[Abandoned] - Goblin Tribes

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Re: Goblin Tribes[D]v13 pg1&8 Aug04 finalizing gameplay

Postby sinctheassasin on Tue Aug 04, 2009 4:22 pm

I like it, i would suggest making the gap connecting flart and skaz a little larger. Just to make sure people can see it clearly.

That's all the nit picking I have to do
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Re: Goblin Tribes[D]v13 pg1&8 Aug04 finalizing gameplay

Postby Danyael on Tue Aug 04, 2009 6:17 pm

sinctheassasin wrote:I like it, i would suggest making the gap connecting flart and skaz a little larger. Just to make sure people can see it clearly.

That's all the nit picking I have to do

thanks for the comment
i think if i just move the army circle over and away from there it should make it more visible
but i'll shave the mountains a bit as well it will be like a 3 pixel change but should open it up enough

edit::
map bump new page
Version 13
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Re: Goblin Tribes[D]v13 pg1&8 Aug04 finalizing gameplay

Postby sinctheassasin on Tue Aug 04, 2009 10:02 pm

So
I take it you are going to be the XML person when the time comes?
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Re: Goblin Tribes[D]v13 pg1&8 Aug04 finalizing gameplay

Postby whitestazn88 on Wed Aug 05, 2009 1:23 am

a few of the skulls, bloods, muds, and fangs are too close to the army circles or territ names. space them out a bit more?
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Re: Goblin Tribes[D]v13 pg1&8 Aug04 finalizing gameplay

Postby Danyael on Wed Aug 05, 2009 12:33 pm

sinctheassasin wrote:So
I take it you are going to be the XML person when the time comes?


yes i will
whitestazn88 wrote:a few of the skulls, bloods, muds, and fangs are too close to the army circles or territ names. space them out a bit more?

will do i'll move them and have the 888 on the next update
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Re: Goblin Tribes[D]v13 pg1&8 Aug04 finalizing gameplay

Postby squishyg on Thu Aug 06, 2009 4:12 pm

I want to play in the first game!!

Something I just realized I like-since there's only 4 "continents", it will make 5 or more player games nice and lively. Kind of like musical chairs. There's a guarantee that at least 2 people will be gunning for the same area.

Yay Danyael!
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Re: Goblin Tribes[D]v13.5 pg1&9 Aug06 finalizing gameplay

Postby Danyael on Thu Aug 06, 2009 7:30 pm

squishyg wrote:I want to play in the first game!!

Something I just realized I like-since there's only 4 "continents", it will make 5 or more player games nice and lively. Kind of like musical chairs. There's a guarantee that at least 2 people will be gunning for the same area.

Yay Danyael!


i completly agree as a 5 player game it would be possible to hold a bonus each but tough i think the stratagey on this map will be awesome in games bigger then 4 players as well i think team games will also be neat as part of the team could help protect the player that holds a chief
in short i'm stoked to play this so stoked but i need more stamp first

on the upside
i started the small map
Click image to enlarge.
image

i'm going to remove the basic army circles to make it not as cluttered
and will most likely use a different font or at least a sharper look instead of the fat look i have now
but still in works

on the other hand
Click image to enlarge.
image

i shaved down the mountains on the sakz and flart connection too improve clarity
as moved the circle away from the opening

whitestazn88 wrote:a few of the skulls, bloods, muds, and fangs are too close to the army circles or territ names. space them out a bit more?

i have started on this with the large map
anyones that stick out bad now that the 888s are on there
i think most are good but some could be moved slightly 1-2 pixels
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Re: Goblin Tribes[D]v13.5 pg1&9 Aug06 finalizing gameplay

Postby whitestazn88 on Thu Aug 06, 2009 11:47 pm

no,it looks fine. after i read what i posted a day later, i realized that i didn't mean they were overlapping the army circles. just some of the territ names are a little close to the symbols. especially the skulls. and the bottom left territory is overlapping onto the next territory
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Re: Goblin Tribes[D]v12 pg1&8 July21 Chiefs assault or bombard?

