Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - SLiV

Pages: 1 2 3 [4]
46
Glad you liked it! ;D

There's no real initiative, just turn order. Both players have a list of orders - you can see yours at the right side of the screen - and the game alternates between the two. So player 1 executes the first order on their list, then player 2 the first on theirs, then the second order of player 1, the second of player 2, etcetera. But because of fog of war, you don't always know whether they gave an order before you or if you were the first player.  We're still debating whether first player advantage should be hidden information or public information. What does matter is that new orders are always appended at the bottom of your list of orders, so it can be advantageous to regive old orders to put them at the back of the queue, so your important attack order goes off first.

Ambient music is something UnarmedLad is still working on (he also did the title screen music). We are planning on having tracks that can fade in and fade out seemlessly so that the music can reflect what is going on; more exciting music during the action phase, more bombastic music when you've built a lot of tanks.

Yeah it might be that the tutorial AI starts out with an extra Rifleman unit, because the easy AI's take a while before they make any units. It's also a bit random because the easy AI might randomly not make units. We haven't spent enough time on building AI's because it is hard to keep updating them every time we rework the gameplay. :P But the next update has a new AI type that I'm eager to show off. It's the first that can make Sapper units and use them to bombard your buildings.

Thanks for the feedback!

47
Announcements! The Town Crier! / Re: EXILIAN IS TEN
« on: March 18, 2018, 12:58:10 PM »
Congrats Exilian!

48
Oh that's an interesting idea. Maybe players start with tathered dirty buildings, and the higher their rating the more clean and modern their buildings become. It should definitely be possible technically, although it would of course require investing more time in spriting. I guess if there's a monthly challenge of "get a rating of at least X to unlock the special seasonal city tiles" it would only require a couple of hours each month.

I do worry that it would negatively affect the readability of the game, though. But maybe that's just a problem to solve instead of a reason not to do it.

49
Yes, having players care about their score is a big concern for us, especially because the main theme of "At what cost?" relies on the player feeling the consequences even after the game has ended. What we've done so far is have the score affect the players rating points; after every match you lose 10% of your rating and gain 10% of your match score. So if your rating is 30 then you need to score at least 30 points or else your rating will drop. Once we reach more players that have played more than one or two games, we can make this rating system a bit more balanced and add a leader board or something similar.

50
We've been busy getting Epicinium on other platforms such as itch.io and GameJolt. This got us a lot more downloads but as a result also a lot more bugs to fix. :P



Besides bugfixes, version 0.16.0 has a completely reworked the weather system. In the old system the temperature ranged from -50 to 100 and the humidity from 0% to 100%. Temperatures would change with the seasons and humidity would drop over time by increments of 5%. Humidity now ranges from 0 to 4 and temperatures has been removed completely; the weather now depend on a combination of the humidity, the current season and the total amount of chaos on the map. For example in Winter all tiles have snow on them, unless they dry out. Firestorm only occurs in Summer and only if 40% of the map has been covered by chaos. The new system is intended to be a bit easier to keep track of and feel less arbitrary.




We've added some more UI elements, such as a player list that shows who the other players are. For observers, it also shows how much money they have, which was something I noticed was really lacking since I've started streaming the playtest session every Saturday on my twitch channel,
I've also started doing some very short featurette videos to explain gameplay mechanics; the first two are about basic combat and Rifleman units respectively. I have a ton more planned but they were a lot harder to produce than I thought, since the one minute recording that you see is preceded by script writing, setting up the levels in the editor and throwing away the recordings that are botched because (a) I misspeak or (b) those damn random damage events keep killing off the wrong riflemen. >:(


Also, we're thinking about adding peacemaking to the game. The idea is that once one of your City tiles is captured, you will have the opportunity to send a peace offer to the other player. During the next planning phase, that player will see the offer you made and can either accept or reject it. Whereas normally the winner gets a number of points and defeated player gets nothing, this would allow the points to be divided amongst both players. If you receive an offer that gets you 75% of the 80 points that you think the map is currently worth, you can choose either to take the 60 points right away or to keep fighting. If you keep fighting for all the points, the destruction of the map might leave you with much less than the 60 points you would have gotten, or your opponent might even make a comeback and you go home empty handed.

