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Velociryx
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of Candle'Bre
Apr 1999 time: 05:25
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Main Map Display:
I like it, but....the one thing that needs changing is the bottom center....that button eventually should display (in stained glass form, if I can do it or wing it) the crest of the faction that the player has selected to play. That'll serve as the "end turn" button, and the stained glass window panels running up either side will serve as buttons to access various in-game menus (budgeting screen, army management window, research screen, etc).
Game Start Screen:
Groovy, but the vines at the top need to be larger and fuller, so that they take up more of the space they're in. The leaves also need to interact more with their surroundings, like the leaves of the rose vine do.
Also, the buttons along the bottom are crooked at this point (and so are some of the diamond buttons on the panels)....need to fix that, and need to put some scroll work in the bottom strip of black, layered behind the buttons.
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:25
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Hey man! We're putting together a 2d Isometric game, so expect a layout pretty similar to Civ3, as far as the structure of the map goes, but since our world size is smaller, we're able to focus in a bit more on details (ie - rather than showing "cities" we're showing graphics of the various provincial improvements in the provinces you build them in. Armies are currently represented by stationary graphics, though of course, the hope is that we'll be able to make animations for these eventually, but that won't likely appear till after the game shifts to the open beta. The graphics aren't to the level of Civ3 yet, but they're improving with each iteration, and our goal is to use that as a benchmark (eventually, we want graphics AT LEAST on par with Civ3, if not surpassing).
We've currently only got the default zoom level, but we're workin' on that too....
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:25
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A note about the "jump buttons" at the bottom of the Research screen.
The plan is for these buttons to be present on all Kingdom Management screens, enabling total, seamless navigation to any other Kingdom Management screen without having to close the window and re-select a new window from the main map display.
A short description of what each of the buttons points to, is below:
Armies: Would take you to the "Manage Armies" window, displaying a list of all your armies, what province they're currently in, provide you with some indication of their strength (click on an army to get more detailed information), whether the army was led by a leader, etc).
Close: Rather self-explanatory (and this button will prolly be made more distinctive from the rest in future builds of the screen).
Budgeting: Takes you to the Budgetary window, where you can adjust the percentage of resources allocated to Civilian and Military concerns. As it will be possible to have income coming in from a variety of different sources, even in the early versions of the game, a breakdown of where your income is coming from, and what it's currently being spent on will also be on this screen (and probably compiled and somewhat duplicated on the Statistics window).
Diplomacy: Takes you to the Diplomacy window, where you can review currently enacted deals, cancel deals, initiate new ones, and review your diplomatic standing with the other factions in the game (Question: What do you guys think about the possibility of allowing formal diplomatic relations with ALL provinces....even the "neutrals" ??
Espionage: The dark brother of Diplomacy, this button would take you to the Espionage window, where you could review the status of your Espionage outfit, see how many espionage action points you have to work with, how many agents, where they are and what they're doing, and initiate new, or cancel ongoing espionage activities (relocate agents, retire them, hire new, etc).
The Grimoire: Still looking for a better word here....this will eventually point the way toward the "Encyclopedia" of Candle'Bre, which is similar in its function to the Civlopedia in Civ3.
Stats: This will take you to the compiled statistics of your kingdom, and I'd like to make these (normally rather dry in other games) as dynamic and engaging as possible. No firm ideas on what should go here yet, but among some possible ideas that are being kicked around are: Provinces owned, provinces where you have land and title rights, battles won: battles lost, total army strength and composition, troops lost (total, and broken out by type), etc.
Book of Fate: Over the course of the game, players may recieve "Fate Cards" which further CB's storyline, and produce in-game effects of a variety of natures. Some of these cards may be kept, and played on an as-needed basis, and if you have any in storage, this is where they'll be, allowing you to review what you've got, and when it might be most beneficial for you to play them.
Magic: Takes you to the Magic Window, where you can check on the following:
* What spells you have available
* How much mana you have currently, how much you're getting per turn, and how much you're spending per turn (and on what).
* Enchantment Management - How many spells you've currently got running, and what their status is (some last indefinitely with no upkeep, some have an upkeep cost, and some have "counters" - lasting for X turns). You will be able to voluntarily end any enchantment you cast from this screen.
* Allow you to cast new spells to build yourself up, or wreck your enemies
And that's....about that....
-=Vel=-
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XarXo
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of the "I agree"
Jul 2000 time: 05:25
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About Magic:
Magic should be divided into 13 elements:
10 basic, or minor level, elements, here are they exposed with the opposite:
Water - Fire
Light - Darkness
Earth - Wind
Time - Stopness*
Electricity - Nature
*"Stopness" or Invariability causes the paralization of what happens, is just something that downs the entropy. Combined with water causes Ice. Is the representation of cold, absolut zero, etc...
2 complex, or medium level, elements, just are the mix of groups of 5 opposites that generates powerful spells, are VERY VERY rare:
Water, Nature, Light, Time and Earth are "Fullness"
Stopness, Darkness, Wind, Fire and Electricity are "Emptyness"
Emptyness reigns in the Void, this is, causes desintegration.
Fullness concentrates matter, origins gravity or complex systems.
Finally, the High Level element, the correct balance of the 10 basic:
Creation: Used for create without using an existing system of an element (this is, we don't need a fertile soil to create a Magic Mushroom, or an air atmosphere for a tornado).
Creation is very powerful, so its use should be forbidden except for small things.
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pg
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i think you should devide all the options into more screens rather than squeezing them all onto just a few. it just seems like an awful lot to absorb with that many options on one screen. even if you added more options overall it'd be much easier to digest if they were sorted into specific groups on different screens. unless most of them are just check mark boxs for options at the beginning of the game(like civ3's) then i think they'd look better much smaller in a list sorted by category(which it looks like they are now). now it looks just like you've taken everything and shoved into where ever it can be made to fit(this is made worse because it's all text). don't be afraid to make things smaller, the whole screen doesn't need to be packed!
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