from both Greek and Norse mythology.  The power you wield with these is immense: Heimdall's horn causes everyone outdoors to drop dead, for crying out loud.  Your task is to keep both factions alive and fighting until The Master calls you home -- but this is harder than it sounds.  Bandit Keeps pop up periodically, as do Woes such as floods, serial killers, guild strikes, and vegetarian uprisings.  Every game plays out differently, and you'll need even the craziest of your powers in order to survive what lies in store for you.

Game Features
* A turn-based strategic god-game where you control neither faction, but instead strive to maintain the balance of power.
* Make towns and war as the boardgame-like floating continent continues to construct itself around you.
* Persuade your minions into doing what you want by controlling the circumstances of their (brief) lives.
* 16 gods, each with unique passive abilities and three active powers, help you further your goals as you pass into the Age of Monsters.
* Level up your player profile by winning games. Twelve unlockable buildings in all!
* Straightforward controls paired with an intuitive and helpful interface make this an easy title to pick up... but the strategy runs deep.
* Multiple difficulty levels let you play a very relaxed game up to a nail-bitingly difficult one.  There's no one best way to win!
* Co-op multiplayer for up to 8 players.

4
Archiving the old one again, before more updates:

Game Description
How do you balance a war between towns without letting either side obliterate the other?  How do you rule over gods, creatures, and men who refuse to obey you?  How do you build a thriving landscape of villages against the threat of bandits and mythological powers?  Skyward Collapse places you into the role of The Creator, and frees you to tackle these problems your own way.  Brought to you by the developer of the modern strategy classic AI War: Fleet Command, Arcen's second full strategy title is equally unique (but far easier to learn): a turn-based 4x strategic god-game.

Your task is to build and populate the floating continent of Luminith.  You can create -- but not control -- gods, creatures, and artifacts from both Greek and Norse mythology.  The power you wield with these is immense.  (As one example, Heimdall's horn causes everyone standing outside to drop dead.)  Your task is to keep both factions alive until The Master calls you home -- but this is harder than it sounds.  Bandits, along with periodic Woes add to the variety of challenges that you'll face in any given game.  Every game plays out completely differently, and you'll need even the craziest of your powers in order to survive what lies in store for you.

Game Features
* A turn-based strategic god-game where you control neither faction, but instead strive to maintain the balance of power.
* Make towns, trade, diplomacy, and war as the boardgame-like floating continent continues to construct itself around you.
* Persuade your minions into doing what you want through incentives as well as controlling what buildings and resources they have access to.
* 16 gods, each with unique passive abilities and three active powers, help you further your goals as you pass into the Age of Monsters.
* Level up your player profile by winning games. Twelve related unlockable buildings in all!
* Straightforward controls paired with an intuitive and helpful interface make this an easy title to pick up... but the strategy runs deep.
* Multiple difficulty tiers let you play a very relaxed game up to a nail-bitingly difficult one.  There's no one best way to win!
* Co-op multiplayer for up to 8 players.

5
Skyward Collapse / Re: Skyward Collapse Alpha 0.951
« on: Today at 01:30:14 PM »
Correct, the keeps don't spawn them, and no bandits spawn except for keeps unless you are playing on a map with a ton of dead forests (then creatures spawn as you'd expect).

6
Skyward Collapse / Re: Skyward Collapse Alpha 0.951
« on: Today at 12:51:56 PM »
Maybe woes that kill towns should be able to kill those if targeted?

Actually, come to think -- they already will!

7
Skyward Collapse / Re: What to do for demo mode...
« on: Today at 12:50:27 PM »
I think that restricting difficulties is generally a bad idea, because advanced players want to know if it will hold their interest.  I've been frustrated by that in the past when playing some demos of some various strategy games.  I'm not really sure that round length is going to affect much either, although we certainly could limit it.

8
Skyward Collapse / Re: Skyward Collapse Alpha 0.951
« on: Today at 12:43:37 PM »
How does enlightenment work now in regard to all the recent changes? It's a feature I have pretty much not played with at all since many many versions ago.

Same as always.  It's super useful, actually, if you can get it working between two economically-focused towns.  Then you have these strongholds that simply can't be torn down.