Postby iancanton on Sat Aug 08, 2009 6:44 am

Danyael wrote:chiefs can bombard other chiefs
and assault the territory the
{*} sits in

the bombard looks as if it'll work well. try changing the wording to assault the region containing their {*}. we're now very close to a gameplay stamp.

ian. :)
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Re: Goblin Tribes[D]v13.5 pg1&9 Aug06 finalizing gameplay

Postby Danyael on Sat Aug 08, 2009 9:49 pm

iancanton wrote:
Danyael wrote:chiefs can bombard other chiefs
and assault the territory the
{*} sits in

the bombard looks as if it'll work well. try changing the wording to assault the region containing their {*}. we're now very close to a gameplay stamp.

ian. :)

yes that will look a lot better and save space
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Re: Goblin Tribes[D]v14 pg1&9 Aug11 finalizing gameplay

Postby Danyael on Tue Aug 11, 2009 3:57 pm

version 14
Click image to enlarge.
image

changes
moved skull icons down a bit from names moved skizz over so no longer overlapping the border
moved mud icons and some names slightly
changed wording in the chief legend

due to real work the small map update will be ready on Thursday
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Re: Goblin Tribes[D]v14 pg1&9 Aug11 finalizing gameplay

Postby sinctheassasin on Tue Aug 11, 2009 5:12 pm

just one more thing,

it looks like zip zap and zoom all have two or three territories they can attack, and they are far away to the chiefs. I look at zoop, and it only has one territ it can attack, which is practically next to the cheif territ. it might cause an unbalence for Zoop to be bottlenecked and next to the cheif, while zoom is almost in the middle of three territs, and is far away from either chief.

hmmmm :-s
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Re: Goblin Tribes[D]v14 pg1&9 Aug11 finalizing gameplay

Postby Danyael on Wed Aug 12, 2009 6:37 pm

sinctheassasin wrote:just one more thing,

it looks like zip zap and zoom all have two or three territories they can attack, and they are far away to the chiefs. I look at zoop, and it only has one territ it can attack, which is practically next to the cheif territ. it might cause an unbalence for Zoop to be bottlenecked and next to the cheif, while zoom is almost in the middle of three territs, and is far away from either chief.

hmmmm :-s


zip connects to 2 territs(1 skull 1 blood) zap connects to 2 territs(both mud)
zoom connects to 3(2 blood 1 skull) zoop connects to 1 mud
but i don't really understand why this might unbalance it
gates all start 2 neutral so no one would start with them
and starting 2 makes it a gamble too attack them and a potential waste of troops
so with proper strategy you would necessarily not use them unless 1 of 3 reasons
1 mud chief keeps a big load on muck to cover the easy access to the muds backdoor ;)
2 you want to over take the muds but all other borders are to well defend and the back door is a better reason but then you might be in a pickle as zoom has the three surrounding territs may have another player ready to follow you right up the poop shoot
3 its safe for you to break them and be able to hold the +4 bonus but that wouldn't be the best move

as well having it close to the mud chief makes it harder to hold the mud chief in the long run
which who is worth more

so due to the nature of the gates i believe it does not give any disadvantage that would give one player an easy benefit and ruin the game
and its more of a strategy choice
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Re: Goblin Tribes[D]v14 pg1&9 Aug13 finalizing gameplay

Postby Danyael on Thu Aug 13, 2009 2:11 pm

alright
here is the small map update
changes legend organization is it legible?
shrunk down chiefs for room
moved the mud icon on mlop beside the name for room
and i just noticed i forgot to make the chief names visible again damn skippy
but off to work so will fix that later
Click image to enlarge.
image

and another look at the large
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Re: Goblin Tribes[D]v14 pg1&9 Aug13 finalizing gameplay

Postby squishyg on Thu Aug 13, 2009 7:17 pm

The small legend is a little hard to read, but if anyone has trouble, they can just click "larger map", right?
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