Brad Wardell's site for talking about the customization of Windows.
Frogboy's Articles In Elemental Dev Journals
November 4, 2008 by Frogboy
We are so excited to finally be able to talk about the "fantasy strategy game".  Here are some answers for questions we suspect will come out. Regarding the title... We wanted to just call it Elemental but but trademark reasons we needed to come up with a sub-title. We wanted to give it a sub-title that was a bit corney to harken back to the classic 4X days when game names were a little more generic. Screenshots... The graphics seen in the screenshots are still very early on...
November 21, 2008 by Frogboy
Elemental, like Galactic Civilizations, will have a very in-depth single player world.  In fact, in terms of the single player game, it will have a lot more "stuff" to it than GalCiv had (such as a virtual persistent single player opponent which we'll talk more as time goes on). But it will be in multiplayer that we really hope to bring new fans to the genre. I love multiplayer games. But I am not an advocate of them in terms of taking resources up from the single player...
November 6, 2008 by Frogboy
From around the net I've gotten a lot of questions regarding Elemental. Here are some of the questions and answers that have come up: Quote: I understand if some stuff is being kept internal, but here are the things Im wondering abou...
November 25, 2008 by Frogboy
Things are moving forward quickly. Seeing a drake, in battle, up close and personal is really cool. One thing that I believe is going to make a huge gulf between Elemental and what we've seen before is that Elemental is a 4X strategy game designed and engineered in an age where decent 3D acceleration is the norm which means we can do a lot of cool stuff in terms of UI, game mechanics, and game play.  In the meantime, here are some new medallions: ...
November 7, 2008 by Frogboy
While Elemental comes with two races -- Men and Fallen, each of these races are split into 6 factions each (12 total). Each of these factions has its own technology tree and own spell book to make each faction play very very differently. The thing to remember here, these are groups that have been split off from each other for a long time now and they have evolved in very different directions.
December 17, 2008 by Frogboy
One of the challenges in making Elemental has been to create a game with a very distinctive look. A lot of land-based strategy games tend to look pretty similar to one another.  What we want with Elemental is an art style that someone will instantly be able to identify with this particular game.  To that end, we have developed an art-style that is kind of a water-color look. One of our challenges is that we want players to be able to zoom in on units as closely as...
January 26, 2009 by Frogboy
One of the things that has been driving Demigod beta testers crazy is that they aren't used to how Stardock does betas. A lot of them came from the Gas Powered Games community so they don't realize that Stardock betas tend to be very primitive. With Elemental, we may drive the point home by having the first beta of the game only use the cloth map instead of the actual game engine for game play.  The idea is, if it's a good game, it should be reasonably fun even without fancy ...
January 29, 2009 by Frogboy
Well today I have to start putting together all the assets that are going to need translation so that we can get that going. For Elemental, the plan is to have a much much higher level of writing quality than we had in previous games by bringing on professional authors and editors to help. So what sorts of things do we have in mind? The Factions There are 12 named factions (races) in Elemental. In addition, players will be able to create and submit their own factions to be ...
February 26, 2009 by Frogboy
If you’ve ever played D&D with friends, you no doubt got a feel that you were adventuring in a world that was much larger than just your party. Elemental is, in a way, about building that world. Each game of Elemental is meant to be different and customizable in such a way that players can make those worlds theirs.  For us, that means having a world that feels organic. As you build things up, things begin to happen automatically. There isn’t a ton of micro management in ...
December 23, 2008 by Frogboy
  In Elemental, you design your own units. Give them whatever name you want to give them, equipment them with weapons, armor, helmets along with deciding how much training they need. Creating a soldier or a scout or a knight or what have you boils down to how long it takes you to have the equipment on hand and training which is raw time.  There is still "quick build" but that simply, at a cost, gets supplies to that town a lot quicker. It's like having your...
April 6, 2009 by Frogboy
We mentioned in a previous entry that Beta 0 of Elemental will be able to be played on a cloth map.  Now to be clear, not all of the game elements will be able to be handled so abstractly. But enough will be that the basic game could be played on the cloth map. But some users have emailed me asking why even bother having the zoom in map? And the answer is that a game, in our opinion anyway, is greater than the sum of its parts.  What we hope to make special about Ele...
December 26, 2008 by Frogboy
When looking at the graphics in Elemental as we show them, there are two things to remember: 1. We're over a year away from release so we're talking very preliminary artwork. 2. It's a strategy game not an RPG so the units aren't going to have the kinds of detail that an RPG has because we have to display thousands and thousands of these units on screen. So the other day we discussed how equipment being added to your units would work with the Intel Havok physics engine. The idea...
November 8, 2008 by Frogboy
One of the things in Elemental we've been thinking hard on is how the economic system in the game should work.  Elemental is, first and foremost, about building a civilization that happens to exist in a world filled with magic. So when it comes to building things, we are trying to get away from the classic "N production units".  There are, for instance, no factories in Elemental. We want players to really understand just how big of a deal it is for a civilization to be a...
April 4, 2009 by Frogboy
For those of you who have been through the development of a Stardock developed or published game, much of this will be familiar.  For those of you aren’t, welcome! Early next year we plan to release a new turn-based PC strategy game called Elemental .  Our games typically have 3 betas and then a private “gamma” and then release.  We use the beta to mean truly unfinished, not feature complete but playable (we also use the term “alpha” for truly unfinished but not playable be...
May 30, 2009 by Frogboy
When people think of 3D hardware and its benefits, they usually think of first person shooters and RPGs.  But ever since Galactic Civilizations, Supreme Commander and Sins of a Solar Empire started popularizing strategic zoom the possibilities have really opened up that 3D acceleration, now mainstream, let us do a lot of amazing things. In Black & White, players could zoom out to see the world or zoom in to see individual villagers living their lives.  It gave us...