Changed the title to "Resolved" after it prompted an internal discussion and we came to the same realization as you in your edit. You'd be surprised how many times design changes go unnoticed by all but the folks that actually implement the change :)
ScottTykoski
I'm a huge fan of 'let's play' videos! Can't wait to see more! :)
Noted. EDIT: ...And fixed [e digicons]|-)[/e]
[quote who="Gandhialf" reply="21" id="3059757"]Could I see this "silly" splash screen?[/quote] http://www.youtube.com/watch?v=uAgEPCltF2Q http://www.youtube.com/watch?v=2c8fiR5hy9Q I have some 8-bit Frogboy sprites to make use of when their time comes... ;)
[quote who="vieuxchat" reply="15" id="3059730"]The only thing I miss is a "silly" splash screen at start[/quote] Haha Indeed! Last Monday Brad came by and we talked about this for a bit (making an 8-bit intro for old time sake), but we decided it'd be better to take a more serious tone this time around...at least at first. Once FE has proven itself then we can lower our guard in that respect :)
Panstasd: Game\Data\English\ElementalDefs.xml --> 1 :) Some screens are missing, but the core functionality should still be there. Have fun!
Rooks is right - technically the bug here is that the string isn't rendering. ;) I'll let Auri know...he's going trough all those camera and making sure they're lined up.
The tutorial was designed to be a 10-15 minute affair, teaching the basics (cities, units, magic, and battles) in a very streamlined fashion. We have a system to bring up additional tutorial videos in-game for more advanced topics (of which there are many), and will be adding informative videos up through gold :)
[quote who="jecjackal" reply="11" id="3058432"]the bandits in that game are irrelevant after ~100 turns. Its good to see that emphasized.[/quote] Yeah, I can assure you that creatures stay relevant (and a pint in the ass) up until end-game....and beyond if you turn off all victory conditions ;)
[quote who="VicenteC" reply="3" id="3053264"]specially for devs who usually know very little about all of this[/quote] Yeah, I really just want folks to realize that you can mask any lack of artistic skill with consistency. It sucks to see devs spend 100+ hours on a creation and see it get ignored due to ugly screenshots :(
http://indiegamerchick.com/2012/01/09/tales-from-the-dev-side-you-gotta-have-style-by-scott-tykoski/ Just did an editorial piece on Art Styles and Indie Games. If you're looking to make your own game, this should be worth a read :) Enjoy!
Awesome news! The PC version of ELFSQUAD7 is officially and exclusively available through the fine folks at www.indieroyale.com !!! It comes bundled with several other awesome games, and I think the current minimum is 3.72, so snatch 'em up on the cheap! :D [quote who="Zubaz" reply="17" id="3037461"]well played![/quote] No...not well played in least :( [quote who="Hawawaa
Pacov - I was writing (and will continue to write) journals over at http://www.indiedb.com/games/elfsquad7 ...but perhaps I can sneak some info into an FE journal at some point. Basically I've been working on a game engine as a side-project of mine to...well...re-boost my self-esteem after the Elemental launch. With WoM, I've never worked so hard on something only to have it fail, so I took some of those extra hours of
Cold Kryo, real cold :( ;)
Thanks Xia! It's not a successful game until folks are playing (and enjoying) it ;)
LordXia: That was 2 unfinished games ago...I have a short attentionspan when it comes to side-projects, which is why it's amazing this one got finished ;) Hope you guys get to try it out! We've been having alot of fun playtesting it at lunch :)
THAT'S MY GAME!!!!!!!!! :D
This is actually an area of the game where I see the modding tools getting their time to shine. Anyone can make a chunk of land, designate it as "Wildlands", and hook it up to some lightweight XML to get it in-game. There are some rules, but I can't wait to see the unique and fantastic wildlands that players come up with :) Very exciting stuff!
Anything is possible :) Probably a UI toggle, since too many hotkeys can hide these features. seanw: The shift toggle is a feature in FE, not WoM (we're in the FE wishlist section).
Holding the shift key in battles will increase all animation speeds x3. It makes us animators cringe, but it's defiantly welcome on those long games :)
Hey Everyone! If anyone out there has an App Hub membership (that they use for making XBox360 games), I'd greatly appreciate some feedback on the first game I'm trying to get out the door.... http://forums.create.msdn.com/forums/t/93797.aspx My ongoing dev log for the game is here... http://www.indiedb.com/games/elfsquad7 Now, it
"Or a chance to sustain new negative traits?"
IIRC the idea is being tossed around that we bring down the # of champions but make then so they don't perma-die (teleported back to nearest city and take a substantal hit in XP...or something).
It's "Chasm" terrain, but don't read too much into Brad's AI maps...they tend to be designed to test specific things in a controlled environment. On random maps those chasms are never a big circle, so it's cloth texture doesn't look as jarring :)
The equip/shop/& trade windows are all getting some much needed love in FE. As of right now the team is on their 3rd iteration of the screen, so it's definitely something we want to nail :) There are no plans to backport, however.