Author Topic: Our Remaining Goals For 1.0  (Read 14472 times)

Offline KingIsaacLinksr

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Re: Our Remaining Goals For 1.0
« Reply #15 on: February 12, 2012, 03:50:34 am »
Fox and I played a bit more multiplayer today and it felt more enjoyable than it did several months ago.  I'm going to be fitting in AVWW to my already busy schedule again and provide what feedback I can, but I think your major problem is the help menu and it feels a bit messy, not to mention out-dated.  I feel like I need to visit a wiki to figure the game out.   And I've been following the game all this time. 

Few other thoughts:
Definitely have multiplayer running at its best potential. 
Like the UI changes, they make the game 100x clearer than they did before.
Game just feels better.  Definitely liking it more than I did before :).

Overall, the game is really starting to feel cohesive and solid.  I think you pretty much summed up everything that needs to be worked on.  :)

Also, how can anyone be a gamer and not know what BETA means.  I see that term thrown around so often I'm tripping over it.  =\

Hope this helps.

King
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Offline Hearteater

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Re: Our Remaining Goals For 1.0
« Reply #16 on: February 12, 2012, 09:06:55 am »
Also, how can anyone be a gamer and not know what BETA means.  I see that term thrown around so often I'm tripping over it.  =\
Think console gamer.

Offline KDR_11k

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Re: Our Remaining Goals For 1.0
« Reply #17 on: February 12, 2012, 09:56:21 am »
Console gamers know the word "beta" but think it means "time limited demo".

Offline KingIsaacLinksr

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Re: Our Remaining Goals For 1.0
« Reply #18 on: February 12, 2012, 12:01:12 pm »
Also, how can anyone be a gamer and not know what BETA means.  I see that term thrown around so often I'm tripping over it.  =\
Think console gamer.

Is Minecraft on consoles? 

King
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Offline Hearteater

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Re: Our Remaining Goals For 1.0
« Reply #19 on: February 12, 2012, 12:27:22 pm »

Offline BobTheJanitor

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Re: Our Remaining Goals For 1.0
« Reply #20 on: February 12, 2012, 02:52:57 pm »
No no, you have to be smarmy and use a lmgtfy.com link and then chuckle knowingly to yourself about how much better you are then all the other internet peons. Then drink some fine brandy and light up a cigar with a burning 100$ bill and put on a monocle.

Offline Hearteater

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Re: Our Remaining Goals For 1.0
« Reply #21 on: February 12, 2012, 03:19:38 pm »
The best part is the top link :) .

Offline keith.lamothe

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Re: Our Remaining Goals For 1.0
« Reply #22 on: February 12, 2012, 05:04:06 pm »
No no, you have to be smarmy and use a lmgtfy.com link and then chuckle knowingly to yourself about how much better you are then all the other internet peons. Then drink some fine brandy and light up a cigar with a burning 100$ bill and put on a monocle.
I'm fairly sure you left out the sharks and the laser beams.
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Offline Penumbra

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Re: Our Remaining Goals For 1.0
« Reply #23 on: February 13, 2012, 05:51:17 pm »
I think it would be really nice to have different looking effects for each tier of spell. I know this has been brought up before, but that was back when there was an infinite number of tiers, and the old Final Fantasy trope of "Fire, Fira, Firaga" wouldn't work.

Now, however, we have a fixed 5 tiers of spells. I understand that Fire IV is stronger than Fire II what with its higher numbers and all, but if it were bigger and louder and caused more smoke on the screen, it would feel stronger.  With there being limited time between now and 1.0, having to create 4x more spell animations than you have now would take a while, so what about having just a second new look that comes in at 4?

Or, correct me if I am wrong, in the .xml that defines the spell effects, there could be variable properties that are based on tier level. Maybe the community here could assist in creating more tiered effects like with the dungeon maps.

Offline x4000

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Re: Our Remaining Goals For 1.0
« Reply #24 on: February 13, 2012, 06:58:38 pm »
I think it would be really nice to have different looking effects for each tier of spell. I know this has been brought up before, but that was back when there was an infinite number of tiers, and the old Final Fantasy trope of "Fire, Fira, Firaga" wouldn't work.

Now, however, we have a fixed 5 tiers of spells. I understand that Fire IV is stronger than Fire II what with its higher numbers and all, but if it were bigger and louder and caused more smoke on the screen, it would feel stronger.  With there being limited time between now and 1.0, having to create 4x more spell animations than you have now would take a while, so what about having just a second new look that comes in at 4?

Or, correct me if I am wrong, in the .xml that defines the spell effects, there could be variable properties that are based on tier level. Maybe the community here could assist in creating more tiered effects like with the dungeon maps.

Really a 0% chance of that -- I'd rather put effort into new spells, rather than redoing existing spells just for visual effects.  I could easily spend half the remaining time budget between now and 1.0 just working on this.  More to the point, even if players were to get involved and start tweaking, it would likely be very rough quality-wise.   Even worse, for many kinds of spells (launch rock, energy pulse, forest rage, etc) there are not any particle effects.  Probably more spells have particle effects than don't at the moment, but that won't always be the case.

Absolutely driving this into the ground, even if that wasn't an issue, having fireballs emit more particle effects would cause a lot more load on the game.  That's something that I tune very carefully which each spell, the optimum particles-to-quality ratio, so that it will work in all scenarios.  Most players would not be able to do that, and would thus wind up tanking the performance of the game.