Incidentally... somehow this never crossed my mind before... once we took out the score stuff, enlightenment became a "you automatically win" condition because those TCs can't be destroyed.  That's still the case when the score requirement is turned off.

9
Skyward Collapse / What to do for demo mode...
« on: Today at 12:41:57 PM »
I'm thinking:

1. Let players do the tutorial as many times as they want.
2. Disallow sandbox mode.
3. Let them play up until the age of monsters, but no further, in regular games outside the tutorial.

Thoughts?

10
Skyward Collapse / Re: Skyward Collapse Alpha 0.951
« on: Today at 12:40:10 PM »
Np. ;)

11
Skyward Collapse / Re: Skyward Collapse Alpha 0.950
« on: Today at 12:38:41 PM »
Quote
Yep, bingo.  Where to find them is one of the bigger problems.  But we've also been using our own outlying staff and friends and family for first impressions at least.  Pablo is more of a midcore for instance, and has been so busy composing that he wasn't terribly familiar with the game's specifics.  So we've been doing that sort of thing, and results have been positive.  This was prior to the last two releases, but the last two have only made things easier and clearer, so I'm not worried about that aspect of them.

That sort of thing should definitely help a lot. Hey, maybe you could issue a last minute call to everyone that signed up for testing saying that the game is due to be released soon, thanks for all your help so far, and if you could provide any last minute feedback on what is pretty much the complete game, that'd be great. You might attract back a few of the testers who lost track of the process for a bit and get a day or so of fresher testing. A last call to arms if you will.

That is actually a super good idea.  I'll get Josh right on that, as he has the list. :)

12
Skyward Collapse / Re: Skyward Collapse Alpha 0.951
« on: Today at 12:37:43 PM »
Smiting seems to only cost 1AP now, although it still says 3 required. Edit: Oh I see. Smiting grass is 1AP, buildings is still 3. Bit strange when it tells you that it costs 3 but sometimes it only costs 1, though.

This is what it says:

"Destroy any single building tile that you control, or any land tile.  You cannot smite town centers.  When you smite a building, it costs you three action points instead of just one."

13
Skyward Collapse / Re: Skyward Collapse Alpha 0.950
« on: Today at 12:19:06 PM »
Quote
Having the "I barely give this a chance" perspective is actually really useful (if sometimes frustrating. ;)).  It's a great litmus test for parts of the larger market, and certainly a number of reviewers.

Having some midcore new blood get their eyes on the game at this stage would do the game a world of good I think, before release. Maybe a little too late for that, though. Also, I'm not sure where you would get those testers from at this stage. You'll probably get this kind of feedback soon after launch, though.

Yep, bingo.  Where to find them is one of the bigger problems.  But we've also been using our own outlying staff and friends and family for first impressions at least.  Pablo is more of a midcore for instance, and has been so busy composing that he wasn't terribly familiar with the game's specifics.  So we've been doing that sort of thing, and results have been positive.  This was prior to the last two releases, but the last two have only made things easier and clearer, so I'm not worried about that aspect of them.

14
Skyward Collapse / Re: Skyward Collapse Alpha 0.951
« on: Today at 12:17:21 PM »
It sounds like a "five by five" sort of description, which is kind of what I had in mind, too.  After just learning what that meant the other day. ;)  http://en.wikipedia.org/wiki/Five_by_five

15
Skyward Collapse / Skyward Collapse Alpha 0.951
« on: Today at 11:40:43 AM »
The latest!  http://arcengames.com/mediawiki/index.php?title=Skyward_Collapse_-_Pre-Beta_Release_Notes#Alpha_0.951

1. Score has been toned down for round 1 in general, and been made more sane in a few other ways.

2. Some minor AI improvements and then also switching to an "action points" model rather than just one attack per turn.  Balances the combat a lot better in terms of the ratio of combat to the number of actions you're directly taking.

3. Bunch of new player clarity improvements.

4. Some flipping around of siege unit availability and stats to make those feel a bit better.


I have a lot of store/business stuff to do this afternoon, so I won't be doing as many updates as usual.  Looks like we're getting low in terms of things that need to happen prior to 1.0 anyhow, but the undo button in particular is something I want to hit before then.

Enjoy!

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