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On June 11 2014 16:54 WhalesFromSpace wrote:Show nested quote +On June 11 2014 10:33 RamboxAnyonomos wrote: It's to bad this is a 1v1 game which automatically disqualifies it from the rock the cabinet contest. Otherwise this would have definitely been a contender. I didn't see anywhere in the rules that specified that the game could not be 1v1... only that it had to be playable by 6 or less players. Show nested quote +On June 11 2014 10:34 Saechiis wrote: I think you should make a separate thread that's not ridiculously long and concisely puts what this is and why people should try it. I could try that... do you think a quick video may be more effective? Perhaps one that explains what the game is, and how to play it? I'm having trouble thinking of how to concisely convey the attractive aspects of the game. Here is a link to the rock the cabinet qualifying maps: https://bnetcmsus-a.akamaihd.net/cms/gallery/BD8KJYSATQ8S1402325496875.jpg
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On June 13 2014 09:56 RamboxAnyonomos wrote:Show nested quote +On June 11 2014 16:54 WhalesFromSpace wrote:On June 11 2014 10:33 RamboxAnyonomos wrote: It's to bad this is a 1v1 game which automatically disqualifies it from the rock the cabinet contest. Otherwise this would have definitely been a contender. I didn't see anywhere in the rules that specified that the game could not be 1v1... only that it had to be playable by 6 or less players. On June 11 2014 10:34 Saechiis wrote: I think you should make a separate thread that's not ridiculously long and concisely puts what this is and why people should try it. I could try that... do you think a quick video may be more effective? Perhaps one that explains what the game is, and how to play it? I'm having trouble thinking of how to concisely convey the attractive aspects of the game. Here is a link to the rock the cabinet qualifying maps: https://bnetcmsus-a.akamaihd.net/cms/gallery/BD8KJYSATQ8S1402325496875.jpg I emailed blizzard and they said that I am in the contest, and that the artist made a mistake leaving a few games out of the graphic.
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+ Show Spoiler +On June 13 2014 19:14 WhalesFromSpace wrote:Show nested quote +On June 13 2014 09:56 RamboxAnyonomos wrote:On June 11 2014 16:54 WhalesFromSpace wrote:On June 11 2014 10:33 RamboxAnyonomos wrote: It's to bad this is a 1v1 game which automatically disqualifies it from the rock the cabinet contest. Otherwise this would have definitely been a contender. I didn't see anywhere in the rules that specified that the game could not be 1v1... only that it had to be playable by 6 or less players. On June 11 2014 10:34 Saechiis wrote: I think you should make a separate thread that's not ridiculously long and concisely puts what this is and why people should try it. I could try that... do you think a quick video may be more effective? Perhaps one that explains what the game is, and how to play it? I'm having trouble thinking of how to concisely convey the attractive aspects of the game. Here is a link to the rock the cabinet qualifying maps: https://bnetcmsus-a.akamaihd.net/cms/gallery/BD8KJYSATQ8S1402325496875.jpg I emailed blizzard and they said that I am in the contest, and that the artist made a mistake leaving a few games out of the graphic.
Oh, nice! Its good to see more good maps included in the contest. Most of them are kind of meh in my opinion.
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I think you should keep it as one thread, but holy beans, spoiler it into categories so it isn't so big lol.
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On June 15 2014 08:39 RamboxAnyonomos wrote: Oh, nice! Its good to see more good maps included in the contest. Most of them are kind of meh in my opinion.
It's weird, because there's a balance of maps that don't need much of anything in terms of assets from Blizzard (like WoW TD, Jetcraft, and Hivekeeper), a whole bunch of maps that use existing map editor assets to their fullest (Hover, Mad Space, and Hotline Korpulu come to mind), then a precious few that either use sub-optimal external resources or their own resources and could use Blizzard Assets to help develop the game further (Bloodbath and WAH are the two that I'm thinking of; I haven't played many others than what I've named though).
So far I love your design theory, although "Color Splashing" is clearly ripped directly from Magic: the Gathering's concepts of Color and "The Color Pie"; this helps players who have played Magic learn the splashes immediately, but is simply not intuitive in a card game that's already ambivalent about its theme (does this game abstract Metal songs/bands as SC2 Units and micro in order to decide who is The Most Metal? or is it abstracting Metal songs/bands as placeholders until more Starcraft-Lore-Friendly card names are implemented?).
In my opinion, a future update should reign in these stray elements and unify your game's them: Stick to one universe and name all units based on said universe. (For example, if you keep the metal theme, rename basic SC2 units to be subtle Metal references, or drop the Metal theme in favor of basing stuff on existing Starcraft lore; play SC1 and Broodwar's campaigns and you'll surely have more than enough quotes to work with.) "Colors" should be renamed to connect to the theme more deeply; if you continue with Metal, obviously you'd reassign them to subgenres of metal, you'll find you have many to work with. On the other hand, if you continue with StarCraft as you main source, they could represent the Planet where your deck's faction is located (For example, rename black to Char; Terran and Protoss become Char invasion/incursion forces with card names that sound like they would apply to invading a Fiery Zerg Stronghold, while Zerg Char cards would obviously be named for adaptations to the volcanic environment of the planet). Abstraction can be VERY effective, but card games like this scream for unified themes. I love what you're doing from a basic gameplay perspective, but I'm barely resisting the urge to go into the map editor and rename marines Troopers, the Warhound to Painkiller, etc.
Simple things like unit/card names help immerse player in the abstract fiction of your game, allowing them to focus on their tactics rather than "why does Where Eagles Dare give me speedlings? What is Dragonaut doing in a Terran Mech deck and why does it randomly spawn siege tanks or vultures?"
