I know, alot of you are thinking "Jeez, this guy makes alot of map ideas", Yes.. i know i do, i can't help it. But.. i do get some great idea's once in awhile. And this, is one of them... AcidCraft..
So, what makes this map unique?
This map is unique in a number of ways. It is turn based, Requires strategy, uses a card system, has some form of AI (Which i hope to improve dramatically).. It also has a storyline, so its not just your average play-around map. And also, it is Single player. Also, the map has a starting tutorial, so it will help you get to know how to play the map. This is just a tease of what the tutorial will look like.
AcidCraft - Tutorial Test
Watching the video in 720p + Maximized is recommended, for viewing of the Tutorial Text
AcidCraft Screenshots
This is a screenshot of the Next tutorial level in development.
You said.. Cards?
Yes, in-fact i did. The map itself will hold quite a number of cards, which basically add statuses to your character, as in +200% life for X turns, +20% Damage for X Turns, Throw grenade, deal XX damage.. Etc, Etc, Etc... You will be able to find cards aswell, and once you found a certain number of cards (Your deck can only contain 20 cards), like about 30, You can enter your Deck, and set which ones you would like in your main Deck to play with. There will be very rare cards which are quite hard to find, and have a awesome bonus.
So.. How does it all work?
Okay, when you have finished the tutorial, you are given 15 cards... 15 basic cards, these cards will be able to get you through the first stage easily.. if used correctly.. You also start off with 3 AP (Action Points), 10 CP (Card Points), and 10 HP (Hit Points).. Yes, you can die with one shot. so there really isn't any point in trying to Rambo the hell out of it.
Do you have a release date?
As of yet.. No, but hopefully i will finish the Tutorial levels for everyone to play around with. I'll be making about 3 different levels which will help you get the hang of the entire gameplay system.
Closing Comments
I am happy to answer any questions you have about the map. I am also looking for feedback too, Do you like the idea? Confused about something? Have a suggestion?... I look forward to the comments!..
Remove the tutorial: no one wants to read 10 pages of text before playing. Instead make what you want to tell visible.
For example change the color of all the cases seen by the marines to red when he is moving. And to orange when he is in hold. People will know that they should not cross they path.
We have no idea where the end is. Make it visible (blue color for example)
Indicate the movement path of the units. You are making puzzles where you want the user to think about the solution. Making him die 10 times to figure out what's the enemy path is lame.
An easy level is much better than a tutorial :)
Make it fun to play:
make the game goes faster, because it's boring as hell atm.
Do not ever make the strategy to be to do nothing for 4 turns, really this is no fun.
@vjeux: Go
First of all, thank you for the feedback.. :)
Quote from vjeux:
Remove the tutorial: no one wants to read 10 pages of text before playing.
Yes, i thought it would of been boring... Sorry about that.. : / I'll do an updated Video later on which will include the 2nd level which introduces the cards. But when i release the game itself, the map will have a Tutorial Skip button, if you have played before.
Quote from vjeux:
For example change the color of all the cases seen by the marines to red when he is moving. And to orange when he is in hold. People will know that they should not cross they path.
That is a great idea, thank you. I shall make the colors change so it is easier to tell.
Quote from vjeux:
We have no idea where the end is. Make it visible (blue color for example)
I have already changed the End Area's to red.. I know i should of fixed it before...
Quote from vjeux:
Indicate the movement path of the units. You are making puzzles where you want the user to think about the solution. Making him die 10 times to figure out what's the enemy path is lame.
I know i know.. I just thought maybe it would be a good tutorial.. : / And showing the path of the enemy.. I can do that.. i think..
Quote from vjeux:
make the game goes faster, because it's boring as hell atm.
I will try to speed up the gameplay a bit also.
Quote from vjeux:
Do not ever make the strategy to be to do nothing for 4 turns, really this is no fun.
I'll change the layout of the first level a bit to incorporate other paths.
I'm guessing i didn't do anything right the first time Haha.... : /
I'll fix it up, make it better.. Or try to. Thanks.
Many great new games had to cross some wide canyons before getting there. I'm sure if you keep going you can make it work great. Vjeux might sound harsh but ignorant to feedback is worse than getting feedback that kind of makes your work sound bad. Cause you can improve now with his help.
Yeah i know... What i may do, is leave the tutorial alone for the time being, and work on the first level (AKA an easy level, as pointed by Vjeux) And see how it works out.
