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Show us your completed creations made in Construct 2

Post » Sat Mar 23, 2013 8:45 pm

I remember old adventure board games and maybe (is a idea) can make a deck of "events". If you fall into event place, take a card, and can win objects to use in game, extra dice roll or traps. That can be the game more "strategic"
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Post » Sat Mar 23, 2013 10:00 pm

i think he already has that included in the game. when you land on certain squares of a particular color, they do exactly what you just said, give you random events that can help or hurt you. and yes, it does make the game very much more strategic. many times you have to decided to take a chance or avoid them, and it may cause you to slow down the progress of your characters on the board.

after you have played it a few times the 'phew' really takes on it's true meaning...lol.
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Post » Sat Mar 23, 2013 11:49 pm

@harrio

I'm hoping to have some sort of 'puff of smoke' effect when enemies and potions materialise, to draw attention to them. Making them glow is also a mighty fine suggestion.

@kuso

I have got plans to add a special 'event' system once I've got everything else done, which will be like a short Choose Your Own Adventure style scenario. Depending on the decisions you make, it may influence whether the character gets a special power, gets moved forward, dies etc.

I'm also hoping to add a Special Skill that's specific to each character (eg, the Necromancer will be able to raise the dead, and the Assassin will be able to Backstab enemies).

Oh yes, and Troll Bridge shortcuts (kinda like the snake in Snakes and Ladders. Except the troll might eat you).

Before all that, I must sort out Sfx and visuals. I added lots of sounds today, and now have the joyous task of figuring out how to make them run in all browsers, and stop the game visuals from stuttering. Ah well, its all part of the merriment!

Cheers for your comments, chaps. Much obliged!
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Post » Sat Mar 23, 2013 11:53 pm

@Dave Hailwood
puff of smoke is perfect as well. as long as it brings attention to the new occupants on the board. great job so far. thanks for the progress report.

getting everything to work, doesn't seem like it, but it is the real fun. figuring out those bugs and glitches is really satisfying.
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Post » Thu Mar 28, 2013 1:43 pm

Excellent stuff, think you could be onto a winner with this one :)
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Post » Thu Mar 28, 2013 2:34 pm

@farflamex

thanks for taking the time to check it out, and for the kind words.

I should have an update ready for tomorrow, which will include Sound Effects, a new potion power, a few updated graphics, and a new spawning mechanic that occassionally spawns more potions and enemies when they're getting low so as to keep things interesting.

I'm sure there'll be plenty of exciting new bugs to discover as well. Hurrah!
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Post » Thu Mar 28, 2013 5:03 pm

I know it's still in development and I'll keep checking on your updates because I'd like to help out with improvements, as you're helping me with mine (that's a point, I need to put up my latest version).

Right now, I found two things in your game I think could be improved. I know it's dumb, but I actually couldn't work out where the dice was at first, lol. Maybe have it start on a 6, then it'll look more like a die :)

Secondly, I dunno if you've started on the board itself yet, but I rolled the die and nothing happened. Am I supposed to do something to get started?

I know it's early days but the presentation is excellent and it just looks like the sort of thing that will do well when it's completed. I'll keep checking in.
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Post » Thu Mar 28, 2013 6:34 pm

@farflamex

Typically, the one thing I forgot to mention when writing the brief 'how to play' guide at the start of this thread was how to get your characters on the board! Basically, after rolling the dice click on one of the HUD pictures at the top (the three at the top left are for the blue player, and the three red ones to the right are for the red player). You can only get one character out at a time, until you roll a six (at which point, HUD pics of available reinforcements will light up with a yellow border, and you can either get another character out or move a character already on the board).

Good idea about putting a six on the dice to draw more attention to it; its simple things like that which can so easily be overlooked. The dice was even harder to spot in the earlier version of the game, as it was half the size and exactly the same colour as the devils.

Anyway, after the update I plan for tomorrow, the next three things on the agenda will be; updated HUD pictures that actually match the characters, a How To Play guide on the menu screen, and some sort of rudimentary Village Idiot level A.I, as I'm fed up of having to play against myself, and lose all the time!

I look forward to seeing how your Frontier game develops (its a damn site more polished than mine!). I also enjoyed playing your robot game on the arcade - a good Puzzle Bolderdash!
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Post » Thu Mar 28, 2013 6:58 pm

Ah ok, I get it. It's really good and fun to play, once you understand what's going on. I know you have lots to do, but here's a few things I think need improvement.

It's not entirely clear who can move at which point. Could you make the counters flash/fade when it's their turn?

When you get a special effect, more detail on what it does would be nice. At the moment it just says 'Feather' but doesn't say what it does. I assume you were planning to work on that anyway.

An A.I opponent is definitely needed, playing against yourself isn't as much fun.

The graphics are spot-on and that's a big seller. Give it some spooky music and sound effects, with a start and end screen and you're good to go :)

Going to put up my game on either Clay.io or Kongregate or Chrome or Windows 8, lol, or just all of them. I might try to start a topic about marketing because it's something most of us are clueless about. If we could share our experiences, it might help us to decide how to publish.

Glad you liked the Survivors game. I think that idea has plenty of potential but since my graphics skills are so weak, it's simply not good enough (it got rated at 2 to 3 on Kongregate). I might see if I can get a graphics guy to jazz up the graphics, get some crazy music (there's a great site where you can buy excellent music for 99 cents - the music at the start of Frontier (now renamed) was bought from there) and rewrite it (would take a few days, it's so simple) and I might be able to make that a decent game.
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Post » Thu Mar 28, 2013 7:33 pm

@farflamex

I agree about the point you made regarding making it more obvious who can move and who can't. Eventually, this'll probably be done with a few related animations, though I may not have time to do it before the Newgrounds competition deadline.

I'd love to simply make the characters flash when selectable, but effects can be very temperamental when it comes to being viewed on touch devices; at one point, I accidentally changed the dices blend mode from Normal to Source, and it completely stopped all other artwork from showing up on my ipad (everything looked fine on desktop, though). It took me four hours to figure out what the problem was, which is why I'm now trying to make all effects hand drawn sprites.

The potions will be explained in the How To Play pop up when I've made it (for now you can read about them in the first entry of this thread). I'm also hoping to put in a lot more visual helpers as to what's going on, when I get the chance.

Your feedback is hugely appreciated, and I'm glad you enjoyed the artwork (I made it all using Inkpad on the ipad. Drawing with your fingers is the way forward!)

A marketing topic is a good plan, if it hasn't already been done. It will be interesting to see people's responses.

Anyway, I've got to go write some Sketches and eat some form of Potato-based substance.

Cheers!
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