Author Topic: Wizard Tower Simulator 2 (sequel) [not multiplayer]  (Read 1043 times)

Offline Chris

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Wizard Tower Simulator 2 (sequel) [not multiplayer]
« on: March 22, 2011, 05:23:33 PM »
I look for some ideas for a sequel of http://worldoflords.com/misc/games/wiztowersim.php . The story will be placed in the another astral dimension, after you teleported there escaping from your "Earth" tower. You will try to survive there and prepare magic army for a big come back (which will be shown in Wizard Tower Simulator 3 :D). The gameflow will be similar, you are trying to survive as long as you can and when your tower crumble you will cross the portal and go back to Earth. The score is based on how long you lasted and how strong forces you prepared. So the base premise is technicly identical.

- It will be coded from scratch, so all changes possible :)
- I don't have any size limits, but please don't go overboard with suggestions, the latest version of WTS1 had 550 lines of code (19KB) and I don't want to exceed thise more than twice.
- I'm willing to change the basic mechanic (I especially don't like the "orders" for your minions, it is not dynamic at all and kind of boring...)
- I think mana should be used for some spells cast directly by the player, not as energy to regenerate shields or pay other upkeeps.
- I think of making gathering of stuff by your minions more important and more adventurous. With a possibility of collecting artifacts or other rare events, maybe. Or maybe even sending minions on missions selected by the player?


Offline CygnusX

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Re: Wizard Tower Simulator 2 (sequel) [not multiplayer]
« Reply #1 on: March 23, 2011, 08:13:41 AM »
The game looks fun.  The interface is quite difficult however.  I'd like to see the following:

Radio buttons in lieu of clickable links.
Mana 2/20 (+2 per turn)
Stone as a currency listed at the top header
Better descriptions for what each action does (for example, draw shield rune? what is this?  should be on the page with the choice)

Offline Chris

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Re: Wizard Tower Simulator 2 (sequel) [not multiplayer]
« Reply #2 on: March 24, 2011, 08:11:34 AM »
Better descriptions for what each action does (for example, draw shield rune? what is this?  should be on the page with the choice)
Better? http://worldoflords.com/misc/games/wiztowersim005.php?m=2

Mana 2/20 (+2 per turn)
Indeed, this improves things, even for me it seems better. Wonder why, since per turn is logical and not needed, still it seems for some reason better...

Stone as a currency listed at the top header
What do you need it there for?

Radio buttons in lieu of clickable links.
Well... that's my annyiong problem. Radio buttons require 2 clicks (select+submit), the current one require one click to change and the clickable area is bigger. Not that I don't hate the current one...


Take a note that there will be a sequel (not new version, but a full another game), so mechanics can (and probably should partially) change.

Offline CygnusX

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Re: Wizard Tower Simulator 2 (sequel) [not multiplayer]
« Reply #3 on: March 24, 2011, 08:35:39 AM »

Stone as a currency listed at the top header
What do you need it there for?


Because buildings require stone and mana.  If I'm on Minions, and can't see how much stone I have, I could end up spending too much mana and not be able to upgrade the palace size.  If its listed on the minions page, it can/will trigger an 'oh, i have enough stone to upgrade my castle, i better save my mana' thought.

BTW, i LOVE the idea of a living castle.  Super amazing. 

Offline CygnusX

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Re: Wizard Tower Simulator 2 (sequel) [not multiplayer]
« Reply #4 on: March 24, 2011, 08:42:20 AM »
Ok, I played some more.  There is still a few things very strange with the design.  For example, my values do not update as I click.  I asked to build more rooms, and it takes my gold, but doesn't show the room being built until I build something else.   Also, if my golems are gathering gold and not collecting stone, then I still see +20 stone per turn on the main page (which should read 0).  So, its very difficult to keep track of what is actually happening.

Once you get the mechanics they way you'd like, I'd like to see a rework of the layout.  Its quite an amusing little game.  
« Last Edit: March 24, 2011, 10:41:06 AM by CygnusX »

Offline Chris

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Re: Wizard Tower Simulator 2 (sequel) [not multiplayer]
« Reply #5 on: March 24, 2011, 11:54:11 AM »
For example, my values do not update as I click.
Done.

