larienna

larienna

Joined Member # 3860812
109 Posts 337 Replies 21,072 Reputation

As to your question, if the title says something like "Master of Magic", I'd expect to find Magic plays a large part of the game. Seeing as MoM was largely based off of Magic:TG, I'd be very careful that whatever you're doing doesn't look too much like one of the Hasbro properties (Like Magic:TG Tactics). The title will be different and the "Colors" of magic are slighly different (Yellow, Blue, Gray, Red, Green). The co

4 Replies 26,768 Views

As some of you probably know, I have a master of magic board game in design and I now reached a point where I have a dilema between 2 game vision and I want to get player's opinion to know what they would really want. The objectives of what I have currently beign working on is a game that allow the management of world wide empire, that include all possible features and that is flexible enought to be infinitely expanded to allow the incorporation of new concepts not previously t

4 Replies 26,768 Views

That is somewhat what I am aiming for. There are objectives, but only the player can achieve them to end the game. Or try to do them all. The AI factions are basically there to give trouble to the player, but they are not there to win the game. AI would be controled by random events that determines their action rather than making them plan a strategy to win the game. I am currently exploring how an event system could be used in a board game thoug

3 Replies 25,495 Views

I am trying to approach the design of master of magic in a different way (see my other thread) and trying to see if I could add more sandbox element to it. One of the solution so far is to have either an objectiveless game, or make the objectives completable only by the player. The AI cannot win the game. Most of the AI will be more event based rather than strategy based which could simplify the development. Elemental seem to have some sand box element by integrading some edit

60 Replies 252,355 Views

I have been hearing the idea a couple of times that some people would like to play master of magic as a sandbox game. I don't know much about sandbox games, I know that mine craft is such type of game and there is a huge fad around it. There is also project spark demoed at e3 that could be a kind of sand box game. I trying to see if the concept of sand box could be applied to a master of magic video game and/or board game. Sandbox games seems to fit more for the wanderer type o

3 Replies 25,495 Views

The concept of sandbox games is relatively new and I have not yet experienced it. I am more the kind of gamer that likes to have objectives. I am currently giving some thoughts about programming video games for the ouya and one of the biggest issue is AI programming. But if you people want games with no or little AI, that's fine with me.

60 Replies 252,355 Views

Sorry for joining the party late, but somebody attacking MOM is worth defending. First you have to place MOM in it's historical context. Your main argument is that the game design is OK but the Graphics and the AI are bad. Well guess what, that's completely normal. Because game design can stand the test of time ( ex: chess) but graphics and AI will always get better. So the graphics and AI are actually what they could be allowed to be done. Like chess in the middle age

60 Replies 252,355 Views

I tested again, it seem to have solved the problem. Since it's a toggle button, they should have highlighted the button when toggled.

17 Replies 16,710 Views

I did not know the user interface was customizable. Do you need a special program to do it, because in War of Magic, all the UI was contained in some proprietary format.

121 Replies 343,696 Views

I made some test, If I click explore it follow the same exact path. So for some reason auto explore gets activated. Explore does not seems to be a toggle button. Instead it simply changes the final destination. So there is no way to "disable" explore. The only thing I can do is ask to move the unit in another direction. But after the unit has finished movement, it automatically push explore if it has movement points left.

17 Replies 16,710 Views

Hmm! Auto-Explore, where is it activated, is it in the option menu, or it's a unit command. I could have set up auto-explore accidentally. I'll eventually check it out.

17 Replies 16,710 Views

Hope it fixes the bug in my game to be able to continue. Meanwhile I played warlock. "AI interacts more with players" This is something that surprised me in warlock. People makes many offer and they do not ask the moon to accept.

21 Replies 53,061 Views

It's not that it is complicated to interpret, it complicated to know all the variables or the valid values that a variable could get. I would need to make an inventory of all the values of each variable to know what are the valid values. And this is if all the values are used in the game. There might have been programmed but unused values. Maybe there is a software that can compile XML information and dress a list of all the possible variables of each class and all

3 Replies 4,140 Views

Is there somewhere some documentation about the XML structure and the values for the game. Are there some people interested to create such documentation. or Is there an official internal design document that explains the XML that could be released to the public?

3 Replies 4,140 Views

A multiplayer feature won't force you to play multiplayer. More and more games are becoming strictly multi-player these days. For example: Diablo 3. My girlfriend would have loved playing that game, but when she heard it was multi-player only, she abandoned the idea. I also hate multi-player only games since it forces you to play when other people are playing.

79 Replies 272,941 Views

I think in fallen enchanteress, the balance issues has been resolved like this: All buildings abilities, unit abilities and spell abilities are weak enough to have little impact on the game so that no abuse could be made out of them if somebody finds a flaw. It's a cheap way to balance a game, but it works.

79 Replies 272,941 Views

Both War of Magic and Fallen Enchantress were initially billed as multiplayer. I bought the game in order to play with my friends and although the single player experience is very good, I still would greatly appreciate it if you finished your immense commitment to this game and to the community by finishing this feature as well. From my point of view, a game that takes 20+ hours to finish is not multiplayer friendly. A multiplyer frien

79 Replies 272,941 Views

Hope this update fix the path finding bugs like I submitted here: https://forums.elementalgame.com/437424 In order to finish my game And lastly, a random plug for those of you running Windows 8. You may already be familiar with Start8 which brings back the Start menu in Windows 8. We just released Decor8 today which all

79 Replies 272,941 Views

Considering that my unit is locked there unable to get back into the city, I'll have to wait for further updates before continuing the game. I could try moving units one at a time to see if it solve the problem (instead of as a group). Originally, I moved units square by square when the path finding was bad. But now moving a single square makes the game buggy, so I don't have any alternate method to avoid the bug.

17 Replies 16,710 Views

Quick note: I think it will be hard to keep 1 XML file with all the information on all mods. The possibility of missing mods is too great. I think that each mod should come with a XML file of it's own describing the mod that your program could read. It will basically contains installation instructions like a script.

232 Replies 640,825 Views