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

Greetings!

Today I’m evaluating the Elemental Alpha.  All the various “platforms” come together to start putting together a game. Next month, the Beta of Elemental will be released for those who have pre-ordered it.  Shortly after, we will

Downloading…

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First, I have to download it from Impulse.  This is the version of Impulse that people will be getting by the time the beta comes out. It’s “Phase 4” and has a lot of new stuff but we’ll talk about that soon enough.

 

For those who aren’t in the alpha, you’re not missing much. There isn’t much “game” there yet.  The primary purpose of this alpha is to let us just get some early feedback on the basic engine and let us get things set up for the beta.

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The Alpha intro screen.

 

The Alpha, like Beta 1, will all take place on the cloth map. The idea here is to take all the eye candy away and let beta testers focus first on just the game play. So again, people looking to have “fun” with the alpha or beta 1 should stay far far away from this. The whole point of a Stardock beta is to let people help mold the final game.

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When a player starts the game, they have just their sovereign. If he (or she) dies, you die.   You will want to build cities near fertile land which, in Elemental, is relatively rare. Fertile land is designated (for now) by a green and yellow flower tile.

 

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Once you build a city, you can begin researching techs.  This screen is still a work in progress (like everything else) and not likely to resemble the final screen. Suffice to say, as you research technologies, new paths open up which are displayed at the bottom.

 

 

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Clicking on a city will allow players to build new things right on the map. At first, there won’t be much to build. But over time, lots of different things will become available (though in alpha 1 we have purposely limited it to just a handful of things).

 

 

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Early on, you will want to build units to protect your cities. You can also design units (though it’s pretty basic right now). 

 

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As your influence grows, your zone of control will grow (which as you can see in this screenshot, I’ve asked to tone down a bit).

In Elemental, the power of your empire will rest on your control of the magical shards which give your side the mana necessary to cast ever more powerful spells. In addition, your economy is based on your control of key resources.  Elemental (unlike Galactic Civilizations) has no concept of “industrial units”.  You want to build something, you better control the necessary resource otherwise it’ll take a ridiculous amount of time.  The more of those resources you control, the faster you can build things.  Thus, control of one iron deposit is not as good as controlling two or three iron deposits when it comes to making steel weapons.

So over the coming weeks, the economy and magic of Elemental will begin to take shape and beta testers will, ideally, find the game fun despite the Commodore-64 style graphics.  Then, when the full environment is added in as well as the tactical battles the fun will be greatly amplified because you’ll be able to see the true effects of your power and we can convey a lot more information visually in a way that is pleasing to the eye (which we can’t really do without the cool graphics easily).

Once the Alpha program gets complete, assets and features will start getting injected into the game at an accelerated rate.


Comments (Page 1)
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on Aug 07, 2009

Looking good!  Though I do find myself especially curious as to how Phase 4 and beyond of the Impulse reactor will interweave with Elemental as things roll along....

on Aug 07, 2009

You know I'm actually really impressed with the cloth map! 

Could I ask that you please consider allowing players to choose to add some kind of "wear-filter" to make the map seem dirtier and faded in some places? I'm digging the look right now and it could be even better. 

on Aug 07, 2009

Yes any news on phase 4 of impulse?

 

Would be great for elemental AND demigod.

 

Really love the menu and cloth map.  Can't wait to see how it looks in the beta.

on Aug 07, 2009

Interesting..... I don't know quite where to begin.... how about with "It really sucks that minors can't sign NDEs". Now that that's off my chest, let's get into the analysis and critiques:

  • Not sure if I like the cloth map icons...... they don't look like something you'd find on an ancient map.....
  • I am assuming that the "workshop" contains the editors. I am surprieed that the alpha contains the editors. I am happy that the game contains the editors....
  • "Skirmish" is the sandbox, right.... That seems to imply that the game will be based primerily on military actions..... disappointing.... but it is just a name.....
  • I'm satisfied with the tech system, but nothing about it really speaks to me.
  • What exactly is a "plot"? A tile? Or a subtile? Or something else all together?
on Aug 07, 2009

Nice... though I wish I was in the alpha still, well less than a month so WOOT!

on Aug 07, 2009

Drool....

on Aug 07, 2009

Thanks for the update . . . great to get a bit more of a peek under the hood and see some screenies!  Makes me feel like I'm almost in the alpha 

I'm counting the days until the beta . . .

on Aug 07, 2009

[edit] Issue Fixed now

 

BTW, theres something messed up about the first screenie...it links to an image of *someone's* impulse client, not the thumbnail.

on Aug 07, 2009

I love UI screenies. Awesome!

on Aug 07, 2009

Hmm, will be interested in exactly how influence and zone of control expands and what it it does specifically. 

I hope it doesn't all get sourced from cities or that it can grow to ridiculous distances without forts or something. Of course, who knows what final version will be luck!

Looks all very interesting, anyway.

on Aug 07, 2009

Awesome stuff.  I can't wait to see whats in the beta!   I especially like that background

 

You call those Commidore 64 graphics?  They  are Better than Master of Magic's graphics already, which is post C64.

that I think also sets a bit of false pre-tenses.  'cause I bet it has higher min-requirements than say... a C64 emulator

on Aug 07, 2009

The more of those resources you control, the faster you can build things. Thus, control of one iron deposit is not as good as controlling two or three iron deposits when it comes to making steel weapons.

I know the game will be balanced down the road, but the zerg rush comes to mind when I read this.

Overall it looks good. Can't wait for next month

on Aug 07, 2009

I just hope we'll still be able to make items go through various branching "crafting" paths to really customize our units.

on Aug 07, 2009

Screen caps really do get the best attention. I looked at them all before I read anything.

Then I started reading and wondered whether Brad might finish the fragment, "Shortly after, we will." Go on a two-week bender? Hire a full-time massage therapist for Stardock? Learn to cook Thai food? The possibilities are endless...

on Aug 07, 2009

SavageBananaMan34
You know I'm actually really impressed with the cloth map! 

Could I ask that you please consider allowing players to choose to add some kind of "wear-filter" to make the map seem dirtier and faded in some places? I'm digging the look right now and it could be even better. 

The only concern I would have with a "wear filter" is that the map still needs to clearly convey information. An age crease, mini-tear or fading in the wrong place could make it unclear, it looks like they are doing a good job of givint it an authentic olde world appearance without doing things that will make it hard to read...

Also, wondering if the cloth map only will still have any zoom capabilities?

ScoutDog, to your concern about some of the map icons not looking like what you would find on an old map, two points.

1) It's alpha and some of those may just be place holders, and almost certainly will be getting revised going forward.

2) Part of what makes them appear not to belong is, frankly, color. Take off all the icons and the map looks pretty awesome, and like a fantasy map should imho. The bright colors of some of the icons don't really seem to belong. However, the colors convey a lot of information to the player that if you are dealing with a limited pallete of browns and greys (with maybe blue for water) you just are not going to be able to get. So in my opinion it is a decision of do you want authenticity, or do you want to easily convey information to the player? I think getting the info to the player is the over-riding concern, but still work for that authentic look as much as possible within that framework.

Or I could be completely off base and the color is not what you are talking about, maybe a stylistic thing?

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