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About Pluvious

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  1. Thank you again. So the "rigging" is not included in the files? Sorry, for the stupid questions. It is supposed to be included but I cannot see anyting related to that.
  2. And I have all the files I need?
  3. Thanks. So if I am looking for a programmer am I limited by any languages or anything else based on this model and my desire for a 2D isometric game?
  4. I had an artist make a character model for me. The size is fine. It is going to be used for a turn based fantasy strategy game played on a 2D isometric map. The price was very reasonable and I need lots of such models for the game. They do NOT need to be customized. What you see is what you get for the player. I will likely be displaying it a smaller pixel size than the model given. Here is the problem: I don't program or know anything about what I need yet. But I don't want to lose the artist...and want him continuing his work until I get a programmer (which will be in the future). I'm not sure the language/platform. What I want to do is have the game made using a 3D engine but put on 2D maps and be a 2D game. I'm not even sure rotating the character models is necessary. But I would like to know if it would work with this particular model. I am attaching the files received from the artist. There are no animations yet. Can someone take a look? If this is something I need to pay for I can do that. I want to know if I need anything else? IF the quality/resolution is ok? What is the general impression of the quality...consideration the game is not supposed to be high end at all. Its supposed to look nice though and have cool units on the battlefield (20 or more at a time). Am I limited at all in how I can use this model? Also, I am just getting the model. No animations. When I do decide on the animations to use should the artist be doing this OR the coder? OR both? Can I use this model to program an animation? Anyway, any help would be appreciated.
  5. Game Designer

    Turn Based Forever, INC is looking for an assistant game designer to help with the development of Immortal Kingdoms. Game industry experience is not required. If you love Turn Based Games nows your chance to get involved and help us during the development process! Apply here: http://www.washingtondcmarketing.org/ik/index.php?option=com_content&view=article&id=5&Itemid=106
  6. Whats the best turn based strategy game ever?

    Quote:Original post by Telastyn Age of Wonders was okay, but certain bits were unbalanced. And the whole 'no random map generation' bit. It's only the most vital feature of any 4x game... I know Age of Wonders Shadow Magic did have a random map generator though. My favorite genre by far. Recently (several months ago) I sold off all my Age of Wonders games, Homm series, Fantasy General, plus a bunch of old TBS playstation 2 games like Brigandine and Ogre Tactics. I needed the money! I made a good $1000 but now I miss them all (sentimental value) and Im going to start buying them back! :)
  7. Compatible

    If I am programming a game on an XP machine will it be compatible on vista? Just generally speaking. Or is it a language specific question?
  8. wordpress blog

    Maybe you should not post here anymore then you can keep the last journal entry at the top that links to the new blog. Maybe just post a comment like "New Entry" in this post so that we can see that things have changed and take a look.
  9. The BASIC strategy of the game is to defeat the opponent deity. This is taking the deity down to ZERO health. The deity is on the battlefield at the top right and left corners. Your deity cannot attack normally and doesn't have "stats" like other characters. However, the deity does have a turn and can cast spells/relics at that time. In order to win the game you need to play spells, immortals, relics, or creatures in an attempt to defeat the other deity. Spells can do a variety of things from damage to creatures and the deity to killing creatures, to almost anything really. Examples of spells are Cyclone (50 damage per round to all creatures/players...upkeep cost), Safeguard (Target creature takes no damage...player takes double damage...upkeep), and Apathy (creature cannot take any action...pay 1/2 mana cost to escape). Relics are summoned and given to Immortals. Creatures cannot use Relics. Relics must then be activated by the Immortal and then they can be used to their full potential. Examples of Relics include Sun Spear (+60 attack, +40 damage, minor heal ability, bonus damage to evil creatures, and can be thrown once per combat for damage to multiple creatures), Earth Monument (Pay health gain mana), and Animal Ring (can summon an animal each turn if activated...wolf, tiger, etc). Creatures are extremely varied. Immortals are the rpg like characters and start off at level 1...and are fairly weak. The use of Creatures and Immortals in a rune deck (brigade) is very important strategically. How many creatures should you have and how many immortals? This is something the player will need to figure when making a rune deck. One thing I would like to say that directly affects this choice right now is the "Limit" on how many Immortals/Creatures you can play at a time. I did not want players to just use Immortals or just creatures. It is meant to be a balancing act...like the rest of the game. So, basically the rule for placing Creatures is that you can have up to TWO creatures more than Immortals. So, if you have 0 Immortals you can only play 2 Creatures before you MUST play another Immortal. For example, if you have 1 Immortal on the field you can have up to 4 creatures (this is the max). If you have 0 Immortals you can have 2 creatures and if you have 2 Immortals you can have up to 6 creatures. For Immortals you can have only 1 Creature (+1 extra to start the battle). So if you have 1 Creature you can have 2 Immortals (because of the +1 bonus, 2 creatures and you can have up to 3 Immortals, and 3 creatures can have 4 Immortals. This may sound a bit complicated but there is a graphical representation on the battlefield that shows you if Immortals/Creatures are allowed. And lastly about the Fountain. The Fountain is a strategy implementation added to counter the strategy of simply placing one character in the front line to block all enemies and use primarily back line troops to win the battle. Here is a picture of the fountain. You can see #'s in the flags by the fountain. These #'s represent the total mana amounts of the characters in the front line (basically the total strength of your front line army). The stronger front line army gets +10 mana per round. This is meant to be another possible way of winning the battle. +10 mana won't necessarily win you the battle but it will help. It may need to be lessened with further testing.
  10. Blocking...maybe confusing?

