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Post by v4lkyri3m4ni4c on Jul 23, 2020 17:48:38 GMT -8
Redrawn wolfwitch, 2nd attempt I see it well. I would definitely leave him as a skill, the ability to create ghosts when there are tombstones, that would be interesting. Talk to toyknight to see if he can add the unit and test it. by the way, can you create another terrain? The idea is to create a water-based house, I think it would work well to put a bridge base on top of the house, this would be to increase the number of new map design configurations. Water village, as in the likes of Venice and the Bruneian Venice of the East, sounds good. Skills? Summon ghost instead of bones, yeah. I considered another one, maybe Sniper? (Ranged units only skill, deals 50% damage at max range.)
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Post by v4lkyri3m4ni4c on Jul 26, 2020 5:55:05 GMT -8
Any thoughts?
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Post by NDjeneralBN on Aug 1, 2020 6:44:39 GMT -8
This is not really a original idea and it was fought in the past but i really think we should considure making new variations of the old terrains that do different effects on the units. Like having a forest terrain be a generic terrain with no boosts or anything but for example a snow bioms may couse blizards and in general make every units mobility by 1 point slower. Meaby units can be stucked in a ice like if they get cought by a blizard and need a fire unit to free them. Also about desert terrains. These terrains may function normally but all aqua tipe units mey recive damage when they arent in the watter. and for the fire units they can give a boost in damage or regeneration. also we coould have a underworld terrain that insted of watter have lava and can ocasionaly make graves in random erias or skeletons mey instantly appear if units die. or graves can stay there forever removing the 2 turn desapier thing.
also a small thing. i would remove wolfarchers and ghosts from the castle. Wolfarcher is really a.....well strange idea... but it does not stand out like other units in the game. And ghosts can become the part of sorceresses arsenal. (meaby we could remove archmages blind effect and give him a skill to raise ghosts from the tombs that do have blindness. with that we could have 2 seperate units that focuses on 2 weys of summoning. or just give ghosts to sorcerres.)
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Post by NDjeneralBN on Aug 3, 2020 12:22:45 GMT -8
corporate wants you to find the difference betwen this picture and this picture. (click on the pciture to show you the full size)
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Post by toyknight on Aug 3, 2020 15:56:28 GMT -8
corporate wants you to find the difference betwen this picture and this picture. (click on the pciture to show you the full size) Look quite nice. The grass color feels a little bit too bright though, check this out: pita.itch.io/rpg-overworld-tileset
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Post by NDjeneralBN on Aug 4, 2020 8:56:57 GMT -8
corporate wants you to find the difference betwen this picture and this picture. (click on the pciture to show you the full size) Look quite nice. The grass color feels a little bit too bright though, check this out: pita.itch.io/rpg-overworld-tilesetI see. What about certain terrains like mountains hills and forests? Do they need any particular change? also should i make a colour of the roud a bit brighter or to leave it how it is?
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Post by NDjeneralBN on Aug 4, 2020 9:47:44 GMT -8
itch green is looking the most natural of these? (il do details later, for now i need a grass colour) (ignore little mistakes on drawings theyl be deleted)
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Post by NDjeneralBN on Aug 5, 2020 8:15:21 GMT -8
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Post by v4lkyri3m4ni4c on Aug 11, 2020 4:59:48 GMT -8
Well, I decided to go silly by creating this kind of watertop house. Just like water village houses. Ofc, they can't be placed near land, just like water temples and shallow water hills.
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Post by v4lkyri3m4ni4c on Aug 17, 2020 5:48:32 GMT -8
Took me a week... comment this art
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Post by NDjeneralBN on Aug 17, 2020 11:44:48 GMT -8
I would like to give some of my ideas.
1.Can we move multiplayer (online) mod in the main screen but on a side separated from the main stuff.
2.Can we remove this new style of how we are selecting maps in skirmish and all. its more complicated than the previus ones and the previus one was a lot better for new coming players (talking from exsperience, my brother and friend tried the game and both complained about few stuff,not the gameplay itself rather the placement of the entire screen options. duificulty reducer is great they say but if i have never told them about i they sayd they would not found it on theyr own.
3.Can we add a new tyle that is empty (with limiting ourselvs with squres and rectangules we can exsperiment with movement manipulation on the maps) we should have like a empty tyle where nothing is there and cant be touched.
4.We sould add dayly challange maps from users. those swift but interesting maps with challanges (eaven longer can) where players compete for a best score on that todays daily challange.