Yeah ... After re-reading what I said was probably a bit too crude. I should have put some more smileys :)
Btw, you already did the map and bring the concept, I'm just giving out some concrete facts to make the map better. It's really hard when you are developing something to have an external view. And I figured out that it was extremely difficult to get real feedbacks (aka not things like, i love this map, i find it too hard, it sucks ...) So I give my opinion as much as I can :)
Also, you really have not to do what I'm suggesting, but now that you are aware of these issues you'll be able to fix them :) And having one starting point idea will let you go deeper in the reflexion.
Lol that's okay.. I just thrive on feedback, i love it when i receive good feedback, but i am totally opposite when given harsh feedback, somewhere in the middle from yours Vjeux.. But its good, i'll learn from it :) Thanks. I've figured it out,the level that is, its alot easier and such for players...
ACIDCRAFT
By Pshyched
I know, alot of you are thinking "Jeez, this guy makes alot of map ideas", Yes.. i know i do, i can't help it. But.. i do get some great idea's once in awhile. And this, is one of them... AcidCraft..
So, what makes this map unique?
This map is unique in a number of ways. It is turn based, Requires strategy, uses a card system, has some form of AI (Which i hope to improve dramatically).. It also has a storyline, so its not just your average play-around map. And also, it is Single player. Also, the map has a starting tutorial, so it will help you get to know how to play the map. This is just a tease of what the tutorial will look like.
AcidCraft - Tutorial Test
Watching the video in 720p + Maximized is recommended, for viewing of the Tutorial Text
AcidCraft Screenshots
This is a screenshot of the Next tutorial level in development.
You said.. Cards?
Yes, in-fact i did. The map itself will hold quite a number of cards, which basically add statuses to your character, as in +200% life for X turns, +20% Damage for X Turns, Throw grenade, deal XX damage.. Etc, Etc, Etc... You will be able to find cards aswell, and once you found a certain number of cards (Your deck can only contain 20 cards), like about 30, You can enter your Deck, and set which ones you would like in your main Deck to play with. There will be very rare cards which are quite hard to find, and have a awesome bonus.
So.. How does it all work?
Okay, when you have finished the tutorial, you are given 15 cards... 15 basic cards, these cards will be able to get you through the first stage easily.. if used correctly.. You also start off with 3 AP (Action Points), 10 CP (Card Points), and 10 HP (Hit Points).. Yes, you can die with one shot. so there really isn't any point in trying to Rambo the hell out of it.
Do you have a release date?
As of yet.. No, but hopefully i will finish the Tutorial levels for everyone to play around with. I'll be making about 3 different levels which will help you get the hang of the entire gameplay system.
Closing Comments
I am happy to answer any questions you have about the map. I am also looking for feedback too, Do you like the idea? Confused about something? Have a suggestion?... I look forward to the comments!..
RESERVED FOR UPDATE
Some things I have in mind watching the video.
@vjeux: Go First of all, thank you for the feedback.. :)
Yes, i thought it would of been boring... Sorry about that.. : / I'll do an updated Video later on which will include the 2nd level which introduces the cards. But when i release the game itself, the map will have a Tutorial Skip button, if you have played before.
That is a great idea, thank you. I shall make the colors change so it is easier to tell.
I have already changed the End Area's to red.. I know i should of fixed it before...
I know i know.. I just thought maybe it would be a good tutorial.. : / And showing the path of the enemy.. I can do that.. i think..
I will try to speed up the gameplay a bit also.
I'll change the layout of the first level a bit to incorporate other paths.
I'm guessing i didn't do anything right the first time Haha.... : / I'll fix it up, make it better.. Or try to. Thanks.
@Pshyched: Go
Many great new games had to cross some wide canyons before getting there. I'm sure if you keep going you can make it work great. Vjeux might sound harsh but ignorant to feedback is worse than getting feedback that kind of makes your work sound bad. Cause you can improve now with his help.
Yeah i know... What i may do, is leave the tutorial alone for the time being, and work on the first level (AKA an easy level, as pointed by Vjeux) And see how it works out.
Yeah ... After re-reading what I said was probably a bit too crude. I should have put some more smileys :)
Btw, you already did the map and bring the concept, I'm just giving out some concrete facts to make the map better. It's really hard when you are developing something to have an external view. And I figured out that it was extremely difficult to get real feedbacks (aka not things like, i love this map, i find it too hard, it sucks ...) So I give my opinion as much as I can :)
Also, you really have not to do what I'm suggesting, but now that you are aware of these issues you'll be able to fix them :) And having one starting point idea will let you go deeper in the reflexion.
Lol that's okay.. I just thrive on feedback, i love it when i receive good feedback, but i am totally opposite when given harsh feedback, somewhere in the middle from yours Vjeux.. But its good, i'll learn from it :) Thanks. I've figured it out,the level that is, its alot easier and such for players...