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Messages - ZeroG

#1
Beta Testing / Additional bad guys:
November 17, 2006, 03:44:19 PM
Gelatinous cube.
Mimic.
Griffin.
#2
Beta Testing / Other Feedback:
November 17, 2006, 03:38:29 PM
In level 2 the walls of the small round room dont render if they are in your way---nice! The large trees in level 1 do not. Can't they cull away also?
They do get in the way sometimes.
#3
Beta Testing / Other Feedback:
November 16, 2006, 04:45:44 AM
i ..see(and issue orders to).. dead.. people.

I see a few posts about adding little hud images of your current party to help track who is who, who is selected and how may be taking damage or dead. [Please ignore if this has been fixed. I'll be able to test build 131 tmoorrow.]This would be awesome because with soo much pausing and the characters needing to transition into the death animaions, i find myself seeing what seems to be a player---maybe with a sliver of health left
and issuing commands or attempting to. In some situations the health meters are too clustered, so it was kinda tough to see how much health my weakest units had.

I think the addition of the party hud that allows player selection additionaly by icon click--and shows them in a dead state as soon as they die will really clean that up a bit.
#4
Beta Testing / Other Feedback:
November 16, 2006, 04:29:31 AM
In the unit unlock/selection gui in the earlier phases of the game when you only have few players available to unlock, it really isn't all that clear on which section to click. I'm speaking from a total n00bs perspective, and the heuristics must be crystal clear--even if you covered it in the tutorial. Some things just must be spelled out.

In this case just above the small player selection bracket where you have the small unit icons to pick from, i think you could add some text that says 'unit selection', and in the area where you have the larger icon in which we unlock the current selection you would have some text saying 'unlock current selection' or something to that effect. So that these functional parts of this gui have clear labels that can help steer a rookie through it.

It has always seemed second nature to me, but it might be as clear for
new players using this game.
#5
Beta Testing / Other Feedback:
November 16, 2006, 04:11:47 AM
One thing that bugs me stems from 2 of my favorite aspects of this type of game, 1. issuing commands in pause mode, 2. a movable camera and ability to zoom.
I also see many related posts about difficulty in character selection.

What would really help is simply adding the ability to tilt the camera as well as pan, rotate and zoom. The environment looks to be fully 3d, unless some of your gui tracking/selection code hinges on a restriction to the fields of vision(ie: no up angles on the cam), then consider the following.
Not only will it boost how the current camera acts and feels, but it will provide a more top-down view on player's request--which kinda sorts out most of the player selection issues i've encountered and seen reported.<>
Perhaps but not limited to 100% top-down view ability.

It's the freedom, and you've made it look cool up close so i'd be tempted maximize that to a fully fledged, fully free tactical-cam.
At times this game gets a bit messy, heh. And this should only get messier! In some of the denser skirmishes it gets a bit clustery and hard to tell who is who. I think that is mostly due to the visualization of these 3d battles into limited dimensions of view, ie: you are seeing dense unit clustering from the sides, making character selection require some extra effort( both code wise i'd imagine and from the players perspective). I know my wife and I have been in situations where character selection from almost any possible angle was hard--and we just let time advance a sec or 2, until things became clearer. These split seconds of unused time make Chuck Norris cry.

Part 2 of what leads me to think this camera tilting ability is important is that bottom-middle action gui element. It couldn't be bigger. I hear this large chunk of screen space will have expanded uses (unit/selection icons)...it might still be way too big for the data it is supposed to convey, and hold for ease of use.

I'd kill 12 of those dragons juuust to peek over that thing at times to assist in unit selection!! So why not keep it as is and just add camera tilt.