I'm curious to know what you think.

51
Hi all! Development slowed down a bit during the holidays, but we're now two weeks into January so time for some progress!
We've just released version 0.13.0, which should have been 0.12.0; there was a bug in the patcher, so we had to create two new versions just to get everything working again. ::)



I've changed the look of the game with simpler textures and smooth transitions. Hopefully it's an improvement!
Daan worked on adding sound effects to the game so that the action phase feels more exciting.
It also helps with conveying information, I think: gaining income is accompanied with a coin and a little chirp, and not having enough money has a sad version of the chirp that helps it stand out.



Also, the in-game tutorial now has prompts to guide the player step-by-step, and plays on a new map against a new AI.
Gameplay wise, we've made building up and economy more important and made the Rifleman unit less oppressive by reducing its maximum size to 3. Industry and Tanks are also cheaper, but Industry lowers the humidity of surrounding tiles four times as fast as before.
The full list changes can be found in the release notes.

We're having another test session tonight (from 21:00 GMT+1 onwards).
I'm thinking about streaming it on Twitch, but I haven't set it up properly so that might have to wait until next week.

52
Since my last post, we reworked the economic gameplay mechanics in the game, by swapping the roles of Cities and Settlements (now called Towns) a bit and by adding farming. Farms can instantly turn all surrounding tiles into Soil tiles, which become Crops that are consumed at night for profits. This can give a huge boost in income, but farmlands are not worth any points at the end of the game and Crops require the right humidity and temperature to grow; you usually do not get any income in winter because it is too cold.



We also made some changes to structure tiles: capturing them with Rifleman units is easier, producing a unit now costs all of its power, and when destroyed they leave Rubble behind that cannot be built upon. This makes games a lot faster, and hopefully allows for more tactical play rather than just massing units.

And based on feedback from Jubal about a lack of information in-game, we've made the thermometer and hygrometer larger, added tooltips to explain the markings and added little icons that light up when a weather effect such as Firestorm or Gas is active on a tile; these icons have tooltips as well. Hopefully that helps a bit?



All this in version 0.9.1, which can be downloaded here or from within the game by clicking the connection icon at the top right of the main menu.
We're having an online beta test session on Saturday between 21:00 (GMT+1) and 01:00 so hopefully we will get some more feedback from players then.

53
I feel like what I'd like is the option (perhaps whilst holding a key down, or with a separate "query cursor" selected) to mouse over a tile and see e.g. "Snow Field: Score 1, Slows Movement" or "Mud Field: Score 0" or whatever.
Oh I think I remember Age of Empires 1 having a help funtionality like that. But I fear our mechanics might be too complicated already for that to work; we'd have to upload half our wiki into the game. :P

Quote
I don't think I'd want the tooltips to be coming up just as I was mousing over things normally - it may get intrusive that way.
I was thinking of a tooltip that only appears if you hover the icon specifically, like there is when you hover over the phase icons on the bottom of the screen.

Quote
I could tell that they were telling me stuff, but wasn't sure how to incorporate that into how I was playing at all.
That's a very good point. We're still working out how to get players to play with the environmental mechanics in mind, instead of the weather just being something that "happens", and getting the right kind of information across might be the biggest hurdle in that respect.

Quote
I'd strongly suggest making the snowless mountain tile a less dark shade of grey and/or making the base of the tile below the mountains a different colour to the slopes. I just assumed there was some kind of pollution thing going on because they looked so black.
I'll definitely do that. I've been thinking about reducing the palette somewhat, maybe make the colors of the dirt and mountains more desaturated grays and browns so the green of the grass pops more. Because the green vs. non-green distinction is much more important than dirt vs. mountain.

54
Thank you for the feedback! Glad to hear the controls were intuitive; the controls being confusing was the biggest complaint of an earlier version until I swallowed my pride and threw away "my system". Rearranging orders by dragging them is definitely on the todo list, but it keeps getting postponed in favor of other stuff.

