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31
Share Your Ideas / Re: Asynchronous CO-OP
« on: January 06, 2018, 04:19:50 AM »
The suggestion is great!
Any idea how to add a feature ranking system to the forums, Ross?
Any idea how to add a feature ranking system to the forums, Ross?
32
Characters, Spells & Art / Re: Heroic Humans
« on: December 23, 2017, 06:02:39 AM »
Having a set of gladiator characters sounds great!
About the animation it looks a bit weird that the harpoon gets pulled back without seeing any rope attached. Otherwise it introduces a new interesting move in the tactical toolset. Nice!
About the animation it looks a bit weird that the harpoon gets pulled back without seeing any rope attached. Otherwise it introduces a new interesting move in the tactical toolset. Nice!
33
Game Updates & News / Re: Daily Updates
« on: November 26, 2017, 05:30:11 AM »
Bare feet. Isn't she supposed to be fully attuned to nature?
34
Questions / Re: Counter spell card?
« on: November 25, 2017, 01:32:29 PM »
I think it's certainly worth trying. I agree that the surprise should then probably be total, which should be good for keeping the game entertaining. As long as the player understands what happened. Do you plan on showing the "secret" card once triggered?
35
Questions / Re: Counter spell card?
« on: November 25, 2017, 06:27:01 AM »
I'd rather go for version A, for two reasons:
First the counter spell doesn't carry over too long, which might become hard to follow for the players.
Second the logic in example B, while rationale, is hard to explain, maybe even accept. In contrast in example A it is very straightforward.
This brings a question to my mind: whenever such a spell is cast (counter spell, trap, etc.), what will the opponent see? Nothing? The summoner casting something without any further detail? The summoner casting something and how much mana he spent, without knowing to what purpose?
First the counter spell doesn't carry over too long, which might become hard to follow for the players.
Second the logic in example B, while rationale, is hard to explain, maybe even accept. In contrast in example A it is very straightforward.
This brings a question to my mind: whenever such a spell is cast (counter spell, trap, etc.), what will the opponent see? Nothing? The summoner casting something without any further detail? The summoner casting something and how much mana he spent, without knowing to what purpose?
36
Game Discussion / Re: Angel's Weapons - Break Tie!
« on: November 18, 2017, 04:11:29 PM »
Come on, let's not choose the flame sword again, it's so deja vu!
Of course I voice my own bias, but isn't what a poll is for?
Incense burner flail! With smoke, sparks on hit and all!
Of course I voice my own bias, but isn't what a poll is for?
Incense burner flail! With smoke, sparks on hit and all!
37
Share Your Ideas / Re: Spell & Equipment Card Ideas
« on: November 17, 2017, 01:40:03 PM »
If you guys like time spells, here's another suggestion:
Looper trap Cast on a character. The next attack on this character will trigger a time loop: the attacker will be repeating the same attack again and again, at the beginning of each turn, from his initial position, without being able to perform any other action, until someone gets him out of the loop by attacking him.
Visually I envision a semi-transparent image of the enchanted character flickering at the initial position (as he may move while the attacker is trapped) at the instant the attack is repeated.
Actually if the attack had several targets, all of them flicker again when it is repeated.
And if the looping attacker gets moved (by a gravity spell for instance), his flickering figure will still occupy his initial position until he's returned to that initial position at the beginning of his next turn, or the loop is broken.
For game mechanics:
Anybody in range of the repeated attacks will get hit. But range doesn't get adjusted for new targets (since the attack is simply repeated). For instance, a lightning bolt having ranged all cells on a line will damage new characters stopping on that line, on any of the cells initially included. But a meteor shower having hit visible enemies (say for instance 3) will not harm a fourth one becoming visible during the loop. Only the 3 initial positions will be hit by meteors. A melee or range attack will target the initial position(s).
If the attack is the result of a spell and enough mana is available, mana is spent and the spell is repeated with the above range considerations. If not enough mana is available the visual effects of the spell do take place, but in semi-transparent flickering fashion, and no effects are taking place.
When trapped in the loop, counterattack is disabled.
If a character stops at the initial position of a trapped attacker (despite his flickering image), he will be knocked back when the trapped attacker is returned to his initial location.
Intended game play:
With this trap one can take out the vicious range attacker, backstabber, or range damage spell caster: get him into a loop, then move freely your pieces around him to exact revenge, all units at the same time if possible.
Of course the opponent may try to avoid this by attacking the trapped character himself. But by doing so he also deals damage, which means that revenge is still exacted to some extent, even if indirectly.
Looper trap Cast on a character. The next attack on this character will trigger a time loop: the attacker will be repeating the same attack again and again, at the beginning of each turn, from his initial position, without being able to perform any other action, until someone gets him out of the loop by attacking him.
Visually I envision a semi-transparent image of the enchanted character flickering at the initial position (as he may move while the attacker is trapped) at the instant the attack is repeated.
Actually if the attack had several targets, all of them flicker again when it is repeated.
And if the looping attacker gets moved (by a gravity spell for instance), his flickering figure will still occupy his initial position until he's returned to that initial position at the beginning of his next turn, or the loop is broken.