    Quote:Original post by LachlanL A game that used a similar mechanic to this was "Ogre Battle - March of the Black Queen" on SNES. Although this was on a smaller scale (only 5 units involved in a battle at a time), it had the same idea of "if there's units in the front row, the back row can't be attacked in melee. Of course, there was no "player" that could be attached in that game, but you might want to look into how that game worked. The units would all take their turns, doing damage/casting spells etc. Generally the front-row guys would take the brunt of the first attacks as they were the only targets "reachable". Exceptions would be units with magic/abilities allowing them to attack whatever target or even the entire group of enemies. Once a front-line unit was killed, enemy units that are adjacent to that space could either attack the front-line enemy next to them, or attack whatever unit(s) that were exposed in the back line. I played Ogre Battle on the playstation. I didn't really like it for some reason. Ogre Tactics was much more my thing...although Ogre Battle seemed to have a lot of potential to be really good.
  11. A Little Message To Ya

    So I've finished Morale & Sphere Affinity...at least until I get to the point where I plan on adding some animation affects. So now I'm working on Message Boxes and their layout. Most info in the game is passed to the player in Message Boxes that look like scrolls. Here is a sample. I have already worked on this part of the game before but it needs some tweaking. I'm thinking I want to change some of the text shown to be more "character specific" when displaying character info. I do a lot of "tutorial-ish" displaying of info, which is ok sometimes. But other times I need to relate the info more to the character (like when putting the mouseover on character class and describing the specific class indicated). I also need to adjust the placing of the message boxes so they appear in a desirable location specific to the mouseover (when it is a mouseover being shown). And lastly I need to adjust the size of the message boxes so that it is smaller/larger depending on the amount of info shown.
  12. Modified Affinity/Morale

    Ok, I have the Affinity/Morale starting at 0 and being 0% chance for good/bad affects. I think this makes more sense. Here is how it is displayed currently. This display is still somewhat temporary but this is the general idea. Any ideas how it can be displayed better or if either affinity/morale need work are welcome.
  13. Morale

    Quote:Original post by LachlanL I'm sure it's fine either way, but does the 105 actually mean anything to the player? I mean, does it add usability/usable information, or is it just clutter? What I'm getting at is: does having the 105 there as well give the player new or different information than they would have with just the %? Yeah, I should change it a bit. I had 100 in mind to match up with sphere affinity (also starts out at 100). Maybe I should change them all to 0. It makes more sense. Then if it goes negative it would look like this I guess...-5 (5% --in red color), if positive it would be 5 (5%--in yellow color). Yes, the number itself is important (not just clutter). I think it helps to see an actual score.
  14. Blocking...maybe confusing?

