Re: [Audyssey] Castaways: job specialization

2011-07-25 Thread Christopher Bartlett
One effect of a fog of war is that the starting space would have to be
specified, rather than being left to the player.

Chris Bartlett


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Re: [Audyssey] Castaways: job specialization

2011-07-25 Thread Jeremy Kaldobsky
That's true as well, and I've always enjoyed giving people the freedom to start 
wherever they want.  I think this pretty much shows that I need to leave fog of 
war out.

On the positive side of things, I was playing mission 2 last night, and I have 
been still playing it all day today!  In my opinion, it is much more fun than 
mission 1, and I'm still adding things.  I can't wait for everyone else to try 
it.  :)

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Re: [Audyssey] Castaways: job specialization

2011-07-24 Thread Jeremy Kaldobsky
There will be something similar to the research idea, but it's a little 
different.  Random maps have been suggested, and might be added down the road, 
but I haven't decided if I'm going to do any type of fog of war yet.

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Re: [Audyssey] Castaways: job specialization

2011-07-24 Thread darren harris
The 1 thing with fog of war though is that it does add a lot of replay
ability to the game. By that you have to explore to find resources,
randomisation of maps combined with this will make for very interesting
games.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 24 July 2011 16:54
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways: job specialization

There will be something similar to the research idea, but it's a little
different.  Random maps have been suggested, and might be added down the
road, but I haven't decided if I'm going to do any type of fog of war yet.

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Re: [Audyssey] Castaways: job specialization

2011-07-24 Thread Jeremy Kaldobsky
Very true.  I'll keep this idea in mind.

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Re: [Audyssey] Castaways: job specialization

2011-07-24 Thread dark
With the way your peasants, stone masons and woodcutters seem to run around 
everywhere and go on long expeditions for timber, a fog of war strikes me as 
slightly less appropriate here, sinse you've got people wandering all over 
the place anyway and thus wouldn't need to specifically scout out where the 
enemy is.


Pluss, Goblins don't exactrly strike me as the subtle type anyway.

Beware the grue!

Dark.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 24, 2011 4:54 PM
Subject: Re: [Audyssey] Castaways: job specialization


There will be something similar to the research idea, but it's a little 
different.  Random maps have been suggested, and might be added down the 
road, but I haven't decided if I'm going to do any type of fog of war yet.


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Re: [Audyssey] Castaways: job specialization

2011-07-24 Thread dark
I'm not as certain I'm afraid Darren, sinse currently your peasants will 
look for the nearest quantity of a resource and use it, rather than you 
having to find one and tell people to exploit it as in say sound rts.


I'm a huge fan of some sort of random maps later just to keep life 
interesting, but I'm just not sure with the way the ai of your characters 
works how appropriate a fog of war would be.


Beware the gruE!

Dark.
- Original Message - 
From: darren harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, July 24, 2011 4:58 PM
Subject: Re: [Audyssey] Castaways: job specialization



The 1 thing with fog of war though is that it does add a lot of replay
ability to the game. By that you have to explore to find resources,
randomisation of maps combined with this will make for very interesting
games.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 24 July 2011 16:54
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways: job specialization

There will be something similar to the research idea, but it's a little
different.  Random maps have been suggested, and might be added down the
road, but I haven't decided if I'm going to do any type of fog of war yet.

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Re: [Audyssey] Castaways: job specialization

2011-07-23 Thread Jeremy Kaldobsky
Chris, while it isn't exactly as you've suggested, mission 2 will have an idea 
similar to this.  :) 

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Re: [Audyssey] Castaways: job specialization

2011-07-23 Thread darren harris
Ah so you are going to carry it on from the basic game then?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 23 July 2011 09:20
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways: job specialization

Chris, while it isn't exactly as you've suggested, mission 2 will have an
idea similar to this.  :) 

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Re: [Audyssey] Castaways: job specialization

2011-07-23 Thread Jeremy Kaldobsky
Yes.  The game, as people currently know it, will become mission1, in a 
multiple mission game.  When I first designed the game, it actually contained 
more buildings, units, and resources than are currently present.  I shaved a 
few things down, to balance the game play, and make things fun, yet not 
overwhelming and difficult.  With mission 2, I will be putting much of that 
lost content back into the game, since the people who play it have already 
learned about the game from the first mission.  This means I will be able to 
add more complexity, without necessarily overwhelming anyone.


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Re: [Audyssey] Castaways: job specialization

2011-07-23 Thread darren harris
Cool so will you be able to do research? Like for cannons and archers that
sort of thing? Also what about more random maps so you don't always know
where the goblins will come from. Although the fog of war affect with
exploration would be really good.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 23 July 2011 15:37
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways: job specialization

Yes.  The game, as people currently know it, will become mission1, in a
multiple mission game.  When I first designed the game, it actually
contained more buildings, units, and resources than are currently present.
I shaved a few things down, to balance the game play, and make things fun,
yet not overwhelming and difficult.  With mission 2, I will be putting much
of that lost content back into the game, since the people who play it have
already learned about the game from the first mission.  This means I will be
able to add more complexity, without necessarily overwhelming anyone.


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