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On June 16 2014 22:20 Capricis wrote: I think you should keep it as one thread, but holy beans, spoiler it into categories so it isn't so big lol.
I was having trouble putting any images in spoilers, but I think it has to do with the spoiler being within text-modifying commands like 'big'. I'll clean it up, haha.
On June 18 2014 03:24 hvylobster wrote:Show nested quote +On June 15 2014 08:39 RamboxAnyonomos wrote: Oh, nice! Its good to see more good maps included in the contest. Most of them are kind of meh in my opinion. It's weird, because there's a balance of maps that don't need much of anything in terms of assets from Blizzard (like WoW TD, Jetcraft, and Hivekeeper), a whole bunch of maps that use existing map editor assets to their fullest (Hover, Mad Space, and Hotline Korpulu come to mind), then a precious few that either use sub-optimal external resources or their own resources and could use Blizzard Assets to help develop the game further (Bloodbath and WAH are the two that I'm thinking of; I haven't played many others than what I've named though). So far I love your design theory, although "Color Splashing" is clearly ripped directly from Magic: the Gathering's concepts of Color and "The Color Pie"; this helps players who have played Magic learn the splashes immediately, but is simply not intuitive in a card game that's already ambivalent about its theme (does this game abstract Metal songs/bands as SC2 Units and micro in order to decide who is The Most Metal? or is it abstracting Metal songs/bands as placeholders until more Starcraft-Lore-Friendly card names are implemented?). In my opinion, a future update should reign in these stray elements and unify your game's them: Stick to one universe and name all units based on said universe. (For example, if you keep the metal theme, rename basic SC2 units to be subtle Metal references, or drop the Metal theme in favor of basing stuff on existing Starcraft lore; play SC1 and Broodwar's campaigns and you'll surely have more than enough quotes to work with.) "Colors" should be renamed to connect to the theme more deeply; if you continue with Metal, obviously you'd reassign them to subgenres of metal, you'll find you have many to work with. On the other hand, if you continue with StarCraft as you main source, they could represent the Planet where your deck's faction is located (For example, rename black to Char; Terran and Protoss become Char invasion/incursion forces with card names that sound like they would apply to invading a Fiery Zerg Stronghold, while Zerg Char cards would obviously be named for adaptations to the volcanic environment of the planet). Abstraction can be VERY effective, but card games like this scream for unified themes. I love what you're doing from a basic gameplay perspective, but I'm barely resisting the urge to go into the map editor and rename marines Troopers, the Warhound to Painkiller, etc. Simple things like unit/card names help immerse player in the abstract fiction of your game, allowing them to focus on their tactics rather than "why does Where Eagles Dare give me speedlings? What is Dragonaut doing in a Terran Mech deck and why does it randomly spawn siege tanks or vultures?"
This feedback is very helpful to me. Yeah the colour splashing is from MTG. I see what you mean about establishing a consistent theme, and how that is important to user feeling comfortable and immersed in the game environment. I am not very familiar with the SC2 lore, and simply named the cards after metal songs I like (that 'felt' like the card function) due to a suggestion from a friend. I like your idea of changing the colours to genres. In regards to renaming the units: The heroes are named after metal songs, but the common units retain their SC2 names... so I'm not really sure how to rename the units without infringing on their capacity to be distinguished from heroes... something I'll consider. Really appreciate these insights: They are the types of things that I miss when I am spread out working on all aspects of the game.
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On June 13 2014 19:14 WhalesFromSpace wrote:Show nested quote +On June 13 2014 09:56 RamboxAnyonomos wrote:On June 11 2014 16:54 WhalesFromSpace wrote:On June 11 2014 10:33 RamboxAnyonomos wrote: It's to bad this is a 1v1 game which automatically disqualifies it from the rock the cabinet contest. Otherwise this would have definitely been a contender. I didn't see anywhere in the rules that specified that the game could not be 1v1... only that it had to be playable by 6 or less players. On June 11 2014 10:34 Saechiis wrote: I think you should make a separate thread that's not ridiculously long and concisely puts what this is and why people should try it. I could try that... do you think a quick video may be more effective? Perhaps one that explains what the game is, and how to play it? I'm having trouble thinking of how to concisely convey the attractive aspects of the game. Here is a link to the rock the cabinet qualifying maps: https://bnetcmsus-a.akamaihd.net/cms/gallery/BD8KJYSATQ8S1402325496875.jpg I emailed blizzard and they said that I am in the contest, and that the artist made a mistake leaving a few games out of the graphic.
Here is the new graphic from blizzard that includes my game. Unfortunately they used JarkkoRuutu instead of SpaceWhales but oh well. https://bnetcmsus-a.akamaihd.net/cms/gallery/BD8KJYSATQ8S1402325496875.jpg
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I took some time off, went away, and have now returned. I still have to complete this thread, and clean it up, but in the meantime I planned an event to both provide exposure for the demo, and acquire some sample game-play from high level Starcraft 2 players (ie: GM / Top Masters).
![[image loading]](http://i.imgur.com/VXUbBmV.png)
I am still looking to fill the 4th slot in the Bloodbath tournament, so if you are Masters+ and interested in participating, post here or email me at WhalesFromSpace@gmail.com. I'll privately orient you to the game, as each other member of the tournament has experienced at least one match.
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I have just returned from traveling and exploring potential employment opportunities. I am taking a few days to do some life maintenance, and binge CS:GO... but after that I will resume efforts on this project/thread. I am very excited to apply the feedback I have recieved (of which I greatly appreciate). Thanks to everyone that gave me their perspective thus far! I also some have new ideas, of my own, to experiment with. All of this together has contributed to my development in various aspects of game design (especially accessibility); I will be constructive with your insights and apply them to my creative process, to bring this game to a more complete, refined, and comfortable state.
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