Mountains are not turning black, they are just losing their snow due to a drop in humidity. The grass colors change with temperature and humidity, but they don't matter until it turns to dirt. Scorewise we tried to keep it simple: tiles with grass on them are worth 1 point, tiles without are worth nothing. But that is only explained outside the game (in release notes and in the wiki) so it is probably a good idea to show it in-game as well; Daan suggested adding a little overview at the end where a heart pops up out of each grassy tile one by one as the points are being tallied.

We tried to keep the amount of text and numbers on the screen to a minimum in favor of visual cues, but maybe that is not feasible because it is impossible to recognize the visual cues without already knowing the underlying mechanics. Conversely some visual differences (the different tree types or, like you said, grass changing colors) are just there to reflect temperature and don't affect the gameplay at all. Did you see/use the thermometer and hygrometer at all? I was already considering making them larger, but maybe I should also add for example a snow icon that lights up when your mouse is on a snowy tile and that has a tooltip explaining that snow slows down your units movement.

55
We've just released version 0.8.0, the first public beta version. We have a playtest event coming up on monday, and I'm really anxious to get more eyes on our game. :P



In this version, the game keeps track of players' rating points to give the end of game score more impact, and any future versions can be downloaded by the game itself. Also, Tank units destroy grass and trees as they move. Yay destruction!

56
Thanks!

I assume the top represents fire and bottom the ice?
Yeah, since global warming in our game causes extremely hot summers alternated by extremely cold winters. Perhaps a bit literal but I think it gets the idea across. I want to increase the pixel density and animate the flames, because I just upscaled the logo I made the week before, but I haven't had time for that yet.

57
Wow that trailer looks great!

The reception of early access has me worried too, my biggest concern is that the game only has between 5-7 hours of content as it stands (another 2-3 if you count demo levels, which I guess most people wont).  Steam ratings can be quite harsh if people feel there isn't enough.
If would say that's quite a lot for an Early Access title, especially seeing a lot of users have a lot of games that they only play for a couple of hours total anyway. But Steam reviews are a fickle beast, I suppose. ::)

58
Thanks for the mention! Some interesting stuff in this month's issue.

59
We've just released version 0.7.0, which features an overhaul of the lobby screen to make it more usable, as well as the addition of online AI opponents, observer mode and the ability to watch replays of old matches. The full release notes can be found here. We're approaching a more open beta so we're continuously looking for more playtesters. Let me know what you think!



Ooh, this looks really nice, and it's a good concept :) I'd be very happy to do a few bits of testing for windows-version, though I can't do super much at the moment due to lack of time.
Thanks! Daan just played a match against someone from Exilian, was that you? If so, thanks a lot for the feedback you gave!

60


Hi everyone! I'm Sander, one half of the development team that is creating Epicinium.

Epicinium is a strategy wargame where your impact on the environment matters; at the end of a match, the winner is scored for how much of the map is still covered with grass. Machinegunners trying to hit the enemy soldiers might just miss and mow down some trees. Do you capture your enemy's cities so you can control them, or do you just bombard them to kingdom come? Do you let your citizens enjoy the forests that surround your city, or do you cut them down to dig trenches? It is possible to take a less destructive approach, but can you afford to? Building industry gives you more money to work with and access to powerful tanks, but it also increases global warming to ludicrous levels. If you win by having your enemy's half of the map ravaged by firestorm, did you really win at all?

Our initial inspiration was "Advance Wars with environmental mechanics", but the gameplay is quite different because of the simultaneous turns: during the planning phase each player assigns up to five orders to their units, and during the action phase the players' units alternatingly execute these orders. This adds a surprising amount of depth where you have to anticipate your enemy's moves and attacks, because your bombardments might miss or your units might get shot halfway before getting to their destination. And beyond that are the environmental mechanics like collateral damage, seasonal temperature changes, ground pollution and global warming.

Daan and I started working on this game somewhere around May 2017, and we're developing for Windows, Mac OS X and Linux with cross-platform multiplayer.
Because multiplayer is our main focus, we've set up a Discord server for players to chat and find opponents.
More extensive information on the mechanics can be found on the wiki.



I'm really curious what you think!

Edit: Epicinium was released for free on Steam and itchio on 12 October 2020!

Steam | itch.io | Discord | Website | Twitter

Edits:
Spoiler (click to show/hide)

Pages: 1 2 3 [4]