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SpellCraft battle demo video

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Please check out this new demo video. At first I had to find a screen capture software. Fraps seemed good but there is a 30 sec limit in the free version. Then I found Bandicam and it is really cool, easy to use and there is no limit. The only bad thing is that it puts a small "www.bandicam.com" line in the video. But that's fine for me.
So I made the video and this shows how you can build buildings, use them and go to battle. Later I would like to make another one that will show the text adventure mode. And perhaps I will make a longer video with a short campaign.
I seems like I am not permitted to upload video files so here is a youtube link:

Any kind of comments are welcome!


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Looks good!  I like that you get to equip things before the battle starts, and even change up your army.  I always forget to do that until it's too late.  Was the combat automatic once it starts?  That's pretty cool.  I'm not a fan of the grey background in the UI though, maybe it just needs something to break it up, like an additional rectangle behind the units on screens like the victory screen.

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Thanks for the advice and the comment!

Yes, the combat is automatic. Later on I would like to include some buttons like "Advance", "Hold Ground", "Flee", or cast a big spell that affects the whole enemy army. That way it would really feel like the player is the commander who is not fighting only giving orders.

And auto combat is why the change army screen always appears before battle, because changing and positioning the heroes is the most important thing the player has to do. In the game there are such enemies that require different army composition and formation to win against. For example when you have a single slow but very strong boss enemy you will need summoners in the front row. These will summon weak units that will keep the boss busy while your units with instant kill ability can have a chance to kill it. But this same composition would not work against a different army that has units who can attack multiple times per turn cause those can kill the weak summoned units and the summoners quickly.

I am going to change the grey background, thanks for the input. That is something I still have from the old TomeTik images. Maybe it is time to replace those with something from Wesnoth.

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Cool, keep up the good work, it looks like it's going to be a fun game.  (and I like the idea of the buttons for major things like "Flee", etc)

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This looks awesome! It reminds me of Heroes of Might and Magic and a lot of the gold box AD&D games.

One thing that I'd really want though is to be able to control the characters in the tactical battles. I think the tactical battles are your core game play, so that's worth spending a lot of time and effort iterating and polishing. One 'design' tip I'd give is to have a hot seat game option where both sides are playable by different players. You can use this with other people to figure out any balance and design issues.

One possible design issue with the battle system is your current action point system. It looks like melee characters get one action point per round, so they can spend it on either moving forward or attacking. The prudent thing for another melee character to do is to let the enemy waste their turn moving in, and then you use your turn to hit them, so you get first combat round advantage.

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Cool, keep up the good work, it looks like it's going to be a fun game.  (and I like the idea of the buttons for major things like "Flee", etc)

 

Thanks. I created some new screen backgrounds from Wesnoth and The Mana World art.

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This looks awesome! It reminds me of Heroes of Might and Magic and a lot of the gold box AD&D games.

 

Thanks for the comment and the ideas! :)

For the world screen my primary goal is to make something similar to Heroes of Might and Magic III. It will be different but I would like to capture that nice feeling that you can have an army that can be improved more and more without limit. And I played a lot of AD&D. (even non-computer role play games).

 

One thing that I'd really want though is to be able to control the characters in the tactical battles. I think the tactical battles are your core game play, so that's worth spending a lot of time and effort iterating and polishing. One 'design' tip I'd give is to have a hot seat game option where both sides are playable by different players. You can use this with other people to figure out any balance and design issues.

 

I know there are some people who dislike auto combat. And I do not want to lose any potential customers (and profit :)) because I have auto battle only. At the moment in this game you control up to 12 characters which may be too much to give orders to manually. Too much micromanagement. And in the game there are some units who have abilities that are related to auto combat. For example, the elf archer shoots the closest target. The human rogue archer shoots at the weakest target. Both of these can be useful at different situations.

Hot seat/multiplayer: I would really like to add mutliplayer feature, but at first my goal is to create a basic version of the game with the minimum features that make it fun. So multi is only a long-term goal. Using player vs. player for balancing is a good idea I did not think about that before.

 

 

One possible design issue with the battle system is your current action point system. It looks like melee characters get one action point per round, so they can spend it on either moving forward or attacking. The prudent thing for another melee character to do is to let the enemy waste their turn moving in, and then you use your turn to hit them, so you get first combat round advantage.

 

Maybe I could add a retaliate attack after each close combat attack. Or maybe a first strike ability that would make an attack before the character gets attacked. I like the idea of having action points. There are some units who have 2 or 3 points at the moment. These can be used to reach ranged attackers quickly.

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