Recent Posts

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Share Your Ideas / Re: Gameplay Ideas
« Last post by RossD20Studios on October 22, 2018, 05:00:50 PM »
I love that you share so much details with your ideas, Scribe. Assisted Play is a really cool concept, and I would probably start on this right away if the game was strictly multiplayer after the tutorial. The current build is a bit misleading toward the onboarding of new players, though, because we haven't completed the core content yet. Ultimately, I'm hoping to expand what is currently the tutorial into single player mode that will slowly introduce new players to new content as they are battling through the campaign.

The concepts here (AI driving player behavior) will definitely surface, especially in our desync mode where AI will effectively play out player strategies, and there's definitely potential to expand this creatively with different character expressions ;)

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Game Updates & News / Re: Daily Updates
« Last post by KellyD20Studios on October 22, 2018, 06:29:58 AM »
Halloween is almost here! Help us vote for the best costumes for some of our Summoners Fate fan-favorite characters and see the winners displayed on October 31st.



This is part 1 of 3 of our Halloween costume contest. Which costume is best for Antarus the Battle Mage? Vote 1, 2, or 3 now by visiting our official voting page: http://summonersfate.com/forums/index.php?topic=96.0
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Game Discussion / Which Halloween Costume is Best for Antarus the Battle Mage?
« Last post by KellyD20Studios on October 22, 2018, 06:19:54 AM »
Halloween is almost here! Help us vote for the best costumes for some of our Summoners Fate fan-favorite characters and see the winners displayed on October 31st.



This is part 1 of 3 of our Halloween costume contest. Which costume is best for Antarus the Battle Mage? Vote 1, 2, or 3 now.
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Game Updates & News / Re: Daily Updates
« Last post by RossD20Studios on October 20, 2018, 08:42:43 AM »
Deck Builder Update: Arorbus

Our next major feature release will include the deck builder. Yesterday, I worked on a concept called the "Arorbus", which is a UI element added to Summoner cards that indicates which of the 6 magic types you can field in your deck if you choose this character.

Please disregard the art - this is all engineer placeholder art that I needed to verify my filters were working correctly. The original idea of the concept was to show all magic types within their existential creation order (in fact, all the magic types are designed to represent an aspect of existence) with the types the Summoner can command shown in an activated state. So in these examples, a Liche King can field Void and Arcane magic, Li can command Chaos and Celestial, and the Druid can command Chaos and Nature. We hadn't intended this, but the use of combinations also gives rise to potential for a "rainbow" Summoner - maybe our Occuloid would be a good fit? He can command everything but at a severe weakness.

We shared this with our early access playtesters and got unanimous feedback to condense the layout of the design. So, our next iteration will include only icons for the magic types actually controlled and these will appear in the upper left, where the mana icon would normally go. Each of the magic types will also have unique symbols associated to distinguish them for colorblind users.

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Share Your Ideas / Re: Gameplay Ideas
« Last post by Scribe on October 18, 2018, 02:55:13 PM »
Assisted Play: AI coaching

As much as I personally like the tactical depth this game has, I also have learned that it can be a deterrent to newcomers. Initial play testing, after the tutorial, is key for them giving up or getting hooked.
Of course a first and easy mitigation is to very strongly advise players to train against the AI before trying to challenge experienced players. But even against the AI, the span of choices can get a bit daunting at first.

So here's a first feature proposal to help players who are unsure about what to do. I call it "AI coaching": Not sure how to best guide your characters' fate? Ask them!

Description
Double-tapping on one of your units would mean: "Give me your opinion on what we should be doing".
A chat bubble on the character would then reply "Let me think". Then the AI routine gets applied to the human player's team.
Another character dialog bubble then says "Here's what I would do". An indicator (like for instance a colored box around the game area) would turn on to show that this isn't the real game, but just a prospective view. In that special mode the first, say, 3 actions of the AI routine results would play out (including drag actions, to show not only the results but also the process, at least as a default setting).
Then the prospective view indicator would turn off, at the same time as everything returns to its initial state. A final message might say "Ready to decide?", with two buttons: "OK" and "Replay".

Game design considerations
- Of course all surprises would need to be temporarily turned off.
- The right number of actions to show is to be defined, probably by testing. I suggested 3 to get an opportunity to see how combinations start to play out, without going through an entire turn. Less actions could leave the player puzzled, not understanding the direction the AI is taking. Too many would take too much time, and be overloading the person trying to understand/memorize it all.
- As previously discussed for the Undo button, the number of times you can use this feature could be directly proportional to the player's experience level. So this could be used even against a human player. The opponent would then se the actions unravel, then be canceled just as when the Undo button is played. This way the opponent would have something to watch while waiting!

Development Priority Level
My intent is to make a feature to help reach community critical mass, so that would make it a 2 on the scale.
Is it novel enough that it could contribute to wow an editor and be worth a rank of 1?

Further refinements
- In the settings you should be able to toggle displaying the process (dragging, tapping, etc.). This is the bare minimum to not get annoying very fast.
- You could imagine different classes of characters having distinct dialog styles (the Barbarian likely having a rougher attitude than the well-behaved Time Keeper Rat).
- Down the road voice-over could be added to the dialogs.
- With inexperienced players the characters could offer their help spontaneously. Not sure what the right trigger would be, though.

Thoughts? Feedback?
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Game Updates & News / Re: Daily Updates
« Last post by KellyD20Studios on October 15, 2018, 07:15:16 PM »
Never a Bad Time to Cast a Fireball Spell
Screenshot from our recent Summoners Fate Elite's game night - FIREBALL! 🔥




For opportunities to join the Elites, subscribe to our Newsletter.
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Game Updates & News / Re: Daily Updates
« Last post by KellyD20Studios on October 10, 2018, 04:10:56 PM »
Vertical banner design for an upcoming convention D20Studios will be attending. What do you think?

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Game Updates & News / Re: Daily Updates
« Last post by RossD20Studios on October 09, 2018, 03:13:02 PM »
It helps to sort cards when deckbuilding...

And now you can! Today, I hooked up the card sort modal in the game and added the functionality. Check it out in this video:

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Share Your Ideas / Ability ideas
« Last post by Scribe on October 08, 2018, 01:46:23 PM »
Hi,

I'm opening a new thread for submitting ideas of cool abilities for our characters.
Keep in mind that these could also be used to create "grant ability X" kind of spells.

Here's my first one, to get things started.

Dodge
Description: Avoids the first attack of the turn coming from the front by a reflex move to left or right, if one of those two spaces is empty.
Comments: Whoever has this ability CANNOT prevent it from happening, even if detrimental. For instance this move can trigger an automatic attack from an enemy (combo), make the character collide with spikes, fall into a trap, etc. This balances a bit the tremendous advantage of the ability always being turned on.
Proposed character: a ninja, for instance?
Game design considerations: Should the direction of move be considered a surprise, therefore preventing the undo function (maybe to much of an additional advantage for the defender)? Should the character move diagonally if so oriented (which would be very unique and could cause new issues)?

Please comment, and propose your own ideas!
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Game Updates & News / Re: Daily Updates
« Last post by KellyD20Studios on October 08, 2018, 01:22:16 PM »
Deck Building on a Monday
Ross is back to developing the deck builder today. He's currently working on designing the sort options/filter modal. This is with all of the options toggled on. Here's a quick WIP snapshot:

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