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Lion.Kanzen

Balancing Advisors
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Everything posted by Lion.Kanzen

  1. I know, I just wanted to reiterate to ensure we're all on the same page I'm still not sure, we should do a survey(poll) before making any scenario. In fact we should make a story with characters and a historical background. That needs to be decided too. I can think of a group of Greek colonists founding colonies and helping their neighbors against a common enemy.
  2. Yes, that's basically what the video says about how to make a good tutorial.
  3. Then the author was missing. Or are you going to leave it like that? Or is it anonymous?
  4. That's the main question, either way, it would be the first campaign and it would be easy, but not boring. We can do it like this: Learning scenario and then 3 different scenarios to practice the first one. And then another and again more scenarios to practice.
  5. It sounds more like the Statue of Liberty in New York. Wouldn't something more poetic like breaking our chains or we broke our chains be better.
  6. Let's think about the first scenario, it's the longest for someone who has never played. I found a couple of videos, they can teach us what a player needs in the first few minutes. Let's not forget the basic controls.
  7. That's going to take time. We do not agree on how to implement the learning campaign. We do not know which factions will comprise it. If we compare the current tutorial, it doesn't have a story, it's just a bunch of instructions. It has no immersion. Even youtubers use it to show game content, it's not very entertaining. It's not that it's bad, it just lacks personality, a kind of sharing. It's good to practice.
  8. Because you have to select campaigns and I think that's how it already works.
  9. It always starts with a small idea and develops little by little making it a little more complex. First screen - campaign selection - What is sought is to have a fairly graphical interface, with a map and the different factions on it. Obviously we'll start simple with a list and a drawing of the map. Second screen. -Scenario selection - On the second map there will be a list of scenarios, difficulty selection, back and play buttons. On the left side three buttons: instructions, hints and history. Below is an illustrative map. And above the name of the campaign. On the right side is a list of scenarios that should be unlocked.
  10. Egyptian https://en.m.wikipedia.org/wiki/Ancient_Egyptian_afterlife_beliefs#:~:text=Egyptian religious doctrines included three,the tomb of the deceased.
  11. I need your opinion. @SciGuy42 I need to know what you would add to the campaign interface.
  12. I make the trace of Lupa(wolf) Then I will proceed to correct details in Illustrator. And finally to experiment with the result.
  13. I never played one of those. I've only tried the micro-based Starcraft ones.
  14. 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.
  15. I can design scenarios but not script them. I can write a script and some dialogue. I'm very good at creating stories.
  16. The point is to understand the reference. If no one knows what it means to cross the river Styx.
  17. 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
  18. I agree , but it doesn't affect me since I use the translated version. "Fallen in battle" sounds more honorific btw.
  19. What do you have planned or what have you talked among you ?
  20. 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
  21. 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.
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