Brad Wardell's site for talking about the customization of Windows.
Published on December 13, 2014 By Frogboy In Elemental Dev Journals

I need more analytics in the game to do this properly but this is a start.

How long should a game last? That depends on the game. 

Sorcerer King, for me, as the designer, is meant to take elements of Master of Magic, Star control and FTL and put them together.  While those games may seem dissimilar, they each have key ingredients that I think can be blended together to create something really spectacular.

And Sorcerer King is turning out spectacularly.

Map Size Ranges:

These are random maps so they’ll have random shapes. As maps get bigger, the shard dots (the white diamonds) will get smaller. You

 

Tiny maps

Land tiles: 300 to 800

Shards: 8

Time to play: 1 hour 45 minutes

image image

 

Small Maps

Land tiles: 450 to 1200

Shards: 8-9

Time to play: 2:30 minutes

image image

 

Medium Maps

Land tiles: 800 to 1600

Shards: 9-10

image image

 

Large Maps (for the hard core)

Land Tiles: 2200 to 2800

Shards: 11 to 12

image image

 

Huge Maps (for crazy people)

Land Tiles: 3000 to 5000

Shards: 12

image image

 

Misc. Screenshots

image

Just thought this looked cool. Winking smile


Comments
on Dec 14, 2014

Excellent, hoping those random maps are in Tuesdays, beta 3 release.

May have to go for a large map if they are, and huge maps will definately be getting plays from myself

on Dec 14, 2014

Think Brad said they are in during the last dev stream. Plus they were in one of his custom .exe releases a few weeks ago, and it seemed in decent shape then.

 

_________

Poster formerly known as Leo_In_WI

on Dec 14, 2014

BlackSmokeDMax

Plus they were in one of his custom .exe releases a few weeks ago, and it seemed in decent shape then.

 

??

on Dec 14, 2014

cardinaldirection


Quoting BlackSmokeDMax,

Plus they were in one of his custom .exe releases a few weeks ago, and it seemed in decent shape then.



 

??

There was a thread a few weeks ago where Frogboy posted a link to a custom .exe for us to test. IIRC it was to test combat changes, but random maps were in it as well. Overall it was a bit unstable on my computer though. No complaint on that unstability though, it obviously didn't go through the QC channel.

 

_________

Poster formerly known as Leo_In_WI

on Dec 14, 2014

Well we should be getting Beta 3 this week, since they want it out this month, and Stardock starts their Christmas break on Friday.

 

on Dec 14, 2014

Sunday's check-in:

