Edited by kayuz, 17 May 2011 - 06:52 PM.
Paper Wars
#32
Posted 17 May 2011 - 10:27 PM
Player feedback gonna be crucial for us.
And I'm gonna try and update this with more dev stuff on a more regular basis. Haven't been too good about that recently.
Edited by traylorpark, 17 May 2011 - 10:32 PM.
#33
Posted 18 May 2011 - 06:03 AM
#34
Posted 18 May 2011 - 06:57 AM
damn Damn DAMN! Looks fantastic. traylorpark, you should come to Denmark to work for a year. We have the little mermaid
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hey i also want to come to denmark!
*edit*
just another screenie i'd like to share:

again everything could be subject to change
Edited by crow_riot, 18 May 2011 - 07:50 AM.
#36
Posted 18 May 2011 - 02:07 PM
so, this coming week you put out the beta? i'am waiting
Beta? No probably not.
Something more along the lines of Alpha...
Here is your first glimpse of a really real designed map!
After sketches, plans and flow charts ... this is it boiled down to a series of hexes.
This is pretty much all the traversable terrain for the units.

The next step is for Dr. Crow to get it in engine and adapt what we already have to work with it.
I will go about crafting a paper world around the hexes. Your not really supposed to see the hexes
Start forming your strategies for paper domination!
#37
Posted 18 May 2011 - 02:15 PM
thanks for your hard workBeta? No probably not.
Something more along the lines of Alpha...
Here is your first glimpse of a really real designed map!
After sketches, plans and flow charts ... this is it boiled down to a series of hexes.
This is pretty much all the traversable terrain for the units.
The next step is for Dr. Crow to get it in engine and adapt what we already have to work with it.
I will go about crafting a paper world around the hexes. Your not really supposed to see the hexes
Start forming your strategies for paper domination!
#38
Posted 20 May 2011 - 07:13 PM

just to note, the map will not be visible, this is just for object movement+placement! we'll see what peter is going to pull out of his hat!
#40
Posted 24 May 2011 - 02:33 PM
So, I've been playing a load of the game recently, scrutinizing every little gameplay detail. I've never designed a map for a strategy game before, so its a very interesting challenge, balancing the map to be fair on for each team while still being visually interesting and hopefully asymmetrical.
Something else that Dr. Crow and I are realizing, is that our game is a different beast from anything we've played before. The gameplay style is kind of half way between turn based and realtime. Since the player only has 3 moves per turn, choosing where to focus your attention becomes critical.
For example, you might have to decide if you hold off healing a Copter (uses 1 move) to move another 2 units into a position where they can intercept an encroaching Soldier going to capture a city. But you better time that heal well, because the enemy just made a tank, and that's going to mess up your frontline assault if you don't take it out in a couple turns.
Figuring out what the strengths are in this particular style of game is going to be paramount. We've decided not to take the easy way out and totally mimic other turn based games. We're trying something new here.
We are really going to need the input of the community to figure out what you all like and don't like. What works and what doesn't.
With regards to the alpha/beta/compiled code, Dr. Crow has a little more magic to work and squash a couple more bugs. I'm really psyched to let you guys start playing!
And, the magic in my hat ... I'll be showing that off by this weekend I'm thinking.











