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Messages - homoaddictus (98)

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13
WoE Archive / Re: Coding: How to make the map?
« on: November 29, 2010, 08:04:42 am »
Looks pretty good. Having a data window there on the left might work.

But from a usability standpoint, there's a major problem.

Lets say I want to get all the information from one hex. That would require ridiculous amounts of clicking. Instead of the accordion navigation, why not just have all the information in one window? And if there's not enough space, you could have all the data in shorter from, and the ability to click for more information. For example instead of listing all the players, you only list how many there are. And if you click the number, it shows who they are.
Yeah, you're right it does take a lot of clicks to see everything. One reason I used the accordion was I thought descriptive text per location would be long and to minimize the size of the swf file.  I'll get rid of the accordion and see what i can fit in there. I guess a clickable image that links to a forum post would do for the lore so there will space left for the info and player trees. I will update this when i make progress.

14
WoE Archive / Re: World of Elements - Organizers
« on: November 29, 2010, 03:27:02 am »
Would love to help with any Flash encoding.

Edit...

Like map/store or other user interfaces

http://samplemap.hostwebs.com/ (http://samplemap.hostwebs.com/)

*currently only hex 1-4 have xml data*

15
WoE Archive / Re: Coding: How to make the map?
« on: November 29, 2010, 02:08:40 am »
Since Planplan is already picked for this job, maybe he can give us the answer here on which language is he planning to use. I'm sure people could then step in and help, if help is needed in any part of the coding (writing boring functions, organizing database and whatnot).
I completely forgot this. Well anyway, just to reiterate my case for flash here's the link for the sample.

http://samplemap.hostwebs.com/ (http://samplemap.hostwebs.com/)

Try clicking on hex #1, 2, 3, 4. (I temporarily stopped after reading the above post). The data on the left (lore/info/players) changes as you click a location. Data is dynamically updated through xml (notepad-editable) so modifying/updating player lists and location information and even images is easy (copy-paste-edit). New features can be easily implemented and you don't even need the coder around to do it. Also, this flash swf file is currently only 60KB.

16
WoE Archive / Re: Coding: How to make the map?
« on: November 29, 2010, 12:57:29 am »
I say we use Flash. While I'm not a hardcore coder, based on my experience with Flash I think we could make our map very customizable, interactive  and easier to maintain.

I will try to make a simple sample map with data and player population per location. Will post it very soon.

17
WoE Archive / Re: Map: 13 Wonders
« on: November 29, 2010, 12:48:31 am »
Quote
Using your own words, it translates to this:

"HoM&M is only tenously related to WoE. It has no bearing on this game and should not be mentioned."

By using the Wonders system, HoM&M becomes more related to WoE and gains bearing.

Which means that an idea, unrelated to this game and with no bearing, should be mentioned for it can become related to this game if it ever becomes accepted.

If you still don't understand that, well... just review the posts.
So you have finally seen the light and agree with me.

Right now there is absolutely nothing that can be related to the movie "Underworld" even tenuously. Not. At. All.
Lol, i give up. You really don't understand at all.

I think it's reasonable to talk about the way other media treat gameplay and thematic concepts, even if they're not directly related, as they might have useful insights. But for now, let's drop the subject and move back ontopic please.
I agree and sorry to the others for dragging this issue for so long.

18
WoE Archive / Re: Map: 13 Wonders
« on: November 27, 2010, 02:04:05 am »
As for your suggestion its still really only tenuously related to darkness at best. And the underworld is still far more closely related to death then darkness. Especially going by Elements definitions.
Quote
A movie has no bearing on this game and shouldn't be mentioned.
Quote
HoM&M has no mechanical relevance to Elements. It only had such relevance when it was the decided that the Wonders system be used.
You just said

"Might and Magic had no mechanical relevance until something was decided that gave it mechanical relevance."

How that in anyway combats my point I have no idea.

Using your own words, it translates to this:

"HoM&M is only tenously related to WoE. It has no bearing on this game and should not be mentioned."

By using the Wonders system, HoM&M becomes more related to WoE and gains bearing.

Which means that an idea, unrelated to this game and with no bearing, should be mentioned for it can become related to this game if it ever becomes accepted.

