[A] Auto Squads - Page 2
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LittleMaster
Mexico11 Posts
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Trieva
Australia106 Posts
On December 22 2014 23:29 LittleMaster wrote: Im surprise you got Wargirl on your map although just looking at the screenshot that is not her epic usual style. I really appreciate Wargirl's help and she did what she could with the WoL assets at the time. I haven't bought HotS yet. | ||
Trieva
Australia106 Posts
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Trieva
Australia106 Posts
My project isn't quite where I'd like it yet but I prefer to stay honest with you guys and let you know what's going on with me and my project. The following are what I consider major problems based on what I've heard players say and do in public games where I'm playing with them too:
I will do my best to solve these issues which hopefully increases the fun factor of this game massively. Just as a reminder this project is still in the alpha development stage and I will continue to keep an eye for problems (whether it's balance related or something that kills the fun), implement solutions, play games with the public, and steadily/iteratively refine this game. | ||
Trieva
Australia106 Posts
To summarise the above list, this game should be much more fun and easier to keep up with (since I've seen and felt how annoying it is mid/late game when there's too much on the screen like units and projectiles). I believe I've solved all problems mentioned in the last post of this thread (at least mostly 99%-ish). Hopefully this project plays and looks much closer to my vision. I've carefully tweaked the map to keep everything I've mentioned before like fun, easy to play, and short game times (roughly 8-15 mins). The credits I've added can be viewed one minute after the game starts. | ||
Trieva
Australia106 Posts
Due to popular demand I've added upgrades, income, and resources to spend. | ||
Trieva
Australia106 Posts
To summarise the above list, some things were rebalanced and minor tweaks and improvements were made. | ||
Trieva
Australia106 Posts
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Trieva
Australia106 Posts
In summary, some tweaks were made. Most importantly I believe I've found a simple and elegant way (mentioned in the second point above) to make larger games (4v4 and more) just as fun and enjoyable as how I've got the game experience for much smaller games. I am eager to play test large games to confirm this and will keep coming up with good ways to make the meat or core enjoyment experience as accessible as possible. | ||
Trieva
Australia106 Posts
Players should feel much more safe by having the time planning and executing attack strategies. | ||
Trieva
Australia106 Posts
A big thanks to the players who show interest in trying new games like Auto Squads, another big thanks to those who have patience to wait in public lobbies, and last but not least thanks Blizzard for continuing StarCraft 1 all the way to StarCraft 2 and any new surprises/improvements beyond. I'm another step closer to finishing and refining this game to be very enjoyable for many people. | ||
Trieva
Australia106 Posts
Development has been progressing very well and I'm now thinking this project is very close to beta then release soon after since there are extremely few known bugs as of this post and said bugs are very minor problems. Before it goes beta I'm going to try play testing this game with public lobbies as much as possible. I want to be sure this game is enjoyable for a very large number and variety of people. Making this game enjoyable to others is one of my final goals for this project since I love playing this game and it's flooded with my game ideas and other completed aims for starting/developing/finishing this project. Although my project is somewhat small (which is partly the intention) it's easier and more acceptable by people (I think) to make changes (big or small) and experiment with game design/mechanics/balance/etc in the alpha stage until I reach that moment when many people find this game play experience very engaging to play and replay. Of course any ideas, suggestions, or feedback is still welcome now or after this map goes beta. I will also continue to keep an eye out for any problems and manage this project in a way that allows me to effectively improve this game. Thanks for reading. | ||
Trieva
Australia106 Posts
So far I'm extremely confident this game is very easy to learn and play and makes a very good first impression (based on numerous play tests with public lobbies). Balance and everything else I wanted seems perfect too. I'm handling my project in a very logical/scientific way which is both a good and bad thing. It seems the last thing I need to make this very fun and engaging is to give players much more things to look forward to or be challenged by. My most important goal right now is keeping all the strengths of my map (like being easy to learn and play) but make it sufficiently more challenging and rewarding for players. | ||
Trieva
Australia106 Posts
I've done another major change to this map, which I'm hoping solved the problem mentioned in my previous post where game play was boring because I deduced it was the lack of rewards or exciting need to continue playing (mid to late game for first time players) or replay. I will definitely play test with public lobbies, as usual (but not at this moment), to help me confirm if this is the case. Right now my very biased opinion is this project is at a very epic state to be played (by being nearly completed and I've attempted to solved every major problem I've come across with seemingly high success). It would be really cool if this map was played and feedback was provided in an arcade review or this thread. Thanks. | ||
Trieva
Australia106 Posts
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Trieva
Australia106 Posts
The reasoning behind this change was missile turrets seemed a bit too op and the recent additions weren't good enough. | ||
Trieva
Australia106 Posts
To summarise, this is another major update (with some tweaks and improvements) trying very hard to make this game much more fun and enjoyable. The addition of the new abilities should hopefully make it much easier to push to the enemy base and defend your own. | ||
Trieva
Australia106 Posts
These are just some minor improvements. | ||
Trieva
Australia106 Posts
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Trieva
Australia106 Posts
I'll do my best to fix this issue but man it's painful when the same group of testers or individuals who once found the map enjoyable now reject it entirely. They don't say it explicitly but silence or actions are very telling (especially when they seem to avoid playing the map). It's understandable since I myself likely wouldn't play test a game multiple times if I found it boring, no matter how passionate the developer is at fixing that problem (and especially if I don't know when that boringness will be fixed). Go ahead and laugh at me or silently judge. I don't claim to be an excellent game designer but the only way I or anyone can make great games is through player feedback and that unfortunately includes risking players never revisiting the game because of a poor game play experience due to the developers inability to foresee and solve such problems effectively very quickly. It takes me time to figure this stuff out. I deeply apologise to all those who've experienced a terrible time with this game. It's really tempting to give up if no one wants to play. Just to clarify I'm not trying to say I'm entitled to anything and I'm not blaming anyone. It's just very challenging being a game developer and keeping it together. If anyone knows a bunch of people willing to try new maps then please share. The best way to play test seems to be only letting each person try the map once so I don't risk returning testers hating the map forever because of the state it's in at that point in time. Thanks for reading. | ||
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