the.killing.44 wrote:Silly Rj posted in the wrong thread
Yeah I caught that wrong post last night... was in the middle of replying before I realised he had removed and then worked out what had happened! I thought he had gone mad when I first read it! why was he suggesting Galleons in an ancient greek setting!
the.killing.44 wrote:Here — just a small thing, but I'd like to see the anchors either all half on water, half on land, or all on land. The random and uneven way you have them now is a bit unnerving to the eyes, but that isn't really evry important. The one thing about your graphics I don't like are the names of the islands written there. Maybe if you curved them alont the path of the islands and reduced their opacity somewhat they would look better and not so … out of place? And as a note, even if you don't do what I suggested above — the names look better when they don't sit atop the waveline, disrupting that.
Great job on this,
.44
Hey killing
I will sort out the Anchors, they do look a bit odd, I will try to find a better sitting for them.
The Island names have been bothering me for a bit now, and I can't work out what to do with them, I will play with it today if I get a chance...
Might look at using the same Lithos Pro font for them as on the Title and the scroll.. but think it might look odd when curved!
I did have the names curved before and it was the one thing that people copmplained about alot so I straightened them out.. oh well, I will look into it,
The effect I would love to get is as if they are embedded in the seabed and visible though the water but I haven' t successfully managed that yet.
oaktown wrote:hey guys, I don't think I've dropped in here in some time. So let me start by saying you've found a great idea for a map, and you are running a fantastic thread - the information at the beginning is impressively complete. And I think you've got a good basic look your working with.
Good to see you back in our thread oak
Thanks for the postive feed back on the thread , comes in rather timely considering the qualtiy Vs quantity thread raised yesterday
Complete is our trade... being software testers we are pedantic to the nth degree!
There is nothing I hate more than incomplete documentation.. I practically had to tie Prem down to prevent him from writing a full blown requirements document and map development plan!!!
oaktown wrote:Since you're working toward a gameplay stamp, I'll focus on play. My first concern is that there are a lot of elements of the gameplay that depend on the legend. Without the legend you don't know how to use the boats, docks, ports, Zeus, Life, nor Poseidon; and the legend contains bonus info other than that on the bonus small map. You have four different non-standard attack types - bridges, dock to dock, boat to port, port to boat, - as well as three different kinds of symbol to symbol bombardments. I'm sure this will be easier to follow in-game, but at first that is a lot to take in.
I am all in favour of moving the boat bonus over to be below the mini map where I had it originally! ... see Prem I'm not the only one who thinks it should be there
as for non-standard attack types, this is one of the things we expect to get feedback if we make Beta, one of those not sure how it will work until its tried, the gameplay we have been aiming at requires this level of complexity to add to the feel of the game!
oaktown wrote:Personally, the maps that i chose to play repeatedly are those that I can size up just from the playing area - if i have to be constantly referring to the legend to know who can attack me from where I tend not to come back to the map. But that's me. I like maps to be elegant in their simplicity and playability, and the more I have to read the less elegant the play.
Boats and ports... seems like with every boat attacking every port and vice-versa things will get a bit messy. I haven't thought through exactly how it could be better, but I'm thinking that if I'm on, say, boat 4 I have to watch out for attacks from way across the board... and I'm probably going to attack the wrong territory at some point because I can hit two territories with #5 and two with #3.
On that note, if you've played Feudal you've probably run into the problem of having similarly numbered/named territories near each other. If I'm on Mu 2 I border Mu 4 and Mariny 4 - yeah, it's a dumb mistake to make, but I'm the guy who will reinforce Mu 4 when I meant to reinforce Mariny 4 at least once per game.
I have indeed run into the fuedal issue too and often make that mistake but I checked to see how popular fuedal was before going with this format .. It seems to me that the majority don't seem to mind the issue or I guess they wouldn't play it and a lot of people really like that map. Maybe just ensuring that we don't hit duplicate numbering territories may solve this .. I'm sure I can switch the numbers around and Prem probably won't mind tweaking the xml to accomodate!
As for simplicity in elegance , I agree I like those maps too but I also like the urgency and strategy element that I think our gameplay brings, the scroll is, IMHO easy to read and having to reference it every now and again shouldn't cause to much trouble, I may be wrong... It wouldn't be the first time, thanks to the graphical and text representations.
The way the gameplay is being structured makes a player have to think a little about how to approach the map and adds a bit more spice to a game.
Although I suppose one idea would be to limit the boats to only attacking ports near them (attack route marked like the docks) to encourge the use of the bigger islands to make your way to the smaller ones rather than skipping accross on a boat!
oaktown wrote:Bonuses... I see that you ran them through the calculators, but given +4 for a three teritory region which on such a large map you could easily get on the drop rubs me the wrong way. Meanwhile the 12 territory region next door gets +5. It may be your intention that most games will be won on the inner isles, but you don't want the big outer islands to be dead areas.
we have changed the bonuses a few times after thinking pretty much the same as what you have here, but we decided to go with what the bonus calc suggested. We want the basis of play to be the strategy/race scenario described in the first post. basically forcing the battle towards the center as much as possible, the idea being that the first player / team to control Ys and the Temples will gain the strategic advantage but also forcing other player/teams to dislodge them before they are too strong. its a play that we feel fits with the theme of the map and the mythicl island story. the outer islands shouldn't become too dead but I guess it is a possibiity...
oaktown wrote:Since that's probably more than you wanted to hear about play, I won't go into visuals much, other than to suggest that as you proceed think about how elements work with each other. For instance, I like the fun colors of the map, and I like the idea of using scrolls for the legend, but the fun colors and the brown scrolls don't belong on the same map.
We tried a scroll with a lot more oppacity and it just looked wrong, I can always look at the color of the scroll again... SUGGESTIONS?, the other idea I have had for this is to replicate a stone tablet for the main Legend and make the text look Carved! hmm..I wonder, does anyone think this might be better? that scroll took me ages though,
Incandenza wrote:I have a favor to ask: if it wouldn't be too much trouble, I'd like to see one of the maps (preferably the small) with the proposed starting neutrals laid on it. That'll make it easier, at least for me, to evaluate the gameplay.
Incandenza
I will look at generating a map with the armies

, do you want it with the numbers as they will be at the start of a game or will the usual 88 version be ok?
Nem.