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Other Games / Re: Wizards and Warlords - Indie Turn-Based Fantasy 4X Strategy Game
« on: December 30, 2016, 10:05:29 pm »
... probably should check the official forums, but haven't gotten around to it yet, so... are. Are dungeons not working in the unity/beta version? I think I see their icons on the map (or my memory's off again and I'm mistaking forts or somethin' for dungeon symbols, which is entirely possible), and they sporadically show up in the diplomacy menu,* but if there's a way to throw my lemmings into have my adventurers explodre them, I can't seem to find it.
Other than that, a few immediate things noticed: If it's not something aware of, on 1280x800 windowed (/vista/fastest, if it makes a difference) there's, like... icon overlap. When there's three rows of actions, the top ones'll try to occupy the same space as stuff like cast spell and choose personal guard. Part of me wonders if it wouldn't be possible to let the player just... move that stuff around. Click and drag individual icons around the playing window to suit them.
Some sort of feedback for turn start/confirmation to end turn (note: with the latter, also having some kind of button combination, shift-click, shift-e, whatever, to bypass the confirmation is really nice) would be great, if it's not already planned. Feedback in general when something happens and particularly when something fails definitely feels (even more) lacking (than the non-unity version), though that seems like something noticed and slated for addressing.
At least on my comp it's kinda' hard to tell when a button can or cannot be pressed. There's possibly not enough difference between a recruit button that's this game's equivalent to grayed-out and one that's not. Part of that is almost definitely interaction with f.lux, but even considering that if it's hard to tell under those circumstances it's probably not easy enough to tell without, heh. ... also, while I'd still suck it up and keep trying occasionally during the beta/EA period and I'm not sure it's actually something worth considering design wise 'cause I'm not sure how many people are in a similar situation, a game that's hard to play without f.lux (or an equivalent) being off/with it being on is a game I won't actually play for fun. Used to eye-soothing screen filter to the point without actually kinda' hurts these days, particularly in lights-off condition which for me is pretty much always, electricity yadda yadda. Bit more difference between the coloration of a functioning and non-functioning button would be nice, basically.
Some kind of undo button for army movement would probably be nice, heh, if I didn't just miss it.
You can apparently inspect armies you don't know the composition of and... see the composition in the army inspection screen thingjigger.
... and that's about all I got tonight, I think. Only got 15 or so turns in until I lost the will to keep poking at it until dungeons started being exploited, heh. Mostly because it's late, the will will come back later :V though on that note, if minion command repeat isn't intended for implementation/re-implementation please please please please please add it (back) on to the list. Having to personally kick minions out of bed when they're done hiding under a blanket waiting for their face to regenerate from the last dungeon run/exploration mission/whatever will get very old very very quickly, heh.
Other than that, a few immediate things noticed: If it's not something aware of, on 1280x800 windowed (/vista/fastest, if it makes a difference) there's, like... icon overlap. When there's three rows of actions, the top ones'll try to occupy the same space as stuff like cast spell and choose personal guard. Part of me wonders if it wouldn't be possible to let the player just... move that stuff around. Click and drag individual icons around the playing window to suit them.
Some sort of feedback for turn start/confirmation to end turn (note: with the latter, also having some kind of button combination, shift-click, shift-e, whatever, to bypass the confirmation is really nice) would be great, if it's not already planned. Feedback in general when something happens and particularly when something fails definitely feels (even more) lacking (than the non-unity version), though that seems like something noticed and slated for addressing.
At least on my comp it's kinda' hard to tell when a button can or cannot be pressed. There's possibly not enough difference between a recruit button that's this game's equivalent to grayed-out and one that's not. Part of that is almost definitely interaction with f.lux, but even considering that if it's hard to tell under those circumstances it's probably not easy enough to tell without, heh. ... also, while I'd still suck it up and keep trying occasionally during the beta/EA period and I'm not sure it's actually something worth considering design wise 'cause I'm not sure how many people are in a similar situation, a game that's hard to play without f.lux (or an equivalent) being off/with it being on is a game I won't actually play for fun. Used to eye-soothing screen filter to the point without actually kinda' hurts these days, particularly in lights-off condition which for me is pretty much always, electricity yadda yadda. Bit more difference between the coloration of a functioning and non-functioning button would be nice, basically.
Some kind of undo button for army movement would probably be nice, heh, if I didn't just miss it.
You can apparently inspect armies you don't know the composition of and... see the composition in the army inspection screen thingjigger.
... and that's about all I got tonight, I think. Only got 15 or so turns in until I lost the will to keep poking at it until dungeons started being exploited, heh. Mostly because it's late, the will will come back later :V though on that note, if minion command repeat isn't intended for implementation/re-implementation please please please please please add it (back) on to the list. Having to personally kick minions out of bed when they're done hiding under a blanket waiting for their face to regenerate from the last dungeon run/exploration mission/whatever will get very old very very quickly, heh.
As near as I can tell the count used to title the spoiler was not incorrect. Four of those are your allies. The rest of them are you. I just... kinda' stopped at that point. Went to play something a bit more straightforward for today.
), and got succor, helpfulness, and a prompt conclusion. It's a good wtf.