And even if performance was infinite, just having more particles would have one of two effects: either it would lose detail if they were all on top of one another, because they would additively white themselves out (or if not additive, it would just look the same bug at more performance cost); or, if the particles were to spread out more, then they would be obstructing the screen in unpleasant ways.  This used to be the case with earlier versions of the game, and people complained endlessly about it.  I was resistant at first, but they were quite right; the smaller, more focused spells are a lot easier to see past, and it is also way easier to tell where their collision hitboxes are.

Another avenue to go would be to add custom particles into the game, to have different visual effects for each spell level.  But that increases the graphical load of spells about 5x, and thus increases loading times and RAM usage by quite a lot (exactly how much would vary by situation; usually it wouldn't be 5x, but it would still be substantial).  And then we also get into yet more quality control issues, as well as issues of making sure that if we don't know the player, that the particle effect is actually legally legitimate for us to use, etc.

I really have no interest in ever doing any of that; you'll be finding more powerful spells, with new graphics, but they won't be called "fireball 4."  If we do something like a "fira," it will actually be a whole new spell with its own line.  Kind of like how lightning rocket versus ride the lightning are similar but different, and share a similar tree.  Make no mistake, I want to do lots of spells, and lots of unique spell graphics -- that part is no problem -- but I abhor the thought of being roped into doing reskins of the same content at different tiers.  We just need a lot more spells than we have at the moment, in general, which I think will help with what you're looking for, at core.

Hope that makes sense. :)  I just wanted to go ahead and fully clarify my position on this, since a few people have asked off and on.
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Offline mrhanman

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Re: Our Remaining Goals For 1.0
« Reply #25 on: February 13, 2012, 11:37:59 pm »
Other than more spells, enemies, furniture, and missions (in other words stuff), I'm not sure of what else is needed.  I think the game is incredible as is.  I'm blown away by how far it's come.  I thought many of the changes were going to destroy the game, but I was happily wrong.

It's been said before, but the only suggestion I would make is to give new players more direction.

Offline Bluddy

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Re: Our Remaining Goals For 1.0
« Reply #26 on: February 14, 2012, 09:41:45 am »
Agreed. I would say the priorities given the current content should be 1. missions 2. spells 3. enemies.

Missions are obvious as there are only 2 types right now. I think the goal should be around 10 at least for 1.0. Spells are important because you want to have something to want to unlock, although the current mix is pretty good already. More enemies are 'nice to have', but really the important thing is to have many boss types.

Offline x4000

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Re: Our Remaining Goals For 1.0
« Reply #27 on: February 14, 2012, 09:45:09 am »
Thanks for that!

And yes, priority #1 is more missions.  I aim to have at least 6 different kinds of secret missions by 1.0, as they are smaller.  For the main missions on the world map, I'm not sure how many we'll wind up with, but that's mainly dependent on exactly how complex we try to make some of those missions.

Regarding new spells, those are the quickest thing by far to add off the list of enemies, missions, and spells, but I've been largely putting that off because we were rejiggering the crafting system so constantly, and even getting the balance figured out (in terms of how the balance would function, not just even a matter of getting the spells balanced).  But now I'd say we're past that point, so I am to add a few per week.  I think we have just under 40 spells at the moment, and I'd still love to see north of 100 by 1.0.  We'll see.
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Offline zoutzakje

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Re: Our Remaining Goals For 1.0
« Reply #28 on: February 27, 2012, 06:50:22 pm »
You guys are trying to release in March? :O so soon already :D Here I was preparing myself to wait another 5 months before I could finally get this game on steam, only to find out now that you want to hit 1.0 in march ^^
I'm ashamed to admit that I have not been following all the progress this game has made. I would have if there was a way for me to get the game, but unfortunately the only paying method I can use is through steam -.-
I have however, seen bits and pieces of this game (mainly the very early stuff) and I am absolutely thrilled.
Am I correct in assuming that you and Keith will work on another AI war expansion if 1.0 turns out to be a stable release? I really hope so. Finally getting my hands on AVWW and going through another development stage of AI war... my gaming schedule has been filled in for the next year (at least) :D

Good job!

Offline x4000

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Re: Our Remaining Goals For 1.0
« Reply #29 on: February 27, 2012, 08:30:32 pm »
Cheers!

Our plan after 1.0 of AVWW is to focus on both more "free DLC" for AVWW (in the same fashion we've been doing for AI War for the last three years), as well as starting work on the next AI War expansion.  Depending on exactly how big of an event the 1.0 release of AVWW is, that may tie us up more than would be ideal for the AI War crowd for another month or two after that, but we'll still be keeping to weekly releases at least for AI War base game content if we at all can.  And we've got a ton of ideas for the next AI War expansion that we also want to start whittling down in terms of deciding what to actually do; right now there are too many ideas for any one expansion, so we'll probably have some polls and such to see what players are most interested in seeing in the next one.

In an ideal world, once AVWW hits a stable place, we're going to split our focus between AVWW and AI War.  Since AVWW is still younger as a game, it will probably still get the lion's share of the development time for the forseeable future, but devoting 30% of our time to AI War (or whatever percentage) would be an incredible difference from 1% to 5% like it's been lately.  So this next expansion for AI War might take us longer to develop -- I'm not sure -- but we'll be doing lots of cool stuff while at the same time trying not to disappoint a bunch of new fans of AVWW.

It's a balancing act, and we've never had two major games of that scope to manage at once before, but I think that we'll figure it out with hopefully minimal bumps in the road. :)
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