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Topic review - Battle Dex Developer Diary #3: Beta Madness
Author Message
  Post subject:  Re: Battle Dex Developer Diary #3: Beta Madness  Reply with quote
seanpaul wrote:
i completely agree with Schlumpfi....when you want to make singleplayer just for practice, than its completely enough what we have right now, because you can't practice very well in singleplayer, you just have to make some multiplayer matches. Otherwise it would be great to have a extraordinary singleplayer modus, but it will take to much time and money.


You can teach them basic concepts more. I encountered player with rank Major who did not know what cp is. Singleplayer now is not mirroring normal games at all, as CPU has huge advantage at begining ( but it is very weak ai ) and game is completely different from mutliplayer. You could have some scenarios with objectives like capture that cp in 4 turns. You could have pretty good scripted ai for such scenarios. In some of them CPU would use airlift on you, in some blinds... so you can see different strategies you encounter.
Post Posted: Tue Jun 08, 2010 12:45 pm
  Post subject:  Re: Battle Dex Developer Diary #3: Beta Madness  Reply with quote
We would like single player to teach new players how to play and make them at least competent in the game before getting destoyed in multiplayer. That will be the main function. However, we will make the missions challenging enough to even have Fewar not beat every mission on his first try.
Post Posted: Tue Jun 08, 2010 12:10 pm
  Post subject:  Re: Battle Dex Developer Diary #3: Beta Madness  Reply with quote
i completely agree with Schlumpfi....when you want to make singleplayer just for practice, than its completely enough what we have right now, because you can't practice very well in singleplayer, you just have to make some multiplayer matches. Otherwise it would be great to have a extraordinary singleplayer modus, but it will take to much time and money.
Post Posted: Tue Jun 08, 2010 11:46 am
  Post subject:  Re: Battle Dex Developer Diary #3: Beta Madness  Reply with quote
Singleplayer can be good for practice, for new players mainly. And with map editor, players can make their own singleplayers maps. With big enough community, there will be also maps.
Post Posted: Tue Jun 08, 2010 11:19 am
  Post subject:  Re: Battle Dex Developer Diary #4: Cash Tournaments  Reply with quote
chrism wrote:
Development is going well and we have a LOT of new features that will be coming out before release (look for a patch today). Today's patch will feature, among other things, the 60 second countdown before the next round starts instead of after it starts for tournaments. This will give people an opportunity to drop between rounds. There will be no break before the first round.

I am personally looking forward to some of the new features that will be coming soon. The four features I really want to see are: tournaments where you can pick you teammate, cooperative campaings, single player campaigns, and a redone User Interface with workable chat.

There are so many decisions to make when building a game. The game building itself requires choices about balancing, which features we should make first, how the user interface should look, how in game chat should work, etc. We would love your thoughts on how you think in client chat should look so people can use it easily. What do you want the user interface to look like? What features do you want it to have?

We are also dealing with publishers and investors. We currently have interest from a Chinese distributer that thinks our game would do extremely well in the Chinese market, a German publisher, and a large US public company.

Finally, we have not done any marketing since the Game One spot because we have enough testers for Beta. We have been gearing up for a big marketing push when we are about to release. We hope this will dramatically increase our players.

Thanks for everyone's input. Please give us your comments on what you want to see.


The singleplayer stuff is in my opinion a complete waste of time and money. Singleplayer games today need to be VERY intense and tho battledex is an awesome and thrilling multiplayer game, you won't be able to tell a story as well as e.g. Assassins Creed 2 did, and if you put yourself onto that market, you will have to worry about a community with 2 completly different ideas of how the game has to be,
the multiplayer community on one side, constantly begging for new maps and tournaments and the singleplayer community asking for new content which takes lots of time, and the game is mostly for free, you remember? ;)
If you want the singleplayer stuff to be a gimmick, go ahead but I'd bet that if you go for it as a singplayer game, you'll have your money going down the sink.
I'm glad that you found investors and look forward for marketing and new players, beta doesn't take that much longer.
Post Posted: Tue Jun 08, 2010 11:17 am
  Post subject:  Re: Battle Dex Developer Diary #4: Cash Tournaments  Reply with quote
Development is going well and we have a LOT of new features that will be coming out before release (look for a patch today). Today's patch will feature, among other things, the 60 second countdown before the next round starts instead of after it starts for tournaments. This will give people an opportunity to drop between rounds. There will be no break before the first round.

I am personally looking forward to some of the new features that will be coming soon. The four features I really want to see are: tournaments where you can pick you teammate, cooperative campaings, single player campaigns, and a redone User Interface with workable chat.

There are so many decisions to make when building a game. The game building itself requires choices about balancing, which features we should make first, how the user interface should look, how in game chat should work, etc. We would love your thoughts on how you think in client chat should look so people can use it easily. What do you want the user interface to look like? What features do you want it to have?

We are also dealing with publishers and investors. We currently have interest from an Asian distributer that thinks our game would do extremely well in the Asian market, a German publisher, and a large US public company.

Finally, we have not done any marketing since the Game One spot because we have enough testers for Beta. We have been gearing up for a big marketing push when we are about to release. We hope this will dramatically increase our players.

Thanks for everyone's input. Please give us your comments on what you want to see.
Post Posted: Tue Jun 08, 2010 10:27 am
  Post subject:  Re: Battle Dex Developer Diary #3: Beta Madness  Reply with quote
**raises two thumbs**

Game´s looking hot, patches come at a steady rate, community is increasing and activity is picking up... you guys gotta be doing something right.
Post Posted: Sat May 08, 2010 4:33 pm
  Post subject:  Re: Battle Dex Developer Diary #3: Beta Madness  Reply with quote
um... can't edit my post.. only quote. wtf?
Post Posted: Fri May 07, 2010 5:30 pm
  Post subject:  Re: Battle Dex Developer Diary #3: Beta Madness  Reply with quote
Cooldown wrote:
[(and gals)

Just realized, ive yet to meet any that play! First time noticing this lol. Don't forget the maps to make more 1v1 decks :( that's a must
Post Posted: Fri May 07, 2010 5:27 pm
  Post subject:  Re: Battle Dex Developer Diary #3: Beta Madness  Reply with quote
one way to fix that is to give actual % chance of getting certain ultra rares and rares, so you have common ultra rares and ultra rare ultra rares XD
Post Posted: Fri May 07, 2010 5:21 pm

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