Knights & Warlocks - V15 - page 1&12

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Re: Knights & Warlocks [15.Oct.11] - V3 - page 1

Postby DiM on Sat Oct 15, 2011 10:21 pm

V4:
reduced size to 1000*857
added some graphic touches

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Re: Knights & Warlocks [16.Oct.11] - V4 - page 1&2

Postby isaiah40 on Sun Oct 16, 2011 12:37 pm

Your Supersize Application has been approved!
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Re: Knights & Warlocks [16.Oct.11] - V4 - page 1&2

Postby DiM on Sun Oct 16, 2011 7:36 pm

thanks for the stamp.
here's
V5:
*increased terit font size to make it more visible
*improved visibility of the roads
*added neutral values (a lot of discussion needed to balance these)

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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby QoH on Sun Oct 16, 2011 7:42 pm

Roads for me at least are still a bit hard to red. Perhaps make them bigger and/or darker?
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby Gillipig on Mon Oct 17, 2011 10:58 am

Looks like it could turn into something nice but what's with the flying monkeys :-s ???
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby DiM on Mon Oct 17, 2011 12:57 pm

Gillipig wrote:Looks like it could turn into something nice but what's with the flying monkeys :-s ???



it's a special request. also: http://3.bp.blogspot.com/_gLab9XcP63o/TUC2dFETzyI/AAAAAAAAACk/wOEPAPXrZkU/s1600/flying+monkey.jpg
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby Gillipig on Mon Oct 17, 2011 4:42 pm


Damn that's one mean monkey! I think I prefer the tree climbing ones.
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby DiM on Tue Oct 18, 2011 10:15 am

i need gameplay feedback people. this one is going to be difficult to balance so i need all the help i can get.
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby Gillipig on Tue Oct 18, 2011 1:15 pm

I'm normally better at giving gameplay advice than graphic advice but Flying monkeys, Cleric's, Assassins etc is having me somewhat perplexed.
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby isaiah40 on Wed Oct 19, 2011 7:57 pm

This should work for here!
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby DiM on Wed Oct 19, 2011 8:42 pm

isaiah40 wrote:This should work for here!
Image


wonderful :)
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby zimmah on Wed Oct 19, 2011 11:42 pm

DiM wrote:
isaiah40 wrote:This should work for here!
Image


wonderful :)


are you going to make a map out of a stamp now?
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby DiM on Thu Oct 20, 2011 8:17 am

zimmah wrote:
DiM wrote:
isaiah40 wrote:This should work for here!
Image


wonderful :)


are you going to make a map out of a stamp now?



i don't work well with small sizes :)
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby DiM on Sat Oct 22, 2011 4:19 pm

i'm gonna go ahead and do the graphics for the legend. in the meantime any gameplay feedback is appreciated.
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby DiM on Sat Oct 29, 2011 5:24 am

vacation please
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby DiM on Sun Oct 30, 2011 2:54 pm

pretty please... 8-[
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Re: Knights & Warlocks [17.Oct.11] - V5 - page 1&2

Postby isaiah40 on Sun Oct 30, 2011 4:12 pm

isaiah40 wrote:[MOVED] per request.
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Re: [Vacation - valid untill Apr 2012] - Knights & Warlocks

Postby DiM on Wed Nov 23, 2011 1:39 am

V6:

*started working on the legend
*changed some bombardment rules.
*tweaked some text

i forgot to add a losing condition that you must hold at least 1 knight warlock to survive.
and i'm thinking a good winning condition would be to unite all knights or unite all warlocks.

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Re: Knights & Warlocks [23.Nov.11] - V6 - page 1&3

Postby thenobodies80 on Wed Nov 23, 2011 4:20 am

Welcome back! :)

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Re: Knights & Warlocks [23.Nov.11] - V6 - page 1&3

Postby AndyDufresne on Wed Nov 23, 2011 9:42 am

In the legend, I'd consider changing >>> to actual arrows -->, just so that people don't start thinking about greater or less than signs, and try to apply that sort of reasoning to how bombardments work.


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Re: Knights & Warlocks [23.Nov.11] - V6 - page 1&3

Postby DiM on Wed Nov 23, 2011 10:00 am

AndyDufresne wrote:In the legend, I'd consider changing >>> to actual arrows -->, just so that people don't start thinking about greater or less than signs, and try to apply that sort of reasoning to how bombardments work.


--Andy


already changed those to arrows.
the legend was just for gameplay describing purposes.
in the next update you'll see the new legend and the arrows. :D
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Re: Knights & Warlocks [23.Nov.11] - V6 - page 1&3

Postby Victor Sullivan on Wed Nov 23, 2011 1:46 pm

Groovy!

I'll have more words in a bit!

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Re: Knights & Warlocks [23.Nov.11] - V6 - page 1&3

Postby Victor Sullivan on Wed Nov 23, 2011 2:04 pm

Only two things for now: one, could you clarify the port connections in the legend? IMO, the ports should only connect to other ports along the same body of water. Second, could you post a version without the numbers? I want to start experimenting with the XML.

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Re: Knights & Warlocks [23.Nov.11] - V6 - page 1&3

Postby DiM on Wed Nov 23, 2011 4:16 pm

i'm not sure if separating the ports as you suggest would add anything or change the gameplay significantly.
plus it would be kinda unrealistic to artificially limit them like that.

anyway here's V7:

*finalized legend.
*added arrows requested by andy

still haven't added the wining/losing conditions. would that add anything to the gameplay? should i add them?

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Re: Knights & Warlocks [24.Nov.11] - V7 - page 1&3

Postby Victor Sullivan on Wed Nov 23, 2011 4:19 pm

I think the losing conditions are important to have. What kind of winning condition did you have in mind?

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