Tavernking
Don't believe his lies
Making sound is also important and difficult. https://youtu.be/SHrjZdePpXM
But the game is more enjoyable, I confess.
I haven't been following your game, but does it have a flanking mechanic?
Making sound is also important and difficult. https://youtu.be/SHrjZdePpXM
But the game is more enjoyable, I confess.
1. units get bonus damage if they attack from the sides or behindI haven't been following your game, but does it have a flanking mechanic?
But it seems in another games https://youtu.be/bgJ_K_s85wY?t=1673 it is no big problem if buttons are over the map.I am experimenting with bigger battlefields. https://youtu.be/Eupj7ccqX_A
But my units are going under the buttons.
In lwjgl I can slice the screen for different viewports. Easy as pie.
But in libgdx this seems difficult/impossible?
kotc2 has its own level editor doesn't it?so what are gud map tools? preferably free, because there are big troubles with cards because of war. want to mess with kotc2 module creation.
doing it without even basic plan is not the best ideakotc2 has its own level editor doesn't it?so what are gud map tools? preferably free, because there are big troubles with cards because of war. want to mess with kotc2 module creation.
https://rpgcodex.net/forums/threads/grid-cartographer-best-tool-for-drawing-classic-rpg-maps.92853/doing it without even basic plan is not the best ideakotc2 has its own level editor doesn't it?so what are gud map tools? preferably free, because there are big troubles with cards because of war. want to mess with kotc2 module creation.
so what are gud map tools? preferably free, because there are big troubles with cards because of war. want to mess with kotc2 module creation.
So, I've released Parasite in Early Access. As usual for me, with no marketing (a thread here and a post on /r/roguelikes). According to the Steam documentation, you don't get any visibility from EA release, you launch visibility round is saved for the actual release. Buuuut it looks like blessed Gaben does give you a very good chunk of traffic (240k impressions and 9k views).
Looking into the details, 10k views on Reddit translated into 600 views on Steam, so it was all mostly the tags and search. And I still have my launch visibility round unused, so that's great. The response has been very positive, I even got 5 reviews (I think I had like 1 or 2 for Evil Cult in the first week)! And even better, they all go like this, "hey, I like the game, here are my thoughts..." and a wall of text after that. Now I'm positively motivated to focus all of my free time on the game.
EDIT: Hey, I got my first negative review! "The game is way too hard. 7 minutes of play time and I've died 3 times."
I think I'll add that to quotes later.
Started with the half-baked demo to see if there are any obvious flaws in the core gameplay loop.Should I release a half-baked demo for my Masters of the Unknown Worlds crpg game? https://rpgcodex.net/forums/threads/my-new-crpg-under-heavy-development.66765/
It is playable, there is some quests and dungeons.
Ot is it better when the full game is ready?
Honestly, you should keep the God Emperor. I mean, you could TRY to create a dynamic where the ruler isn't somehow an immortal being, but when you consider it, the player ultimately provides that kind of immortal continuity of focus anyway, so you may as well have a God Emperor figure. At least then, the fact that the civilization somehow retains continuity of purpose and vision makes sense.From a design standpoint, I totally dropped the 'Suzerain' (immortal mage ruler) mechanic in favour of putting more focus on the actual civilization-building/heroes.