1.3 realm tools feedback

For Wizard Kings (and higher) to discuss the Realm Editor and the creation of realms.
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Farious
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Re: 1.3 realm tools feedback

Post by Farious » Tue Dec 29, 2015 9:45 am

anjovi wrote:Though an objective to kill or spare a certain creature in a wizard fight could be interesting, have a creature selected and input a name to have them automatically spawned as a wizard reinforcement could be ace!
With the new tools you can create a situation where in order to complete a Realm a Merc has to survive. However, if this was just in a random Wizard battle I would personally predict things being thrown at the monitor as players wouldn't be expecting it - it's one thing to say in the Introduction text: you must escort X & he has to survive, it's another though for it to be an objective in a wizard battle that is sprung on the player.

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Re: 1.3 realm tools feedback

Post by anjovi » Tue Dec 29, 2015 6:35 pm

That's a great point!

Adding objectives to the GUI might be a great way to alleviate this. Say you had objectives revealed by an encounter they would then appear on the map on the wizard lord/village along side the other info (it could also have an info box that opens up a window that lists them clearly)

That said objectives that resulted in a fail/win state would be mandatory to be shown (i.e not needing a reveal in an encounter)

Perhaps you could just ditch the fail/win state result for an objective to make things simpler. All I'm really suggesting is some sort of way to add a self imposed difficulty in a way that suits the gameplay. The pitch is to basically take the challenge feature in the tutorial section and place it in realms as an optional feature to encourage replay ability.

The way you might be encouraged to play realms is
playthrough 1) Beat the realm, fumbling and improvising through it.
playthrough 2) beat the realm, trying to get objectives and seeing different encounter outcomes/branching stories
playthrough 3) beat the realm, going for the best score

So basically objectives are optional though you can adjust your playstyle to try to complete them. The encounter flag trigger might be enough of a gameplay based reward for completing them. As flags are cool they don't entirely make realms unbeatable. (suppose a caveat for wizard/town travel activation)

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Farious
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Re: 1.3 realm tools feedback

Post by Farious » Tue Dec 29, 2015 9:44 pm

I suppose a return of the Alchemist's report that lists objectives that players must complete in order to finish a Realm would solve it: e.g. Defeat Wizard King, Keep Merc X Alive etc.

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Re: 1.3 realm tools feedback

Post by anjovi » Tue Dec 29, 2015 10:33 pm

I suppose the process from the players perspective i originally imagined was something like:
1)start up realms and explore like usual
2)Find an encounter or town rumor that triggers the revealing of an objective
3)On map screen when hovering over lords you get an indication that there are objectives (like how taboos are displayed)
4)When in the match you get the objectives on the screen like they are in the wizard challenges

But on a side note.....
Is it too late to throw the idea for neutral creatures idea in again? lol this could also be a great way to spruce up the 'wizard battles' having creatures utilizing a 3rd player AI. Otherwise just the option of having a neutral wizard or 2 to account for the 1v1v1 and the 1v1v1v1 matches in realms. Perhaps Taboos,Objectives,Neutral opponents could all fit in the same slot on the editing menu.

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Farious
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Re: 1.3 realm tools feedback

Post by Farious » Wed Dec 30, 2015 7:50 am

anjovi wrote:Is it too late to throw the idea for neutral creatures idea in again? lol this could also be a great way to spruce up the 'wizard battles' having creatures utilizing a 3rd player AI.
Attacking a village is more or less this. It would be far better to be able to be able to create a battle with more than one Lord as an opponent, though you'd probably have to then allow the Palace Battle to have 3 enemy Wizards then.

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Re: 1.3 realm tools feedback

Post by anjovi » Wed Dec 30, 2015 7:35 pm

I was actually thinking about this and made a post regarding "other ways to make king battles interesting". Sort of works as a response to this issue. Talismans, Totems, King drawn megaspells come up as my alternatives.

I meant neutral creatures in the battle scape. Just a cool spice of variety that could have subtle scene setting..Fighting near an eagles nest or being intervened by a band of dirty vampires, etc. Just a neutral party that makes them act as a 3rd player in a 1v1v1. Being able to choose between a group of creatures and a 3rd wizard would be cool. Perhaps a 1v1v1v1 with you, a lord, some neutral spiders and a neutral wizard....

