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Story/Campaign mode http://thefarwilds.com/forum/viewtopic.php?f=1&t=1721 |
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Author: | jed [ Fri Mar 12, 2010 2:12 pm ] |
Post subject: | Story/Campaign mode |
There have been a lot of requests/suggestions for something like a campaign mode. I'm about to start implementing this so let me know here what you would like to see from it. Also if you have posted about it in the past can you link to the posts here to make sure I don't miss anything. Thanks |
Author: | angelatheist [ Fri Mar 12, 2010 3:15 pm ] |
Post subject: | Re: Story/Campaign mode |
Things I would like to see in a campaign mode:
Level types:
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Author: | Voices [ Fri Mar 12, 2010 5:49 pm ] |
Post subject: | Re: Story/Campaign mode |
Great suggestions, angel! Maybe there could be a series of '1 round features' throughout the campaign where you are supposed to accomplish certain tasks with a number of pre-fixed cards. For instance, in one scenario you have 3 imps in play and you need to take out one of the AI's buildings since you are 18-0 down and will lose if you don't destroy that building. You thus need to use these imps (and their special ability!) in order to accomplish this. The scenario can be set up so that there is only one possible way of doing this. If such smaller, tactical scenarios are incorporated early on, the campaign mode can/will function a lot like a tutorial and as these scenarios become harder and harder, there might even be a challenge for aa As an aside, which a just thought about, it could be interesting to have an Editor where you can creat such scenarios yourself. These scenarios can then be submitted to other players, much like they are in the world of chess. |
Author: | jed [ Fri Mar 12, 2010 6:27 pm ] |
Post subject: | Re: Story/Campaign mode |
Yes these will definitely be able to be made by the you guys. And I really like the idea of 1 round problems. These are like chess problems and could be pretty cool I think. |
Author: | Zblader [ Fri Mar 12, 2010 9:01 pm ] |
Post subject: | Re: Story/Campaign mode |
About time this happened . Anyway, I like angel's suggestions, but I'll thorw in a few more to the mix. *Specific Situations: I want to see a sort of situation, e.g. like having an Elven Scout as a guide. This is basically playing off the "A.I. Advantage" mode, but throwing in some twists of your own to level the field. *Suprise! I love story suprises! For example, players stepping into a certain area spawns a bunch of pilgrims as an ambush . *Starter Card rewards: I think all cards gained from campaign should be starter cards i.e. the phantoms you first get in TFW as a player. And that's my suggestions. Good luck jed . |
Author: | Sunyaku [ Sat Mar 13, 2010 3:51 am ] |
Post subject: | Re: Story/Campaign mode |
On the topic of "puzzle" scenarios, that might be a neat feature in general, but it is definitely useful for educational purposes. Also, at some point in the tutorial, you could have levels that go through some basic play styles... "rush attack", "flux rush", "grind towards higher domains and stompy stompy"... etc. For example, you'd be given a deck built for a certain style, and the board setup would be such that you would have to play the deck with the right philosophy to win... which is a big teaching point... knowing what's in your deck, and playing it appropriately is a big key to winning. |
Author: | Zblader [ Sat Mar 13, 2010 4:58 pm ] |
Post subject: | Re: Story/Campaign mode |
I think it would be cool if players selected a hero card that represent them throughout the adventure. See viewtopic.php?f=3&t=1619 for more info. Sidequests are a must, it makes the story mode much more worthwhile and gives much more room for rewards. |
Author: | Sunyaku [ Sat Mar 13, 2010 6:51 pm ] |
Post subject: | Re: Story/Campaign mode |
Well, the concept of "sidequests" could also be implemented by having a secondary goal that gives you some kind of bonus if you accomplish the primary and secondary goal on a given level. But sidequests aside (tee hee), I think a decent storyline and a technically challenging but educational gameplay are the most important factors for a good campaign. |
Author: | emancipate [ Sun Mar 14, 2010 8:39 am ] |
Post subject: | Re: Story/Campaign mode |
Maybe jed and crew could start us off with a quest that follows along the lines of the story of flux, which introduces the different races as we go deeper into the wilds, its dark side, and the kings lust for power. Then it could splinter of into mini quests created by players who either was chosen by publishing quest idea with the gist of what his quest would entail, or won a certain tournament or play a thousand games or so. Maybe add a back story to some card types ie astridian's how they are unaligned yet entrenched in the strongholds of the races. Having user created content would keep the players busy and lessen the load on the devs to come up with story lines, and another upside to user created content it would keep growing with no end in sight. Players would always have something new to play aside from just the tournaments. |
Author: | Zblader [ Sun Mar 14, 2010 5:46 pm ] |
Post subject: | Re: Story/Campaign mode |
emancipate wrote: Maybe jed and crew could start us off with a quest that follows along the lines of the story of flux, which introduces the different races as we go deeper into the wilds, its dark side, and the kings lust for power. Then it could splinter of into mini quests created by players who either was chosen by publishing quest idea with the gist of what his quest would entail, or won a certain tournament or play a thousand games or so. Maybe add a back story to some card types ie astridian's how they are unaligned yet entrenched in the strongholds of the races. Having user created content would keep the players busy and lessen the load on the devs to come up with story lines, and another upside to user created content it would keep growing with no end in sight. Players would always have something new to play aside from just the tournaments. You already lost me.... |
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