Quote
BTW, i LOVE the idea of a living castle.  Super amazing. 
Tell more about it (designers have to catch all opportunities to understand what players find fun and cool :))

OK, this would mean the original game is polished, now about the sequel :) What you think about the minions? Isn't it too "dry" and boring to just order what all of them per minion type do? If yes, any alternatives?


Storyline of the sequel:
Once you passed through the portal when espacing your tower you found yourself in a strange place (another dimension) with not even air! Before suffocating you cast Sphere of Life spell which gives you oxygen and nuorishment. But the spell is fading each turn and you can not extend it, you have to build a shelter (another tower of course :D). You also noticed that something is trying to take over your mind so you cast a Mind Shield too. Then you can start summoning &  sending your magic eyes for exploration to possibly find a location for a new tower or resources. Later you will build an army and a portal to bring it all back before the ancient unspoken terror thingi wakes up, locates you and eats your mind (which can not be considered a good ending at all). You might be also able find other dimensional travellers (in worse shape than you) and rescure and recruit as minions.

I'm worried if this is turning a bit too much into adventure instead of tower defence strategy. But still some of these will be probably used.

Offline CygnusX

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Re: Wizard Tower Simulator 2 (sequel) [not multiplayer]
« Reply #6 on: March 24, 2011, 03:11:53 PM »
I know you dislike the cosmetic details, but if you could change the .css so previously clicked links don't turn purple, it would be fantastic.  The underline is already a big improvement.  Also, I know this will be your last priority, but there should be a bar graph for fortress health and shield health.  This would help tremendously.  I also still want to see that stone count on the top resources line.  The 'enough stone' is great, but its a little silly to have only one resource located only on one page and in a different location.  I am saying all of this while my first impressions are still with me.  Better now than once I get use to the layout.

Now, for the meat of what you're looking for:

I love the idea of a mage stuck in a difficult situation and turning to his powers of magic to summon a castle to hide in.  Having the option between a non-living magical rock fortress or a living, less resilient, but self regenerating tree fortress is just epic in my mind. 

On to Mechanics!  I've played about 4 rounds.... and by the 4th round, things got very repetitive.  I saw no point in writing books or gathering research points.  It was build castle, build mana regen, build up my shields, repeat.  I need more forks in the road, not more repetition.  So, to figure this out, I'm going to think out loud from an artistic/storyline point of view.

The story, as I see it (this is my version) is that I'm a wizard who has been forced to take refuge in a magical tower I've created.  The world is against me, and my goal is to survive for 240 months (I am eternal after all, which also implies there is an end to this madness).  The underlying problem is that I have defiled the mighty king's daughter, and I must wait for the king to stop sending his armies against me (he is trying to force me into marriage!).  There is also the occasional problem of baddies seeking my power, and trying to take it from me.

So what do I have at my disposal?  Well, I desire to remain an unattached bachelor, so I will pull out all the stops!  I will use my own powers, and summon many powerful helpers to keep the enemy at bay.  They would be:

Shadow Creatures - These are my main helpers.  They fetch/steal Food/Water/Supplies, Clean my Quarters, make Golems, tend to my pet Monster.  They cost mana to maintain and die without it.

Golems - These are my brutes.  They can Mine Stone, Mine Magic Rocks, Build Expansions/Items, fight off land attacking creatures.  They cost mana to run, but would only stop working if I ran out of mana.

Skeleton Mages - These are my magic specialist.  They can gather mana, repair sheilds, improve my casting wand, aid in my research and fight off air attacking creatures.  Just like Golems, they fall into a pile of bones if there is not enough mana.

But I'm not some lonely despot, I plan to pimp out my rocking magical dwellings!  Who says being on the run from the law has to be miserable?  I'd set up all sorts of fancy devices/rooms in my pad to either help me fight off the invading armies or to help me get the ladies.  Here, lady getting could be score, whereas army could keep you from dying.  I will have to think more about this later though as I am out of time. 

Offline Jesterhead

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Re: Wizard Tower Simulator 2 (sequel) [not multiplayer]
« Reply #7 on: May 24, 2011, 06:49:15 AM »
Simple, yet a fun game :)
I have to go now.. to bad progress isn't saved I was doing quite well (turn 30)

Offline incarnate

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Re: Wizard Tower Simulator 2 (sequel) [not multiplayer]
« Reply #8 on: May 30, 2011, 04:09:42 AM »
Good stuff

 


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