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#61 t money

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Posted 31 May 2011 - 02:24 AM

definitely very cool. personally, i think it would be a bit easier to navigate if up/down on the analog moved the camera up and down, rather than forward/back, and have forward/back be controlled by the L/R buttons. another possible thing to consider would be to have the the X/Y/A/B buttons rotate the camera around the map. essentially making the center point of the map be the pivot point, instead of the camera itself. in that case, perhaps the analog would move the "pivot point" rather than the camera itself.

#62 AFAIK

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Posted 31 May 2011 - 05:52 AM

Wow, love the art, it's so cool :)
Are you planning to do a topdown view with all of the hexes visible, like in wesnoth, so it would be easier to think strategically? :)

#63 crow_riot

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Posted 31 May 2011 - 06:50 AM

definitely very cool. personally, i think it would be a bit easier to navigate if up/down on the analog moved the camera up and down, rather than forward/back, and have forward/back be controlled by the L/R buttons. another possible thing to consider would be to have the the X/Y/A/B buttons rotate the camera around the map. essentially making the center point of the map be the pivot point, instead of the camera itself. in that case, perhaps the analog would move the "pivot point" rather than the camera itself.


the camera is not final but rather just there; this isn't the camera we want to have in finally; the best would be like uni suggested that you dont need the buttons but only thumb stick to move/rotate the camera. i've coded several camera styles throughout my life and i think at least one of them will somehow fit our requirements ;)

the biggest problem though is to predict the region of interest, which is (nearly) impossible? so clicking on a unit will probably reset (gradually) rotation pivot to that unit and the thumb stick will rotate around that pivot and zoom in and out. clicking on the map will do the same and set the pivot to a subpart of the map (need to talk with peter about that) so that you dont have all the map visible all the time - this would ruin the whole art style - and someone should really see the details of all models :)

Wow, love the art, it's so cool :)
Are you planning to do a topdown view with all of the hexes visible, like in wesnoth, so it would be easier to think strategically? :)


no, topdown view is not planned.

#64 traylorpark

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Posted 31 May 2011 - 10:38 PM

Wow, love the art, it's so cool :)
Are you planning to do a topdown view with all of the hexes visible, like in wesnoth, so it would be easier to think strategically? :)


Your gonna have to think ... spatially and strategically ;)


Thank you guys for all trying out our early alpha thingy. 44 downloads already!
I'm really enjoying reading your feedback.

I just wanna warn you, that this is still pretty early, and significant gameplay alterations are being discussed this very moment. So brace for huge changes (that makes the game better of course).

#65 t money

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Posted 31 May 2011 - 11:03 PM

the camera is not final but rather just there; this isn't the camera we want to have in finally; the best would be like uni suggested that you dont need the buttons but only thumb stick to move/rotate the camera. i've coded several camera styles throughout my life and i think at least one of them will somehow fit our requirements ;)

the biggest problem though is to predict the region of interest, which is (nearly) impossible? so clicking on a unit will probably reset (gradually) rotation pivot to that unit and the thumb stick will rotate around that pivot and zoom in and out. clicking on the map will do the same and set the pivot to a subpart of the map (need to talk with peter about that) so that you dont have all the map visible all the time - this would ruin the whole art style - and someone should really see the details of all models :)


that makes sense. it would also be nice if you had a tutorial mode for strategy newbs like me. just something to show the player what does what before jumping into the campaign. it looks like you guys are well on your way to a very cool game.

#66 rblacula

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Posted 31 May 2011 - 11:58 PM

Great work; really enjoyable! I'm impressed! The art is BEAUTIFUL!

#67 traylorpark

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Posted 01 June 2011 - 01:54 AM

that makes sense. it would also be nice if you had a tutorial mode for strategy newbs like me. just something to show the player what does what before jumping into the campaign. it looks like you guys are well on your way to a very cool game.


Now that is a quality idea right there!

#68 may88

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Posted 01 June 2011 - 11:09 PM

Gosh! This looks stunning. Great work and very much looking forward to trying a Pandora version (if I'm allowed to mention it here).

#69 crow_riot

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Posted 02 June 2011 - 09:24 AM

if I'm allowed to mention it here


sure you are ;)

#70 kayuz

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Posted 02 June 2011 - 10:37 AM

I had made a video of the alpha of Paper Wars ;)

http://www.youtube.com/watch?v=0Bpn4x3NLVw

#71 traylorpark

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Posted 02 June 2011 - 02:02 PM


if I'm allowed to mention it here


sure you are ;)


Crow can say that, 'cause he has one. Grrrrrr.

I had made a video of the alpha of Paper Wars ;)



Oh, that what the game looks like ;)

Thanks for making the video! Its great to see someone else playing the game.
Since it looks like you've played the game for a bit now, I'd love to hear about the things that are starting to drive you crazy. The things that are making you angry when playing the game.

Not how fix them necessarily, just the stuff that annoys you.

#72 kayuz

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Posted 02 June 2011 - 02:55 PM

Oh, that what the game looks like

Thanks for making the video! Its great to see someone else playing the game.
Since it looks like you've played the game for a bit now, I'd love to hear about the things that are starting to drive you crazy. The things that are making you angry when playing the game.

Not how fix them necessarily, just the stuff that annoys you.

so, the 3 moves for turn... i don't like this... my suggestion is only 1 move for each units ;)

#73 traylorpark

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Posted 02 June 2011 - 10:37 PM

so, the 3 moves for turn... i don't like this...


Sure, then what is it about this style of play that you don't like?

#74 u9i

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Posted 03 June 2011 - 06:51 AM

I'll chip in. I too suggested 1-move turns. My thought was, that the opponent can reach much further and attack and kill me before i have time to react. So i thought, if it was a 1-move turn, every single move i make the opponent can counter.

But it might change the game a lot. As now i can move into position, but before i can attack, the opponent actually attacks me. With 3-move turns, i could move in, attack, and move back.

So yeah, it is something that might be worth trying out, but could lead to a very different gameplay, which could be good or bad.

/Uni

#75 crow_riot

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Posted 03 June 2011 - 08:11 AM

But it might change the game a lot. As now i can move into position, but before i can attack, the opponent actually attacks me. With 3-move turns, i could move in, attack, and move back.


That is pretty much our intention - that you need to think a bit more what you do, and how you do it. As u said, may be good, may be bad - but still we want to stick with that.
The game should be different not only with the looks but also in gameplay mechanics.

I've just implemented an addon for attacking and healing - that you can consume all your turns with one click for those actions. makes clicking less annoying and furthermore emphasizes the multi-move feature.



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