If you still don't understand that, well... just review the posts. :)

19
WoE Archive / Re: Map: 13 Wonders
« on: November 26, 2010, 01:17:56 am »
Your analogy doesn't work, Might and Magic has mechanical relevance.
 Underworld has neither mechanical nor Thematic relevance. The latter being what you were referencing.
HoM&M has no mechanical relevance to Elements. It only had such relevance when it was the decided that the Wonders system be used.

20
WoE Archive / Re: Map: 13 Wonders
« on: November 25, 2010, 07:55:56 am »
I strongly disagree. The advantage given in even a single battle isn't strong without knowing your opponent's deck. So they are able to form the shrieker rush of their choice. If their opponent happens to have a deck that counters it, where is the advantage?
With all cards at your disposal, you'll have to be very careless or very unlucky to lose to a person with 60-90 cards (30 of which you already know). Yes, it's just a single battle. Yes, it's not worth much when you already got lots of cards. But you are thinking too long term. Water players would capture the Wonder early, and harass the neighboring element hard and fast. With just the right amount of teamwork, the neighboring element can easily become feeder towns for Water.

Quote
A movie has no bearing on this game and shouldn't be mentioned.
This is very biased and immature. I don't see why a movie can't be mentioned. I can only surmise that you did not understand the post or you simply didn't want to. A lot of games draw inspiration from movies, myth, books, real life, other games, etc. Anyway, to put it more simply, I'll give you an example. Heroes of Might & Magic is a totally different game and is completely unrelated to Elements. However, since it was agreed that the Wonder concept used in that game would be a great addition, it has now become hugely related to WoE. If it wasn't used, Wonders would easily have no bearing in this forum. The same applies to other ideas. I hope you can finally understand with this simple analogy.

21
WoE Archive / Re: Map: 13 Wonders
« on: November 22, 2010, 02:45:48 am »
Well, I'm just throwing my idea on a :darkness wonder since it's my fave mark.  A lot more ideas will undoubtedly come so sooner of later some ideas are bound to "look alike". Stealing ideas was pretty much the farthest from my mind when i made the post.

Yes, Underworld is generally regarded the place where the souls of the dead go. But it is also generally regarded as the place where creatures of the night/darkness and the minions of Hades come from. That's the reasoning for the ability. And if i remember correctly, i never saw any reference to dead or undead in the Underworld movie series so i went with that.

Additionally, I don't think we should give wonders very powerful abilities. Wonders, should give you a boost but must not raise a match advantage too much. Just as in the case of your Wishing Well example, giving Water players unlimited number of unupped cards would mean water beating everybody early in the game with a non-water rush deck.

22
WoE Archive / Re: Battle Mechanics: City Siege
« on: November 20, 2010, 03:49:31 am »
I was thinking a city could have 100 HP. For every person using "Siege" on a neighboring square in a turn, it loses 5 HP, and it gains 5 HP every turn. So if 4 people are attacking the city, it loses 15 HP. When it falls to 0, the city is captured by the element who had the most people using "Siege" on neighboring squares.
This is very similar to the siege system used by Empire Craft. And it is indeed a very effective system. Additionally they have a limit on the number of siege attacks you can make per day. If I remember correctly, it was capped at 10/day. So you eliminate the possibility of a team sending in dozens of players so you they can capture a city in one day. If for example siege attackers never lose a fight, it will take at least 3 days to finish the siege.

We can play around with the HP gains/losses to better fit our needs. Also siege attackers should get an added 3 discard penalty for losses.


23
WoE Archive / Re: Map: 13 Wonders
« on: November 20, 2010, 03:08:03 am »
 :darkness  The Underworld
Ability: Touched by Hades
Players come here to get touched by Hades, granting them the ability to summon the forces of darkness at will. Hades' touch is temporary tough, after a single use, the dark forces you unleashed must return to The Underworld.

Use: Players go to the Underworld and get touched by Hades. Player chooses 6 darkness cards that they can use for free. After the end of his/her next match, the player loses Hades' touch and discards the 6 cards.

Or: Players go to the Underworld and get touched by Hades. Player upgrades 4 darkness cards that they own. Upgrades last for 1 match. After the end of the match, the player loses Hades' touch and the cards revert back to unupgraded.

24
Competitions / Re: Voting: Holiday Fun! Cards
« on: November 20, 2010, 01:26:35 am »
Voted for #1 because it fits the theme perfectly. :)

Voted for #11 because I love  :darkness

Voted for #3 because... well, more bunny pics please...

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