    Quote:Original post by Jotaf So if the attack is blocked, no damage is done, but if the attack is unblocked the player gets full damage? I think Magic's simple rule is more fair, blocking is done creature-by-creature so any attacking creatures in excess of the defender's do damage... Yeah, Magic the Gathering is more simple in this respect. But this is more like armies fighting than a card game. And can't say your input really gives me much help in terms of how I can improve the game...as there is no way I can do a creature-by-creature blocking system with the current battlefield layout. :) If the attack is "blocked" then you cannot attack the opponent directly. The "Castle Gate Close Image" means you simply cannot attack the other player...you need more creatures on the field. So you have to kill more of the opponent or put more creatures out. So its similar to Magic the GAthering except it is not 1 vs 1 directly and that you basically need 3 more of your army than the opponent. With 3 or more creatures out than the opponent then you can attack the other player if you wish. Or you can focus all your attacks on the creatures. It can't be like Magic the Gathering because of the idea of "Front Line" and "Back Line" and various other smaller strategy ideas. In Immortal Kingdoms you can either attack other creatures and try to kill them ( I was going to go into how to win and how to attack later). Trying to kill creatures isn't always easy. It can take rounds, depending on the strength of the creatures involved. This is also different than MTG where creatures are often killed in direct 1 vs 1 battles with a single attack. Not only this but you can attack a creature multiple times in Immortal Kingdoms. You can have all your creatures a single creature if you want. Because of this difference the strategy is different...as is blocking. A main strategy will be if you wish to put out a couple of big guys and try to waste all the little guys while they in turn try to stay alive while attacking the opponent directly (similar to MTG in this way). But because the little guys can't be killed with one quick blow the defenders need a bit more of an advantage. This is why you need more than a 1 to 1 ratio of attackers/blockers because this ratio would too greatly give an edge to the small creatures. Yeah, I know I'm long winded. :) But if I'm not I forget stuff.
  15. Blocking...maybe confusing?

    In a typical collectible card game you (like magic the gathering) you block one creature card with another creature card. Its a 1 vs 1 blocking type of thing. If you don't have as many creatures out as the other player then they are going to be able to damage you (the player). In Immortal Kingdoms there are a couple different types of blocking. And I'm hoping its not "too" confusing for the average player. First off, a little explanation of battlefield positioning. Here is a picture of the battlefield again. The five vertical positions near the middle of the battlefield are the "Front Line Attackers". This is important because these five defend the back seven. If you have ANY creature in one of these five locations then that one creature can prevent MELEE attacks to any creature in the back 7 (the back 7 allies also cannot attack in melee but may do so with magic and ranged attacks). So, the main thing here is that one creature can defend all back line creatures. I will go more into the strategy of this later and why I implemented capturing the fountain as a counter to only using one creature up front all the time. Anyway, that should be pretty simple. The next form of blocking is less so. Just like most CCG's you can't simply just attack the other player. Like I said before in Magic the Gathering you have to block 1 vs 1 or the player gets attacked. In Immortal Kingdoms attacking the other player is different. Even though range units and magic users can attack back line enemy units at enemy point they cannot simply attack the other player at any point. Instead, they must be "UnBlocked". Take a look at the battlefield image above. Notice the small "Blocked" text boxes in the top right and left hand corners. These tell the player if that player can be attacked or not. This text box is just a place holder graphic however, as it will be a larger image later represented by a Opened/UnOpened Castle Gate when it is finished. You are "blocked" from any type of attack (melee, ranged, spell) by the other army if you have 2 or less creatures/immortals than that army. With the exception if they have 0 creatures/immortals on the battlefield (you can always attack another player if they have no army on the field). For example, if you are attacking and have 2 creatures and the enemy has 1 then you are Blocked (only 1 more creature). If you are attacking with 3 compared to 1 you are Blocked (only 2 more creatures). If you are attacking with 4 to 1 you are un-blocked (3 more). The reason for this ratio is complicated strategy/game play wise. I want to allow for the use of powerful/interesting creatures but at the same time make it still very possible to use a smaller army/rush strategy viable. And because the strategy aspect of the game is still up in the air in terms of balance and how everything plays out I can't be sure what strategies will prevail just yet. So, my main question is "Is blocking too complicated for the average player" as it is now? Keep in mind it being blocked will be visually represented so you will always know if you are blocked or not but if people don't read the rules it they may not immediately know WHY.
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