5.We could add soldiers a new abbilitie exsclusive to them. A block abbilitie with makes tiles that are right beside them cost 1 more movement point to cross for other enemy units. m,ain idea is to use the big noumber of soldiers to block sneak atacks from golems for example and targeting range units for example. but onely units like wolfs with new (assasin) abbilitie can ignore the soldiers skill. (also if two soldiers block the same path betwen them that could stack)
Also i would add a new skill that gives soldiers a buff when they are near another soldier. Basicly if there is a fellow soldier around the 2 block distanc from another soldier that soldier gets buff of 5 damage. (this cant stack and even if there are 4 soldiers around each other always will onely be +5, and if there is a commander beside them they are getting +10 on dammage.so with 2 soldiers and commander that is +15)
i hope you get what i am truying to do, soldiers can die easy and are preatt usseles against other units,they are good onely for some starting games. with this i want them to represent something like a roman defence when they get into turtle position and then gets stronger. also with blocking skill to protect what is behind them since they will die eather wey.
those are my ideas. Everyone,tell me your opinions on each of the points i made.
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Post by NDjeneralBN on Aug 17, 2020 11:47:48 GMT -8
Took me a week... comment this art good starting block, but you need to add a lot more detail to that. also when you do a new pixel art do the whole house and dont cut the existing picture on it.
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Post by toyknight on Aug 17, 2020 20:49:35 GMT -8
I would like to give some of my ideas. 1.Can we move multiplayer (online) mod in the main screen but on a side separated from the main stuff. 2.Can we remove this new style of how we are selecting maps in skirmish and all. its more complicated than the previus ones and the previus one was a lot better for new coming players (talking from exsperience, my brother and friend tried the game and both complained about few stuff,not the gameplay itself rather the placement of the entire screen options. duificulty reducer is great they say but if i have never told them about i they sayd they would not found it on theyr own. 3.Can we add a new tyle that is empty (with limiting ourselvs with squres and rectangules we can exsperiment with movement manipulation on the maps) we should have like a empty tyle where nothing is there and cant be touched. 4.We sould add dayly challange maps from users. those swift but interesting maps with challanges (eaven longer can) where players compete for a best score on that todays daily challange. 5.We could add soldiers a new abbilitie exsclusive to them. A block abbilitie with makes tiles that are right beside them cost 1 more movement point to cross for other enemy units. m,ain idea is to use the big noumber of soldiers to block sneak atacks from golems for example and targeting range units for example. but onely units like wolfs with new (assasin) abbilitie can ignore the soldiers skill. (also if two soldiers block the same path betwen them that could stack) Also i would add a new skill that gives soldiers a buff when they are near another soldier. Basicly if there is a fellow soldier around the 2 block distanc from another soldier that soldier gets buff of 5 damage. (this cant stack and even if there are 4 soldiers around each other always will onely be +5, and if there is a commander beside them they are getting +10 on dammage.so with 2 soldiers and commander that is +15) i hope you get what i am truying to do, soldiers can die easy and are preatt usseles against other units,they are good onely for some starting games. with this i want them to represent something like a roman defence when they get into turtle position and then gets stronger. also with blocking skill to protect what is behind them since they will die eather wey. those are my ideas. Everyone,tell me your opinions on each of the points i made. 1. We probably need a UI designer to help out.
2. This way you don't need to download those maps, and if you change/switch your phone you don't need to download them again. Personal map backup is still a problem though, we need a revamped map system to fix that (current game is too old for that). 3. Current AI is not smart enough to deal with those 'walls'. 4. The problem is how to choose maps. While this sounds like an exciting idea, always having a person who is highly professional at game balance is unrealistic (blackwave already quit, FTGG is also quitting due to life, not sure who is gonna be our next expert). Yeah, maintaining a free game is quite hard.
5. Soldiers are quite balanced according to FTGG, I feel the same and don't see any reason to change it by adding more complexity. Sorry.
I think our goal should be to reduce the complexity and get better game design to make new players (especially those who don't want to read) learn more quickly. I am already tired of explaining to peeps who keep asking why they cannot recruit when there's unit on their castles.
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Post by aditya22082002 on Aug 19, 2020 4:59:44 GMT -8
The game is indeed quite complex and its really very hard to explain to someone who can play it as a pastime in my opinion we can make new novice campaigns for better understanding of the game just like solving maths problems and it comes in flow of the player as he plays or video tutorials can be added it will also reduce some reafing stuffs but these ideas cant simplify the complex expects of game though it can ease a beginner understanding
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Post by NDjeneralBN on Dec 6, 2020 6:57:06 GMT -8
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