For game mechanics:
Anybody in range of the repeated attacks will get hit. But range doesn't get adjusted for new targets (since the attack is simply repeated). For instance, a lightning bolt having ranged all cells on a line will damage new characters stopping on that line, on any of the cells initially included. But a meteor shower having hit visible enemies (say for instance 3) will not harm a fourth one becoming visible during the loop. Only the 3 initial positions will be hit by meteors. A melee or range attack will target the initial position(s).
If the attack is the result of a spell and enough mana is available, mana is spent and the spell is repeated with the above range considerations. If not enough mana is available the visual effects of the spell do take place, but in semi-transparent flickering fashion, and no effects are taking place.
When trapped in the loop, counterattack is disabled.
If a character stops at the initial position of a trapped attacker (despite his flickering image), he will be knocked back when the trapped attacker is returned to his initial location.
Intended game play:
With this trap one can take out the vicious range attacker, backstabber, or range damage spell caster: get him into a loop, then move freely your pieces around him to exact revenge, all units at the same time if possible.
Of course the opponent may try to avoid this by attacking the trapped character himself. But by doing so he also deals damage, which means that revenge is still exacted to some extent, even if indirectly.
38
Share Your Ideas / Re: Spell & Equipment Card Ideas
« on: November 14, 2017, 03:05:22 PM »
Here are a few card suggestions to add to the celestial time keeper rats' gear:
Countdown The next player will have limited time (tbd) for completing his turn. If playing a multiplayer game with already limited time, this is halved. If against the AI the number of iterations gets limited.
In addition a large blinking semi-transparent countdown overlays the screen, to add to that player's stress!
Warping the very fabric The next player will be able to complete his turn as usual, but once he's done all is reset to when his turn began. Then the exact same actions are played again in a random order (some may become invalid).
Set in stoneDisable the undo button for the next player's turn (edited) Instead the next attempt to use the undo button will be rejected. Indeed this spell is only fun/useful if the opponent tries to undo a blunder. If this doesn't happen in the next turn, let's wait until the game finishes. Also we'd have to think about a way to somehow replicate this effect on the AI
Countdown The next player will have limited time (tbd) for completing his turn. If playing a multiplayer game with already limited time, this is halved. If against the AI the number of iterations gets limited.
In addition a large blinking semi-transparent countdown overlays the screen, to add to that player's stress!
Warping the very fabric The next player will be able to complete his turn as usual, but once he's done all is reset to when his turn began. Then the exact same actions are played again in a random order (some may become invalid).
Set in stone
39
Game Updates & News / Re: Daily Updates
« on: November 14, 2017, 02:31:12 PM »
These rats are looking awesome! It'll be a completely different game play.
This brings a few ideas for additional cards. I'll be posting in the corresponding thread.
This brings a few ideas for additional cards. I'll be posting in the corresponding thread.
40
Game Discussion / Re: Arcane vs. Nature
« on: November 12, 2017, 02:38:31 AM »
Ross, can you please clarify the "Grease" card? I'm not sure to understand the text.
For these kind of polls I always have a hard time choosing. Isn't the game about diversity and trying them all?
By the way, great card templates! They look awesome.
For these kind of polls I always have a hard time choosing. Isn't the game about diversity and trying them all?
By the way, great card templates! They look awesome.
41
Game Discussion / Re: Weapon for Angel?
« on: November 09, 2017, 03:23:28 PM »
Hi Kelly,
Nice to meet you (even if virtually).
How about an incense burner attached to a staff and chain, that she would whir about like a flail? Do you think particle effects could be worked out for smoke, and even sparks when hitting someone?
That would be real cool, I think
Nice to meet you (even if virtually).
How about an incense burner attached to a staff and chain, that she would whir about like a flail? Do you think particle effects could be worked out for smoke, and even sparks when hitting someone?
That would be real cool, I think
42
Meeting Place / Re: Introduce Yourself Here
« on: November 08, 2017, 09:25:06 AM »
Hi all!
I'm excited to be joining this community of gamers. I anticipate it will have the same good vibes as the Hero Mages community had... Glad to see familiar names, and looking forward to meeting new folks!
I grew up with board and card games played in my family, and this never left me. My first video game was actually not pixel-based: the very unique Vectrex, an amazing standalone console with incredible playability for the time (1984, yes!).
But the days of spending hours playing in a row, either on PC, board or CCG are well behind me. Except for the occasional Starcraft session, Hero Mages has been for the past three years the only way to get my regular shot of fun and tactics. So I'm really eager to see Summoners Fate get kicked off and attract a growing crowd of good gamers.
Let's have fun together!
All the more since with this new game we'll be able to weigh in and expand content going forward. The diversity this will bring should be awesome.
Cheers y'all
I'm excited to be joining this community of gamers. I anticipate it will have the same good vibes as the Hero Mages community had... Glad to see familiar names, and looking forward to meeting new folks!
I grew up with board and card games played in my family, and this never left me. My first video game was actually not pixel-based: the very unique Vectrex, an amazing standalone console with incredible playability for the time (1984, yes!).
But the days of spending hours playing in a row, either on PC, board or CCG are well behind me. Except for the occasional Starcraft session, Hero Mages has been for the past three years the only way to get my regular shot of fun and tactics. So I'm really eager to see Summoners Fate get kicked off and attract a growing crowd of good gamers.
Let's have fun together!
All the more since with this new game we'll be able to weigh in and expand content going forward. The diversity this will bring should be awesome.
Cheers y'all