Just so we're all on the same page, this is a shot taken of in-game assets then given some post-process love by the artists to recreate what we're shooting for (read: not a pure screenshot). There's alot of work involved getting to this point (and beyond, of course) but the engine is really coming along :) Glad we're shooting in the right direction!!!
ScottTykoski
We definatly have some awesome things in the works for ensuring your first few turns are interesting....they're just not implemented yet (obviously) :)
We have some technologies in the works that should make this pretty easy to implement. I'll keep you posted.
...don't allow this. edit: I just realized what I tease this would be for users hungry for more info on the game. I promise to put something of greater significance up in the next week. But seriously, that's a horrible starting location :)
[quote]Looks cool. How about this idea on buildings. Use the Gal Civ 2 ship building idea, but for buildings. You give us jewels to place where ever we want. We can save our design types and what not. People can build whatever they please this way. All cities would look different determined by however the player wants to build them.[/quote] Planned from the start ;)
Yes. Hope that clears things up :) But seriously, the leveling system will be similar to RPGs where battles result in XP which raises levels to increase stats, skills, etc. Actually, special skills would probably be reserved for Champions(heroes) and the Sovereign (think of trained units as cannon fodder). There'll also be items, events, and special tiles that will probably imbew some XP onto lucky untis, as well as buildings to increase the base level of units trained in a gi
GW: Yes, because of the interdependent nature of data, we'll need something like that to keep things in order. No specifics have been planned out, however.
I'm not positive how Spore does it, but in Elemental the player will be the one downloading and activating content (which can be automated, but only if you choose). One new content is dowloaded, you can turn it off in World Setup.
haha You guys are too funny ;) Needless to say it's been a busy month and a half, and with various problems (hard-drives burning out, misc. weird bugs) messing up our December milestone, I've simply been passing info on to Brad to relay on to you chaps. I REALLY hope to have some more info early-January, but at this point we're just trying to get things as stable/fun/playable as we can. Merry Christmas, everyone! ;)
Spartan: Brad's been a busy boy lately :) CC [email protected] and [email protected] to get what you need.
Yes, you'll be able to lay seige to neighboring settlements, or perhaps you find a abandoned village that, once freed of the infestation of monsters, is free for you to inhabit and rebuild. At the start of the game, building a new city should be a major decision.
[quote]PS. Using the same screenshots which were allready shown for the trailer is cheating.[/quote] We made the trailer while organizing the screenshots (before anything was announced), thinking they were all going out at the same time :( I promise more action in Trailer #2 (due around Beta1's release). [quote]I wonder who is more powerful at the start of a game. Dragon or the channeler?[/quote] I beleive most dragons are CONSIDERABLY more powerful than your starting chan
Maps will be flat and non-square (to fit the 'fantasy map' feel), though I'm sure this will be tweakable.
[quote]Is the persistent multiplayer like the GalCiv2 metaverse, or actual "true" multiplayer? [/quote] You'll actually play against other players in-game. [quote]Will there be support for simultaneous turns?[/quote] Such is the plan. [quote]We hope for head to head games over impulse.[/quote] Impulse will be the backbone of the multiplayer.
Spartan: That's weird if your posts are getting deleted, but I've definatly seen your approval of the style (and greatly appreciate it). It's funny 'cause our style guide has both Howe and Lee as prominant inspiration (with Mucha inspiring the 'classy graphical pen with r
Remember, in Elemental, one of your choices is to use your Essense to 're-seed' the land to make it livable for a settlement. If a player wants to 'colony rush', then they can, but only to the extent of their magical ability and then they'll be too weak to put up a fight. Cities also have to be built upon and around 'Fertile Land' tiles, so players wanting a slower 'Expansion' phase can tweak down the amount of fertile tiles in their world.
Don't worry guys, we have solutions to all your concerns :) A lot of our work up until now has been in creating beleivable worlds with an 'RPG-ish' feel. We think you all will be pleased ;)
Thanks man! Yeah, we knew there'd be alot of controversy over the style, but we're going to be working our hardest to make the game something everyone can play and enjoy :)
[quote]Personally, I'm really hoping for 'rpg-like' hero-controls -- leveling, equipment, etc etc -- to go right next to my large-scale TBS fun.[/quote] Yes and yes. ;)
Haha, I was wondering how long it'd take for someone to translate that text ;) Awesome!
1. We're still working on this....I'm sure the domestic economic system will be tweaked considerably before the games release :) 2. I want to say it's a more 'Civilization' approach. You pick a unit type (pre-made or custom created) and train into existance. 3. Yes, balancing this is going to be one of the keys Elemental's sucess as a viable strategy game. We'll be balancing this to perfection. ;)
Yeah, random maps are gonna be be Bread and Butter of Elemental :) We dont have it perfect yet, but we think the results are going to be pretty insane.
We have some really cool ideas on dungeons :) They'll be a huge part of the game, don't worry.
It's been a long time coming, but FINALLY, Elemental (our Turn-Based Fantasy game) has been announced to the public! Huzzah! You can expect a lot of posting to be done over then next 16 months, so let me introduce you to the team... - Frogboy/Draginol (Brad Wardell): CEO, Game Designer, AI Programmer - For those that don't know, Frogboy is the head of Stardock, barking orders and coding things up. Needless to say, he'll be ar