Author Topic: Elvatara: Castles  (Read 1443 times)

Offline Sinzygy

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Elvatara: Castles
« on: March 20, 2007, 05:25:18 AM »
Hello all readers

I start this topic to document the development of my latest creation.

Today, as it's first day of alpha-testing, I will try to explain how my game works and on what principles it is based on.
As for testing, I have convinced five of my class mates to play the game a bit and give me feedback. I hope I can get important information out of this test phase as well as do a lot of refinements.

Elvatara: Castles
E:C is a turn based strategy game with a fantasy / medieval theme. The player has to build up his village to a powerful force by creating different resource gathering facilities and by researching different technologies which grant boni to the resources gatheres per hour, attack power, defend power, the cost for errecting your castle or researching and increasing your population.

Resource-output (gold, wood, iron, stone) is shown as an hourly rate, but can be collected after 30 minutes. The resources have to be collected, they are not automatically added to the players resource-stock. The resources can be stored as long as 6 hours, then they are automatically added to the players resource-stock.

To gather these resources building must be built and citizens must be assigned to these buildings. Citizens produce gold which they pay as tax. This tax, as well as the resource output can be increased through research.
Every 12 hours, at 12:00 and 00:00, the player receives a certain amount of citizens, based on his population increase.

The player has furthermore the possibilty to do battle. For this, he can recruit either untrained, offensive or defensive units, whereas the offensive units only take part in attacks, defensive units only in defending your village and the untrained units can take part in both, but are definately weaker than the specialised units.
The player can build and expand a castle which helps in defending his village. For each castle-level the player builds, he can build a certain number of walls, towers and traps. Traps are a speciality as they have the power to kill one unit per trap. But not with 100% probabilty. Traps need to be researched to be highly effective. Traps also get destroyed after they were triggered.
(This battle system is more of a placeholder than it is the definitve design of the battle engine. I do want to keep it simple, tho)


What will be changed (as soon as I find the time and motivation)
* The battle engine will be revamped, as well as the units.
* Some obsolete additions, like traders will be temporarily removed, and might be added later on.
* Guilds will be included with options such as to wage war agains another guild or to send resources for a small tribute
* Maybe I will find the time to make a somewhat decent layout


This is it, from day 1.

Offline Sinzygy

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Re: Elvatara: Castles
« Reply #1 on: March 21, 2007, 09:01:32 AM »
Start + 1 day
Good news for me so far. No serious bugs have been found/needed fixing. Just some minor mistakes were found and quickly fixed.
Everything works as it should and the testers seem to enjoy it. As expected, it's a slow start and since I didn't have the time to write a help-file yet, I had a lot to explain.

So far so good :)


Work on the new battle engine has started with creating the units that will be recruitable. So far there are 8 or 9 units done with maybe 3 or 4 more to come. Each unit will have 3 levels, which can be researched and the units just get better by this factor. Maybe I will increase this to level^1.3 or so.

I will be back with news soon

Offline Sinzygy

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Re: Elvatara: Castles
« Reply #2 on: March 23, 2007, 03:23:49 AM »
Start + 3 days

So, I stayed up late yesterday night to finish the new design.

Sadly I had to use some placeholder(such as for the resource-images on the right) since I'm really not skilled at doing graphics.
Anyways: here's a screenshot of my new layout.

Furthermore the work on the battle engine has been continued and the main flow is now working.

Offline Dasein Fiasco

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Re: Elvatara: Castles
« Reply #3 on: July 01, 2007, 08:05:54 PM »
I like the design, but a little more whitespace would go a long way in leading the eye through the pages.
Personal Site: www.travisdunn.com
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Offline Sinzygy

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Re: Elvatara: Castles
« Reply #4 on: July 01, 2007, 11:23:19 PM »
heh, seems someone opened up an old topic :D

to clarify: the game that is currently running @ elvatara.com is not the one described in here.

But I still take your suggestion into consideration

Offline beam

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Re: Elvatara: Castles
« Reply #5 on: July 02, 2007, 06:23:49 AM »
You should definitely release the one that's up, I'd play it :D

Offline Sinzygy

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Re: Elvatara: Castles
« Reply #6 on: July 02, 2007, 08:49:20 AM »
Heh, it's still a long way to go until it's finished.

Not items, monsters, a lot of blank pages and so on. But this one will hit the air when it's done. No more backing down :)

Offline Dasein Fiasco

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Re: Elvatara: Castles
« Reply #7 on: July 02, 2007, 10:43:42 AM »
Did you create the website layout before you designed the core game? It seems like a lot of PBBGs violate the form follows function principal, leading to poorly organized navigation, inexplicably located links, lesser-used features being emphasized more than those commonly used, and a very pretty looking layout that has random messes incongruously breaking the otherwise seamless design. This could also be a consequence of the popularity of one-size-fits-all web templates.

P.S. get more posts and I'll open up more recent topics. :p
Personal Site: www.travisdunn.com
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Offline Sinzygy

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Re: Elvatara: Castles
« Reply #8 on: July 02, 2007, 11:00:21 AM »
To be honest with you, I'm a lazy bastard :D

I really don't spend much time thinking about the layout... or have at least until now.
Usually, I just rip the last layout from one of my old games and reuse it.

As far as overemphasizing lesser used features goes: this is something I try to avoid. I have one navigation-bar to the left that includes the most used features and one link that leads to a collection of all available links/features.

And is your Post-Scriptum a threat or a challange? :)

 


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