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 Post subject: Story/Campaign mode
 Post Posted: Fri Mar 12, 2010 2:12 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
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


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 Post subject: Re: Story/Campaign mode
 Post Posted: Fri Mar 12, 2010 3:15 pm 
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Joined: Mon Mar 02, 2009 11:00 am
Posts: 150
Things I would like to see in a campaign mode:
  • Variety of campaign level types
  • Reward for completion of the campaign e.g. a 4th default deck
  • Levels can be replayed (without reward)
  • Plot (possibly with special cards unique to the campaign mode)
  • Variety of domains involved
  • Option for improved AI (e.g. doesn't try to attack aloft creatures with ground ones or other pointless attacks; its not fun to win by exploiting AI weaknesses)
  • Possible but difficult using only default decks
  • Some challenge for me
  • First level(s) should be similar to a tutorial



Level types:
  • Standard battle: nothing special except the AI's deck
  • Fixed deck: the deck you use is predetermined
  • Restricted deck: deck can only use certain types of cards e.g. sylvan only
  • Combat only: no cards in hand, you and AI start with a bunch of creatures, possibly some buildings
  • AI advantage: AI starts off with some advantage: extra creatures initially, different flux distribution (initial or per turn), initial buildings/enchantments
  • World enchantment: game starts with an interesting indestructable world or space enchantment (blessed are the meek, sigvitar's arena, etc.)
  • Fixed/unusual terrain such as a water maze or heavy desert map
  • Different win conditions:
    survival (survive X turns), race (win within X turns), destroy all buildings/creatures, destroy special building/creature.

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 Post subject: Re: Story/Campaign mode
 Post Posted: Fri Mar 12, 2010 5:49 pm 
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Joined: Sat Jun 20, 2009 9:45 am
Posts: 156
Location: UK
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.


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 Post subject: Re: Story/Campaign mode
 Post Posted: Fri Mar 12, 2010 6:27 pm 
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Joined: Tue Jan 08, 2008 2:07 am
Posts: 1045
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.


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 Post subject: Re: Story/Campaign mode
 Post Posted: Fri Mar 12, 2010 9:01 pm 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
About time this happened :D. 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 :D.


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 Post subject: Re: Story/Campaign mode
 Post Posted: Sat Mar 13, 2010 3:51 am 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
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.


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 Post subject: Re: Story/Campaign mode
 Post Posted: Sat Mar 13, 2010 4:58 pm 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
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.


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 Post subject: Re: Story/Campaign mode
 Post Posted: Sat Mar 13, 2010 6:51 pm 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
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.


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 Post subject: Re: Story/Campaign mode
 Post Posted: Sun Mar 14, 2010 8:39 am 
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Joined: Fri May 01, 2009 9:17 pm
Posts: 119
Location: behind you eating your cookies...
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.


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 Post subject: Re: Story/Campaign mode
 Post Posted: Sun Mar 14, 2010 5:46 pm 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
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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