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Everything posted by Lion.Kanzen
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Hero Death Notification
Lion.Kanzen replied to Vantha's topic in Game Development & Technical Discussion
Egyptian https://en.m.wikipedia.org/wiki/Ancient_Egyptian_afterlife_beliefs#:~:text=Egyptian religious doctrines included three,the tomb of the deceased. -
Hero Death Notification
Lion.Kanzen replied to Vantha's topic in Game Development & Technical Discussion
Better -
Carthage: New Beginnings (Campaign)
Lion.Kanzen replied to SciGuy42's topic in Scenario Design/Map making
I need your opinion. @SciGuy42 I need to know what you would add to the campaign interface. -
I make the trace of Lupa(wolf) Then I will proceed to correct details in Illustrator. And finally to experiment with the result.
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Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
I never played one of those. I've only tried the micro-based Starcraft ones. -
We didn't know we had that.
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Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
The challenges... The Art of War is a campaign in Age of Empires II: Definitive Edition. It is a series of short scenarios that serve as challenges to test the player's skills in using more advanced strategies such as booming, rushing, and turtling, while also expanding on game mechanics such as unit counters and battle formations. https://ageofempires.fandom.com/wiki/The_Art_of_War_(Age_of_Empires_II) This type of scenario is definitely desired. It gives more variety to the single player. -
Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
I can design scenarios but not script them. I can write a script and some dialogue. I'm very good at creating stories. -
Hero Death Notification
Lion.Kanzen replied to Vantha's topic in Game Development & Technical Discussion
The point is to understand the reference. If no one knows what it means to cross the river Styx. -
Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
According to this youtuber. Here are some tips for making a good tutorial. The tutorial should not be boring. Let there be a lot of freedom from the beginning. There must be an inverted pyramid of decisions to be made, which keeps increasing. Apparently you have to teach how to collect resources at the beginning. And the first task of a game should be to teach how to collect resources. I imagine that teaching how to collect food should be the first task of the first scenario but not the only one. As I understand it, you should start with the main structure(CC) and then the other basic ones one by one. Another tip is to have a special interface for the tutorial, very minimalist and without so many buttons. As you play, new elements appear in the interface. Another idea, I don't know if it applies at all, is to include tutorials in the campaign. That happened in the first scenario of "Enemies of Rome". Where they taught you how to use shift click to make waypoints. The next is that the tasks must be easy and simple. Collect 500 food for example. With this task you will interact quickly with the game. This is where the tips part of RTS comes in. He says not to use things like: Click here. Press this button Because that will make the player not think and not learn anything. Following instructions is not the best way to learn how to play. Straight forward, seems to be the key. And experiment with critical thinking. Players should be given the option to follow the mission without many instructions. Let them learn from experience and from making mistakes. We just need to give a list of objectives to complete. Let the player find the correct answer for himself. But there is a warning, in strategy games, a mistake can lead to several wasted hours. Feedback needs to be given on how to balance to the correct gameplay.(Basically -in another scenario -teach build orders from time to time). A simple solution is using advice characters. Basically a guy saying things like Borg- would tell you to improve. We should use @borg- to this. The advisor should remind you when you don't have houses or units or resources to do something. Last warning is : you don't assume people play another games. You need to have tooltips ( or tips screen of campaign) ready for when people get stuck in the game. In addition to the tutorial campaign, you learn through challenging scenarios. And finally skip the tutorial option. I make a summary, hahaha -
Hero Death Notification
Lion.Kanzen replied to Vantha's topic in Game Development & Technical Discussion
I agree , but it doesn't affect me since I use the translated version. "Fallen in battle" sounds more honorific btw. -
Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
What do you have planned or what have you talked among you ? -
Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
But something non-invasive. I mean, something that doesn't become annoying like many games today. I leave a link to a video on : how to make tutorials for games like our. https://youtu.be/-GV814cWiAw?si=NNPlw9CuXPZBKv5Y -
Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
It would then be like a combination of The Conquerors campaign and the Learning campaign. Yes, the first scenario of each campaign is for familiarization, except if it is already a campaign like the Roman ones, they are long and many. For Caesar's campaign there must be 3 campaigns before. The Rise of Sons of Mars.(Rise of Rome). The Clash of destiny (The Punic Wars). Challenging the masters of Mediterranean (Macedonic Wars). Most keyboard shortcuts should be left. Formations also. Even minimap features. From there, the only thing I can think of is new gameplay that hasn't been released yet. Mercenary camps, conversion...etc. -
Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
I don't think so in this narrative mode but (I've already considered it but you will always start OP the next game if it's allowed). What we could do is give you a rank and from that rank give you a bonus to make the next game easier. (But no easiest). That would be fairer. I thought that. (Because I had already considered it already). -
Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
I imagined that Vantha might get involved in this project. -
Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
I was thinking about the Egyptian AoE campaign... And a little bit about William Wallace's campaign. The first escenario in AoE is hunting, we can combine this with foraging farming and explore Which are the following scenarios. In the following, you will learn how to increase the population, use the corral, capture animals, research technologies, prepare defenses and withstand an attack, as well as pass the phase. The following map would be water. Water exploration, fishing and trading as well as preparing for a second CC expansion on the other shore and offensive combat. Those would be the first 3 maps of the learning campaign.They are not all that there would be, but it is the basic idea. I leave the source with the link for more ideas. https://ageofempires.fandom.com/wiki/Ascent_of_Egypt -
Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
Yes. -
Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
At least you have to teach how to capture buildings, heal units and the citizen soldier system. -
Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
The order is to unravel the mystery, but that step could be skipped if the player wishes. -
Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
I say this because I have a conceptual proposal. I want to draw an outline of what the campaigns would be like, not the scenarios. I mean there will be an advanced learning tutorial campaign. Then this will be unlock 3 faction's campaign then this other 3... It would be like Starcraft campaigns. You will start with the Greek colonization campaign Being the same campaign with a proto Ptolemy faction. The one about found colonies. The Greeks will come from across the sea to Egypt to help the Egyptians. The campaign, you will help the Egyptians against the Persians. It will be the story of Neukratis And the relations between Egypt and the Greeks. This unique campaign will unlock the Persian campaign and will unlock the Greek city campaigns. Persia Athens Sparta these campaigns will unlock the Macedonian campaign. Macedonian Then the Maurya campaign is unlocked. And unlock the first Carthaginian campaign. And Diadochi campaigns. Then this will unlock the Roman and Iberian campaign. And so on. -
Narrative Campaign General Discussion?
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
Just that? There is no concept, no diagram hidden in the team development forum ? Are you sure? @wowgetoffyourcellphone You know something? You are very old here. -
Even tracing it on the cell phone screen it looks ugly. I'm going to have to use a lot of references with this woman. I'm going to trace the helmet on the computer so there are no imperfections. The face will have to look for similar goddesses.
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