Perhaps cases like this could allow for you to simply win once the wizard lord is dead and have your wizard flee the scene? You might be able to tie little optional objectives to the scenario?

I feel like variety like this could really seperate realms from one another and I would love to be able to retell stories of how my dwarf kodo got tangled up in a bunch of eagles or how he covered my flank from them while i pushed towards the wizard lord.

-------------
on a side note:
I feel like realms tools have most of the narrative aspect covered. Were now able to make realms with interesting branching narratives. Now if there was accessibility for those who aren't good with words or who just aren't as interested in writing to make interesting realms based on gameplay features. I'm sure many would be able to make some really good gameplay orientated realms if given the tools. Seeing as many would probably have a good idea as to how the game mechanics work and what little interesting challenges they can come up with.

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Re: 1.3 realm tools feedback

Post by Farious » Wed Dec 30, 2015 10:09 pm

anjovi wrote:I was actually thinking about this and made a post regarding "other ways to make king battles interesting". Sort of works as a response to this issue. Talismans, Totems, King drawn megaspells come up as my alternatives.
I replied. I've noticed you can now place a taboo on the Palace Battle - I haven't tested it yet so don't know if it works but if so that'll make things more interesting imho. If you've got a realm ready for testing, give it a shot & let me know. I'll probably be ready to test Chapter 2 of my multi-realm story Saturday-ish :/ which has a taboo on the Palace Battle.
anjovi wrote:Now if there was accessibility for those who aren't good with words or who just aren't as interested in writing to make interesting realms
It doesn't need to be war & peace, just a basic story and us moderators are here to help. If we spot a mistake we'll let you know and if the odd one gets through then it happens. I just noticed I'd put 'except' instead of 'accept' in the text of my final Encounter! #Whoops. If I see a mistake when doing moderation I'll send it back, as I expect mine to be. It's not being picky, it's just trying to help the Realm Designer make the best work possible so they feel proud of it.

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Re: 1.3 realm tools feedback

Post by anjovi » Thu Dec 31, 2015 2:39 am

that's right! I was trying to get at more on how say if you had a story light realm and how more gameplay orientated tools/features could be potentially be more entertaining for them and thus produce more realms.

This could feed into the grandscheme of things as say someone makes a gameplay orientated realm and you get an idea from it to incorporate into one of your story heavy realms. Could make some good back and forth.

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Re: 1.3 realm tools feedback

Post by anjovi » Sun Jan 03, 2016 5:28 pm

So I've finished most of the writing for my new realm so i got a bit more time in with the tools.

It takes a whole lot longer, but it's a much more rewarding experience i find.

I've only completed one section of the map but with the scripting tools i've ended up with a cool little puzzle that requires triggers and quest line and have made a scenario that has multiple routes (i don't mean just choosing were to walk) perhaps ways that are more efficient than others.

Kind of excited to finish this thing and get input, hopefully get others who are better writers then me into it. It'll take alot longer to build a realm though i think you'll find it alot more of a joy doing so. *at least if you moderate your sessions..lol* I'm convinced that encouraging people to pour more time into 1 quality realm then 3 quantity realms is a good way to. Making ones that are built for replayability. Perhaps more features to the game will encourage replays.

The optional quest to keep creatures alive is a good start, i'll have to think of any more ideas that effect the game in a similar way (that ideally don't require taking up any more GUI space lol!)

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Prudent Viper
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Re: 1.3 realm tools feedback

Post by Prudent Viper » Sun Jan 03, 2016 6:10 pm

Puzzles are awesome, looking forward to your realm :-)

With the new features, I reckon it's possible to build a single realm with multiple questlines that completely alter a player's experience, depending on which questline they choose to pursue at the start of the realm. How's that for replayability? 8-)

Primarily, this would use the flag system, but perhaps the IF WIZARD LORD triggers could be used to give the player a plot reason not to attack certain wizards, making you less of a murderous raider (Not that there's anything wrong with that) and more somebody fighting for a cause alongside allied wizards.

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