New quests added:
[7:31:43 PM] Brad Wardell: LostLibary11
Lost12
Lost13
Lost14
Lost15
Lost16
Lost17
Lost18
Lost19
Lost20
Battlefield6
Battlefield11
Battlefled12
Battle13
Battle14
Battle15
Battle16
Battle17
Battl;e18
Battle19
Battle20
Batle21
Battle22
Battle23
Battle24
Battle25
[7:32:44 PM] Brad Wardell: New Improvements:
[7:33:03 PM] Brad Wardell: + Archivist ( +1 lore with +1 additional for every connected shard connected to city)
[7:33:18 PM] Brad Wardell: + Citadel provies 6 logistics
[7:33:30 PM] Brad Wardell: + Command post provides 4 (instead of 3) logistics
[7:34:02 PM] Brad Wardell: + OnyxThrone + 1 skill with additioanl +1 for every shard connected to city
[7:34:31 PM] Brad Wardell: + Minor fixes to following quests:
[7:34:40 PM] Brad Wardell: - Icelord first contact
[7:34:42 PM] Brad Wardell: Ceresa contact
[7:34:45 PM] Brad Wardell: DM Honor quest
[7:34:51 PM] Brad Wardell: Icelords alliance
[7:34:56 PM] Brad Wardell: Grislypolitics quest
[7:35:00 PM] Brad Wardell: Pariden alliance quest
[7:35:03 PM] Brad Wardell: Swamp giants alliance quest
[7:35:10 PM] Brad Wardell: Abandoned village 8, 11, 20, 33 quests
[7:35:14 PM] Brad Wardell: battlefield 6 quest
[7:35:23 PM] Brad Wardell: DM compasion quest
[7:35:25 PM] Brad Wardell: Lostlibrary 4 quest
[7:35:27 PM] Brad Wardell: Mysterious cave 7 quest
[7:35:31 PM] Brad Wardell: SK Final battle
[7:35:36 PM] Brad Wardell: Unearthed dungeon 5
[7:35:44 PM] Brad Wardell: Ceresa main quest
[7:35:56 PM] Brad Wardell: Destiny's Embers quest (this quest need smore testing)
[7:36:00 PM] Brad Wardell: Cersa ally quest
[7:36:03 PM] Brad Wardell: Icelord ally quest
[7:36:04 PM] Brad Wardell: pariden ally quest
[7:36:08 PM] Brad Wardell: LT dead quest
[7:36:15 PM] Brad Wardell: SK interaction with threat level 1 quest
[7:36:31 PM] Brad Wardell: Redid teh shadow lands stamp to try to fix the missing gate bug
[7:36:58 PM] Brad Wardell: Items:
[7:37:02 PM] Brad Wardell: Cloaks are now accessories
[7:37:23 PM] Brad Wardell: Ringe of Nullifcation item added (arcane damage protection)
[7:37:37 PM] Brad Wardell: Best Friend token summons a spider
[7:37:49 PM] Brad Wardell: Golem token summons a scrap golem
[7:37:58 PM] Brad Wardell: Umderdroth Hide item
[7:38:22 PM] Brad Wardell: + Minor tweaks to maps to make them less spindly
[7:38:37 PM] Brad Wardell: + Fixed Icelords short name to be Ice Lords (was Empire)
[7:38:52 PM] Brad Wardell: + New recipes:
[7:38:54 PM] Brad Wardell: Ring of Embers
[7:39:12 PM] Brad Wardell: Ring of Nullifciation
[7:39:19 PM] Brad Wardell: Dragon Hide Cloak
[7:39:32 PM] Brad Wardell: + Shardcount resource added to cities
[7:39:56 PM] Brad Wardell: + Likelihood on spells normalized to 100 being common
[7:40:16 PM] Brad Wardell: + Hunter renamed Sentinel
[7:40:39 PM] Brad Wardell: + More loot and more loot variance provided to unit drops
[7:40:52 PM] Brad Wardell: + weapon balancing
[7:41:07 PM] Brad Wardell: + Shards slightly more common
[7:41:18 PM] Brad Wardell: + Goodie huts slightly m ore common
[7:41:59 PM] Brad Wardell: + If the player has killeda LT, the threat level is always at least 3 no matter how much someone tries to game it.
[7:42:16 PM] Brad Wardell: + Crafting reminder event only happens on beginner level now
[7:42:38 PM] Brad Wardell: + Fixed DM code that was causing certain types of dungeon master events not to be called
[7:42:59 PM] Brad Wardell: + Fixed but that prevented minor races from initiating conversation
[7:43:22 PM] Brad Wardell: + Fixed bug that caused the player not to always be able to communicate with allied minors
[7:43:47 PM] Brad Wardell: + Fixed bug that caused AI to not take consideration of a unit being on a different continent
[7:44:13 PM] Brad Wardell: + Made Tactical AI behave differently at beginner level (no coalstones on beginner for example)
[7:44:26 PM] Brad Wardell: + Final battle with SK has an additional option if you're a beginner.
[7:44:46 PM] Brad Wardell: + Moved autosave to be at the end of a turn
[7:45:40 PM] Brad Wardell: + Changed the way spells are displayed on the spell resaerch book to no longer block spells based on a hard coded number of spells of different types to prevent bug where spells werne't being displayed)
[7:46:01 PM] Brad Wardell: + Enchantments no logner get canceled if you run out of mana. You now just can't cast new ones
[7:46:26 PM] Brad Wardell: + Wander radius of monsters is increased based on teh difficulty level
[7:46:57 PM] Brad Wardell: + 4 new stamps created for larger sized maps
[7:47:15 PM] Brad Wardell: + New tactical battle arena for courage
[7:48:31 PM] Brad Wardell: + New spells added

 

Sunday's Bug additions:

https://docs.google.com/document/d/12UW1Ywwf3cS-j_n8IRdh3tlbZU-OaBtL9EbxlVzlHng/ 

on Dec 15, 2014

BlackSmokeDMax

There was a thread a few weeks ago where Frogboy posted a link to a custom .exe for us to test. IIRC it was to test combat changes, but random maps were in it as well. Overall it was a bit unstable on my computer though. No complaint on that unstability though, it obviously didn't go through the QC channel.

 

im sorry i missed it.  although ive played a bit, ive actually been waiting for the rmg before really digging in.  its one of the main ingredients in a game like this imo.

on Dec 15, 2014

I like that screenshot.    While I do enjoy the create-a-unit from the older Elemental games, I must say that the units in SK are looking mighty sexy.  The UI seems much improved as well, and the terrain is a bit more crisp.  And, most importantly, the unit selection and movement squares are much more visible.  The art and UI team(s) have really done a  good job.

on Dec 15, 2014

Cyclone_Jack

 The UI seems much improved as well, and the terrain is a bit more crisp.  And, most importantly, the unit selection and movement squares are much more visible.  The art and UI team(s) have really done a  good job.

 

Yea, I agree with this. Maybe it's my old eyes, but in some games, when the scenery is too busy, the units almost appear to blend into/become camouflage with the background, ...it's like looking at a piece of modern art. Finding the units can be difficult, especially if there is no go-to unit function.

With SK, that's not an issue at all.

on Dec 24, 2014

 

These are random maps so they’ll have random shapes. As maps get bigger, the shard dots (the white diamonds) will get smaller. You

 

you.

 

YOU!

 

YOU!!

on Jan 04, 2015

I think you should make the shard growth more in line the the average map size growth. not 1 to 1 but something better than shown like maybe 1 to 0.5

e.g. if the map size goes up 100% shards would go up by 50%. 

 Curently:  tiny-small map growth is ~50% while shard growth is only 6% and Large-huge shard growth is ~zero.   While you don't mention it, the number of settlement locations should also be increasing.

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