Brad Wardell's site for talking about the customization of Windows.

image So much going on this week and at the same time, so little. A lot of vacations here at Stardock pop up in June since this is one of the prime months here in terms of weather. 

On a sad note, Trent (Mittens) had his last day today. He’s off to Salt Lake City to take a position as a designer at a new game studio.  We’ll miss him.  Combined with the people on vacation, the studio area feels like a ghost town.

My executive planner and marketing manager gave me a “CEO make over” today with a bunch of new clothes. I guess trade show shirts and ratty shorts just aren’t good enough anymore.

Right now, we’re looking at dozens of issues that need to be addressed before we can even do the alpha build of the game.  Everything from the fonts looking crummy to setting priority on what should be on the setup.

For instance, if someone wants to create a custom civilization and in there choose “good” or “evil” that’s fine. But I’m having them get rid of being able to have pre-existing factions be good or evil because it would literally double the writing involved for each faction’s back story.  While that’s interesting to have, I would rather have more depth per faction rather than half the depth but a mirror universe version of each one.

The screen you see here will likely be significantly altered between now and release. But this gives you an idea of how iterative the process is.  I’ll probably eliminate the appearance area and put that into the custom race area. Right now, “design your race” is the only option. There isn’t a formal “choose your faction” area.  Elemental comes with 2 built in races and 12 factions but we plan to let people create their own races and factions as well, but that should be a separate area that is a lot richer. If you try to mash too much stuff together, it’s confusing to new players but still too weak for experienced users.


Comments (Page 12)
13 PagesFirst 10 11 12 13 
on Jun 12, 2009

Tridus
... Well, if the only thing essence is used for is imbues, doesn't that kind of remove the idea of a strong combat channeler woh keeps that essence to use in combat? Or would just *having* essence boost your combat magic, even if it doesn't consume it?

The latter's closer to how I'm imagining essence the moment--essence as a sort of stat that determines how much mana you can channel at once and maybe also affects your physical combat stats.

on Jun 12, 2009

Wasn't it always described as basically you can use your essense to get lots of populated cities and things of that nature at the cost of your personal power, or keep it all and have a weaker overall empire but remain a strong individual channeler?

So yeah, that seems to fit.

on Jun 12, 2009

This is why auto-resolve is gay.

 

In a game with tactical combat, people whine about how auto-resolve will suck.  To make it not suck, you make it complicated.  Then the people, that don't want tactical combat to begin, with complain about how it's too complicated to use the auto resolve.  Then you make it simple by taking all the complicated stuff out, and they bitch about how it uses a spell, or doesn't use a spell, or loses too many troops.  Basically, everyone whines regardless and you can't win.

 

Meanwhile, someone else makes a game with no tactical combat that does horribly gay shit, like killing high level units off at 99% odds, and everything is right with the world.

 

Think about it.

on Jun 13, 2009

woah, you ok psychoak?    I'm not used to hearing such harsh words from you.

on Jun 13, 2009

gay as in happy?

Tactical designed for those who will use it and autoresolve designed for those who will use it. No crossing ideas except when real improvements can be done.

on Jun 13, 2009

psychoak
This is why auto-resolve is gay.

 

In a game with tactical combat, people whine about how auto-resolve will suck.  To make it not suck, you make it complicated.  Then the people, that don't want tactical combat to begin, with complain about how it's too complicated to use the auto resolve.  Then you make it simple by taking all the complicated stuff out, and they bitch about how it uses a spell, or doesn't use a spell, or loses too many troops.  Basically, everyone whines regardless and you can't win.

 

Meanwhile, someone else makes a game with no tactical combat that does horribly gay shit, like killing high level units off at 99% odds, and everything is right with the world.

 

Think about it.

Wow, this post is so full of fail. Starting with the use of gay like a drunk 19 year old douchey frat boy, continuing with the rant about how doomed tactical combat is, then saying at least it's not gay shit like auto-resolve. Then backs up his stellar arguments with "think about it", which is again the drunk frat boy equivalent of "Am I right? Am I right? Yea, damn right I'm right."

on Jun 13, 2009

ckessel



Quoting psychoak,
reply 18
This is why auto-resolve is gay.

 

In a game with tactical combat, people whine about how auto-resolve will suck.  To make it not suck, you make it complicated.  Then the people, that don't want tactical combat to begin, with complain about how it's too complicated to use the auto resolve.  Then you make it simple by taking all the complicated stuff out, and they bitch about how it uses a spell, or doesn't use a spell, or loses too many troops.  Basically, everyone whines regardless and you can't win.

 

Meanwhile, someone else makes a game with no tactical combat that does horribly gay shit, like killing high level units off at 99% odds, and everything is right with the world.

 

Think about it.


Wow, this post is so full of fail. Starting with the use of gay like a drunk 19 year old douchey frat boy, continuing with the rant about how doomed tactical combat is, then saying at least it's not gay shit like auto-resolve. Then backs up his stellar arguments with "think about it", which is again the drunk frat boy equivalent of "Am I right? Am I right? Yea, damn right I'm right."

Yes, your post is full of fail. To start with, about half about what you bitch about psychoak saying he didn't even say.

on Jun 13, 2009

Yeah, although I think psychoak's word choice and temperament in that post is rather poor (ckessel's description in that respect is pretty good ), I actually agree with his actual point completely.

All he's saying is this. You put in Tactical Combat - people complain about not liking tactical combat. So you add auto-resolve. Then people complain about auto-resolve sucking - it overvalues/devalues units and doesn't use spells intelligently. So they make auto-resolve more complicated and give you some indirect control over it via scripting or constraints - then they say it's too complicated, it takes too much time and they don't want to spend time on battles.

