| View previous topic :: View next topic |
| Author |
Message |
Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
|
| Posted: Mon Jan 10, 2005 8:08 pm Post subject: Game2 Discussion |
|
|
The user interface to the new game is open for comment. The Computer-turn portion of it has not yet been written.
Same old URL: http://castledoom.com/forum/game1.php
|
|
| Back to top |
|
Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
|
| Posted: Mon Jan 10, 2005 9:04 pm Post subject: |
|
|
The way I planned it.... the big seven-square areas are like towns with a keep. The keep would generate two units per turn and each of the surrounding town squares would generate one unit per turn for the player that controls the keep.
The individual squares are villages that generate one unit per turn.
Other than that, the combat rules would be identical to the previous test-game-1. |
|
| Back to top |
|
Robbo
Joined: 08 Nov 2004
Posts: 128
Location: Letting the blood run to his head
|
| Posted: Mon Jan 10, 2005 9:24 pm Post subject: |
|
|
Looking good! 8)
Thanks for the clarification post.
Whats the big circle for? A wall? or something else? |
|
| Back to top |
|
Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
|
| Posted: Mon Jan 10, 2005 9:36 pm Post subject: |
|
|
Well.... the 7-square thingee is like a keep surrounded by a town. The center square is the keep and the surrounding six squares is the town. You can imagine a circular wall around the town.
The smaller circles are the smaller walls around the villages. |
|
| Back to top |
|
Robbo
Joined: 08 Nov 2004
Posts: 128
Location: Letting the blood run to his head
|
| Posted: Mon Jan 10, 2005 9:58 pm Post subject: |
|
|
| Thanks for the quick response. Looks to be a substantial evolution of version one, and looks to be a whole load of fun to play. 8) |
|
| Back to top |
|
Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
|
| Posted: Mon Jan 10, 2005 10:02 pm Post subject: |
|
|
| With a couple-hundred land-areas, it should have more depth than the first one.... We will have to build a storyline to make it fun though. |
|
| Back to top |
|
Che
Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas
|
| Posted: Tue Jan 11, 2005 2:16 pm Post subject: |
|
|
I got your Che the Ugly... bubba :wink: :P
What is the image in the control icon?
It looks like a BattleMech to me :shock:
You know that I'm in... when you are ready to go. |
|
| Back to top |
|
Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
|
| Posted: Tue Jan 11, 2005 2:26 pm Post subject: |
|
|
Che wrote: I got your Che the Ugly... bubba :wink: :P
What is the image in the control icon?
It looks like a BattleMech to me :shock:
You know that I'm in... when you are ready to go.
Well.... you know you can change that name ;) I was just seeing how observant you were.
That is a picture of a knight in shining armor. You can see it better if you right-click on the picture and copy it off somewhere. It is squished down to fit in the little boxes.
As far as starting.... We arent ready for that yet. I wanted to see how well the user interface works... and see how intuative it is to use without a big instruction manual. |
|
| Back to top |
|
CooJoe
Joined: 07 Nov 2004
Posts: 2350
Location: It tastes like burning.
|
| Posted: Tue Jan 11, 2005 5:25 pm Post subject: |
|
|
Looking good!
Now, let's see if I don't get booted off this time. :twisted: |
|
| Back to top |
|
Paintballer302
Joined: 03 Dec 2004
Posts: 13
Location: Kansas City, MO
|
| Posted: Tue Jan 11, 2005 8:33 pm Post subject: |
|
|
| write me when we can play this game, this is sounds fun. Were would we do your roleplaying at? |
|
| Back to top |
|
Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
|
| Posted: Tue Jan 11, 2005 8:51 pm Post subject: |
|
|
Paintballer302 wrote: write me when we can play this game, this is sounds fun. Were would we do your roleplaying at?
Proly in a thread right here.....
So how does the user interface feel so far to the ones who have signed up so far? Is it easy to read and stuff? |
|
| Back to top |
|
Che
Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas
|
| Posted: Wed Jan 12, 2005 3:16 pm Post subject: |
|
|
I was staring at the new map and something hit me :shock:
You are on the verge of adding "terrain" to game maps :o
I would think that having the game engine not permit movement in to or across certain color coded squares... would not be that hard.
The way a unit's orders menu shows how and where it can move... would ignore the required colors.
Solid black squares could indicate impassable mountains.
Some shade of blue would be rivers... with bridges. |
|
| Back to top |
|
Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
|
| Posted: Wed Jan 12, 2005 3:27 pm Post subject: |
|
|
| That might be next step..... For right now we will just test the larger map and see how it runs.... I see no problem with adding terrain features, representing impassible terrain.... or maybe even movement costs. |
|
| Back to top |
|
Che
Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas
|
| Posted: Wed Jan 12, 2005 3:31 pm Post subject: |
|
|
Quote: or maybe even movement costs.
Ah-ha, you're already looking past a movement allowamce of one :P
You sly dog :twisted:
I'm curious, taking Map#2 is an example... what are your map size limitations? |
|
| Back to top |
|
Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
|
| Posted: Wed Jan 12, 2005 4:27 pm Post subject: |
|
|
| No limit. I could draw smaller to double the size of the map without making it too hard to read. Theoretically we could go to a larger map that would take more than one screen too..... Making a vertical-scrolling map would be easy. |
|
| Back to top |
|
Che
Joined: 05 Dec 2004
Posts: 469
Location: Mint Julip, Texas
|
| Posted: Wed Jan 12, 2005 5:01 pm Post subject: |
|
|
It weill be interesting to see what you come up with... as time goes by :)
I really like how your orders menu works.
For single-area movement... it is the best.
When units can move several "squares" in a turn... it is going to be more difficult.
I have also been surprised about how bug-free the interface has worked. |
|
| Back to top |
|
Robbo
Joined: 08 Nov 2004
Posts: 128
Location: Letting the blood run to his head
|
| Posted: Wed Jan 12, 2005 7:51 pm Post subject: |
|
|
Quote: I have also been surprised about how bug-free the interface has worked.
Bug free interfaces are easy to code, if you do them properly. And Brf obviousely does things properly :P |
|
| Back to top |
|
Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
|
| Posted: Wed Jan 12, 2005 7:57 pm Post subject: |
|
|
| Well... I had a small problem that I fixed this morning..... The Computer-turn will be more complicated though |
|
| Back to top |
|
Paintballer302
Joined: 03 Dec 2004
Posts: 13
Location: Kansas City, MO
|
| Posted: Wed Jan 12, 2005 8:03 pm Post subject: |
|
|
| K i joined the game, but to make my turn, 7 blue boxes came up with spaced to write in each one. How would Imake my turn with that? |
|
| Back to top |
|
Brf
Joined: 07 Nov 2004
Posts: 3754
Location: Belvidere, Illinois
|
| Posted: Wed Jan 12, 2005 8:13 pm Post subject: |
|
|
The message-bug that Batchman reported is because he used an apostrophe. Apostrophes are the string delimiters for SQL, so they cause big problems.
Paintballer, if you click on your light-blue guy on the map (at 17:10) you can enter where you want your 5 guys to move.
Before we can start I have to take off Che's and my extra areas... I just had them in that way to make sure I could see Che's strength in the land-area adjacent to my own, and not anywhere else. |
|
| Back to top |
|
| |