In every other game like this i have played the viewing angles were even more restricted, so i love the cam freedom you've provided. And i'd understand that many potentially great production reasons may exist to limit this ability.
I think it would bring a degree of freshness and sell-ability to a game of this type and it would completely let you drill down into the nitty-gritty of the tactics.   [imho]
#6
Beta Testing / Level Difficulty
November 16, 2006, 01:20:35 AM
Good balance of toughness. This isn't the type of game i expect to "win". It is more or less a tactical sim trainer for me, so i'd be happy playing one feeble swordsman against the huge dragon 1000 times just to mull over the many differnet approaches and plans of attack.
The Wife however reports back to me that the normal difficulty level is a bit too hard core for her( serious casual gamer with a passion for Baldur's Gate), She loves the game in easy mode.
I guess this is why we have the choise. ;]
I'll try the hardest level of difficulty a bit tonight.
#7
Beta Testing / Additional heroes:
November 16, 2006, 01:11:34 AM
I second the Scottish dwarf---only if his accent is sooo thick you can hardly tell what he's saying ;]

Since you played the pirate card-- i raise you one ninja. ;]

I was seriously thinking of a Thief class. This unit could do: stealth(invisible), have an enemy power-tap(stealing), increase your gold on rounds successfully completed with him alive, be able to pick lock(s)--ie: an extra unlock point per some determined interval, backstab bonus, be able to fight hand-to-hand with double fisted daggers and or throw them as a medium distance weapon.

Leper/plague knight. This unit could have abilities like: plague-touch, be able to hurl diseased chunks of flesh, be able to summon death( being so close to death already--it's a short call), use disease-weapons(sword).

Hot sorceress class. Just mix-n-match some magic abilities, but make her worth looking at!!! JK. Seriously though The Balance demands more of a female presence.

Jester. Like the bard in a way, this fool could act like a perpetual taunt for your party, and like the necro's fear..cause laughter, maybe even have a 'killing joke'.

A wacky idea, just brain storming here but..
Squire. Basically an extremely minor unit that would serve a few basic functions: He could ferry healing 'potions' from healing units to other units that are too far away, tend/mend weapon bonus to all weapon wielding units( this would last a short period of time and require replenishment--and require direct contact with said units), they would be very fast but essentially have like 1 point of health.

Cavalry unit/ Lancer. This could have some nifty benefits as well as some interesting drawbacks ie: spooked horse can throw rider, only lance weapon with a fixed range of attacking (like a doughnut of range, cant be too close or too far from target)

Alchemist. A unit that can use explosives and poisons as well as have some healing potion ability might be cool.

To Balance the dwarf idea...
Hill Giant. A lumbering huge unit that could be taken down fast by magic, highly susceptible to spells, would not be healable but have a large amount of health. I can see this serving in specific tough boss levels and costing 2X the unlock points and gold.
#8
Beta Testing / What heroes did you not use and why:
November 16, 2006, 12:21:12 AM
I didn't play much with cutthroats or druids.
Cutthroat, to be effective, self-damages. I'd rather spend my healing power on other units.
Druids, well...i seem to get too invested in other healing units. And they are slow and weak enough. In the end i chose faster more prodcutive units to balance out my team.
#9
Beta Testing / What heroes did you LIKE the most:
November 16, 2006, 12:10:28 AM
Archer: it's all about softening approaching enemy units.

Necro: nice to have another range weapon, the fact that he makes skeletons is a nice bonus--on top of that he can self heal by sucking blood<< my kind of unit!!

Cleric: Nice range of healing abilities.

Paladin: sheer toughness+ looks awesome.
#10
Beta Testing / Overall impressions of Kingdom Elemental
November 15, 2006, 11:58:35 PM
KE is a striaght blast to play. I'm a huge fan of the older turn based rts and rpg games. I miss playing those games for i have hardly any free time, and most of them require a ton of free time to absorb vast story lines and game worlds.
KE is absolutly perfect for those who love the turn based action, but may not be able to commit a huge chunk of time to play them.  All the fun, none of the burden of the larger titles. THANKS!
p.s. My wife is hooked for the same reasons.
#11
Beta Testing / How much should Kingdom Elemental cost:
November 09, 2006, 12:14:16 AM
Game core: $20( $19.95 USD)
>>Expansion packs: $15<<
#12
OS: XPSP2
CPU: AMD Sempron 2600+
Mem: 1gb
videoCard: ATI Radeon X800 Pro AGP
vidMem: 256mb
Sound: RealtekAC97(jenky)

runs extremely fast. I second Inoll's noting the alt-tab. Also alt-enter caused my background apps to go wonky.
#13
Beta Testing / Other Feedback:
November 08, 2006, 11:40:46 PM
Upon clicking the exe, i get this longer than usual black screen pause. Add  _something_ to show people on slower systems that the game did not crash. More face-time for the logos maybe.