Then someone comes along with a game without tactical combat, but with the exact same simple auto-resolve and they love it.

There is no way around it, and to me it's even worse than the normal "you can't please everyone" problem. In this case, there are just some people you can't please at all, no matter what you do. And the problem isn't with the game mechanics or features, it's in people's heads.

on Jun 13, 2009

About the autoresolve, can there be a middle ground between useless and so horribly convulated that you're better off fighting every battle manually?
A 'stance' setting (defensive/aggressive) and a 'use magic' switch is more than enough for autoresolve. Most people are perfectly fine with TW autoresolve, which does not provide any kind of control at all after all. Well just my 2c.

on Jun 14, 2009

Wow, this post is so full of fail. Starting with the use of gay like a drunk 19 year old douchey frat boy, continuing with the rant about how doomed tactical combat is, then saying at least it's not gay shit like auto-resolve. Then backs up his stellar arguments with "think about it", which is again the drunk frat boy equivalent of "Am I right? Am I right? Yea, damn right I'm right."

 

Denryu wins.  My response is thus; Moo.

 

Seriously, learn to read, even a frat brat can do that.

 

After you do that, read back through the recent posts regarding how auto-resolve is handled versus tactical combat.  If you can't figure it out then, go find a 19 year old frat brat to tutor you.

 

woah, you ok psychoak?    I'm not used to hearing such harsh words from you.

 

Huh?  That was... sarcasm?  Please?

 

My reputation is in shards, I'll never recover from this terrible slander.

on Jun 14, 2009

My reputation is in shards, I'll never recover from this terrible slander.

This is the Internet.

You could rape a dog, and they'll have forgot it by tuesday.

on Jun 14, 2009

Being the internet, I could provide video evidence and the claim still wouldn't be taken as serious.  Thus the incident to forget would be someone bullshitting, I'd hope something everyone is assuming occurs with regularity.

on Jun 14, 2009

Especially if the perpretator posted the video himself. Then everybody will assume it's just a publicity stunt for self-promotion.

on Jun 14, 2009

psychoak
This is why auto-resolve is gay.

In a game with tactical combat, people whine about how auto-resolve will suck.  To make it not suck, you make it complicated.  Then the people, that don't want tactical combat to begin, with complain about how it's too complicated to use the auto resolve.  Then you make it simple by taking all the complicated stuff out, and they bitch about how it uses a spell, or doesn't use a spell, or loses too many troops.  Basically, everyone whines regardless and you can't win.

Meanwhile, someone else makes a game with no tactical combat that does horribly gay shit, like killing high level units off at 99% odds, and everything is right with the world.

Think about it.
Dude. Your conclusion is basicly "people bitch".
Well no shit.

It's still true, however. If you add tactical combat, people that don't like it will complain. If you add auto-resolve on top of that, it will invariably suck in comparison, forcing the usage of tactical combat regardless. Make it horribly convoluted and you're actually just digging a deeper pit to be heckled in. Remove tactical combat and those who dislike it will be happy, because the issue of auto-resolve as the lesser option is moot as everything settles into a unison equilibrium.

pigeonpigeon
[...]
All he's saying is this. You put in Tactical Combat - people complain about not liking tactical combat. So you add auto-resolve. Then people complain about auto-resolve sucking - it overvalues/devalues units and doesn't use spells intelligently. So they make auto-resolve more complicated and give you some indirect control over it via scripting or constraints - then they say it's too complicated, it takes too much time and they don't want to spend time on battles.
[...]
I don't like the turn this is taking. "Scripted Combat" (using Dominions 3 as the example) is not a natural progression of the discussion, as in "make auto-resolve more complicated [...] via scripting or constraints". It's a completely different system that should be judged in it's own right, independant from Tactical Combat vs. Auto-Resolve.

While it is an intermingling of both, it's merits to those that enjoy it are greater than the sum of it's two parts. It's not a compromise between two systems - it's it's own system that pulls on the merits of the two other ones. A third positionist approach, if you will.

on Jun 14, 2009

It's still true, however. If you add tactical combat, people that don't like it will complain. If you add auto-resolve on top of that, it will invariably suck in comparison, forcing the usage of tactical combat regardless. Make it horribly convoluted and you're actually just digging a deeper pit to be heckled in. Remove tactical combat and those who dislike it will be happy, because the issue of auto-resolve as the lesser option is moot as everything settles into a unison equilibrium.

 

Thanks, ckessel can probably figure it out with such a clearly displayed example to work with.

 

I don't like the turn this is taking. "Scripted Combat" (using Dominions 3 as the example) is not a natural progression of the discussion, as in "make auto-resolve more complicated [...] via scripting or constraints". It's a completely different system that should be judged in it's own right, independant from Tactical Combat vs. Auto-Resolve.

 

That has indeed been the natural progression of this thread.  Automated resolve.  If you do not have reactive powers during combat, it is automated.  A more complicated form of auto-resolve is still auto-resolve.

 

I consider the Dominions 3 system to be an excellent substitution for a one button click implementation of auto-resolve.  Something so simple would never be used by me on account of stupid ai decisions, like blowing all of my mana to make a pointless kill, or killing my best units by turning them into hamburger instead of using my grunts to brunt an attack.  I doubt I'd use the auto-resolve anyway, but then I like tactical combat.  You don't, and wont be happy no matter how easy or how well it works.

13 PagesFirst 10 11 12 13