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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby DiM on Tue Jul 12, 2011 10:21 am

zimmah wrote:
DiM wrote:
zimmah wrote:
DiM wrote:it's definitely easier on the eyes and at the same time replacing the yellow made the southeastern continent much more visible on the minimap.

PS: i updated my sig :)


lol maiden (did you know im a male?) :lol:


sorry about that :oops:

somehow i was 100% sure you're a girl. if anybody asked me who are the only girls in the foundry i would have said zimmah and tisha. now i'll have to check tisha too :shock:
changing the sig asap. sorry :(

at first i wanted to write something like: "join DiM and zimmah in a steamy adventure..." but decided not to because it might have some sexual implications as i thought you were a girl. imagine what sort of implications it would have really had with us both being guys :lol:

:lol:
i had an avatar of my ex a few years ago, maybe that's what caused the confusion.


that's it. a brunette.
for some reason i have these 2 images on my photobucket account:
ImageImage

:lol: :lol:
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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby DiM on Tue Jul 12, 2011 10:25 am

grifftron wrote:What a beautiful map. The only thing that stuck out to me was the region bonuses in the key area, for some reason i don't like how the colors or should i say the regions are represented color wise in the key... could this change? other then that at the moment it is beautiful.

-griff


thank you for the kind words.
could you please be more specific about the minimap? are the colours too bright? too dark? too strong? are the lines too thick/thin?
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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby zimmah on Tue Jul 12, 2011 10:26 am

DiM wrote:
zimmah wrote:
DiM wrote:
zimmah wrote:
DiM wrote:it's definitely easier on the eyes and at the same time replacing the yellow made the southeastern continent much more visible on the minimap.

PS: i updated my sig :)


lol maiden (did you know im a male?) :lol:


sorry about that :oops:

somehow i was 100% sure you're a girl. if anybody asked me who are the only girls in the foundry i would have said zimmah and tisha. now i'll have to check tisha too :shock:
changing the sig asap. sorry :(

at first i wanted to write something like: "join DiM and zimmah in a steamy adventure..." but decided not to because it might have some sexual implications as i thought you were a girl. imagine what sort of implications it would have really had with us both being guys :lol:

:lol:
i had an avatar of my ex a few years ago, maybe that's what caused the confusion.


that's it. a brunette.
for some reason i have these 2 images on my photobucket account:
ImageImage

:lol: :lol:


lol those are obviously edited, but i had the original picutre as my avatar indeed. Image
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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby DiM on Tue Jul 12, 2011 12:36 pm

yeah i edited those a long time ago. i don't remember who asked me to edit them but i do remember it was for a 1v1 duel where the loser had to wear an edited avatar.
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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby natty dread on Tue Jul 12, 2011 3:30 pm

That avatar made such an impact on me, I just couldn't help, I had to sketch it

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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby Victor Sullivan on Tue Jul 12, 2011 3:55 pm

:lol: I thought this was about Steamworks, not zimmah's ex! :lol: (Thanks for the Cheeto fix btw :mrgreen: )

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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby DiM on Tue Jul 12, 2011 3:59 pm

muahahaha. bloody good work. it's genius.
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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby zimmah on Tue Jul 12, 2011 5:46 pm

DiM wrote:muahahaha. bloody good work. it's genius.


why exactly tho my ex?
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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby grifftron on Tue Jul 12, 2011 6:17 pm

DiM wrote:
grifftron wrote:What a beautiful map. The only thing that stuck out to me was the region bonuses in the key area, for some reason i don't like how the colors or should i say the regions are represented color wise in the key... could this change? other then that at the moment it is beautiful.

-griff


thank you for the kind words.
could you please be more specific about the minimap? are the colours too bright? too dark? too strong? are the lines too thick/thin?


Thick my be the word, i want to say "sloppy" without being too mean, maybe thinning them out would work?

-griff
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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby DiM on Tue Jul 12, 2011 6:31 pm

grifftron wrote:
DiM wrote:
grifftron wrote:What a beautiful map. The only thing that stuck out to me was the region bonuses in the key area, for some reason i don't like how the colors or should i say the regions are represented color wise in the key... could this change? other then that at the moment it is beautiful.

-griff


thank you for the kind words.
could you please be more specific about the minimap? are the colours too bright? too dark? too strong? are the lines too thick/thin?


Thick my be the word, i want to say "sloppy" without being too mean, maybe thinning them out would work?

-griff



ah, i think i understand the issue. it was raised up before. the minimap is a direct scale down of the big map. so the borders which look wiggly and natural in the big image become sloppy/pixelated in the small one because the size is so darn small. i guess the only solution would be to actually hand-draw the minimap thus losing the fine details that make it look sloppy and give those lines a more rounded fluid look.
i'll give it a go and post the results.
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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby DiM on Tue Jul 12, 2011 6:32 pm

zimmah wrote:
DiM wrote:muahahaha. bloody good work. it's genius.


why exactly tho my ex?



i simply admired his sketching talent. i could never do that.
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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby DiM on Tue Jul 12, 2011 6:56 pm

V17:
*fixed "cheetos"
*all the borders on the minimap were redrawn and i hope they look less pixelated/sloppy/wobbly
*reduced opacity of the legend border cogs
*moved isle of wight in the legend.


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image
Last edited by DiM on Wed Jul 13, 2011 9:47 am, edited 1 time in total.
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Re: SteamWorks [13 Jul 2011] V17 pg.1&18 - gameplay ready?

Postby Telvannia on Wed Jul 13, 2011 1:43 am

Sorry i have not really got time to read through the whole topic so i just hope these things have not come up yet:
Firstly, love the map dim.
Secondly, for the minimap is it worth just showing the continent borders? I think it would make it look a lot more clear, also i think the colour, outline and position should be enough to tell which continent is which.
Are you planning to put army circles on this map? I reckon they would spoil it and it should be clear enough without them.
Would it look better with a lower opacity legend border, it may be a optical illusion but it looks more opaque than the border round the map and it might look better at the same level of opacity.

That is about it, i will try and come back with some more suggestions at some point.

Tel.


P.S. I reckon you should make cambridge +10 :lol:
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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby zimmah on Wed Jul 13, 2011 6:58 am

DiM wrote:
zimmah wrote:
DiM wrote:muahahaha. bloody good work. it's genius.


why exactly tho my ex?



i simply admired his sketching talent. i could never do that.


nono i mean why did you use my ex as your avatar in the frst place?
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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby zimmah on Wed Jul 13, 2011 7:00 am

DiM wrote:V17:
*fixed "cheetos"
*all the borders on the minimap were redrawn and i hope they look less pixelated/sloppy/wobbly


mnimap looks better now but i'd move the island of wight a little bit more to the south, it appairs to be connected to the land in the minimap.
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Re: SteamWorks [13 Jul 2011] V17 pg.1&18 - gameplay ready?

Postby DiM on Wed Jul 13, 2011 9:37 am

Telvannia wrote:Sorry i have not really got time to read through the whole topic so i just hope these things have not come up yet:
Firstly, love the map dim.


thanks, i appreciate it.

Telvannia wrote:Secondly, for the minimap is it worth just showing the continent borders? I think it would make it look a lot more clear, also i think the colour, outline and position should be enough to tell which continent is which.


if others think so then i'll remove the inner borders. it's no problem.

Telvannia wrote:Are you planning to put army circles on this map? I reckon they would spoil it and it should be clear enough without them.


no army circles. if you look a few pages back you'll see i have army numbers on the map and they're perfectly visible.

Telvannia wrote:Would it look better with a lower opacity legend border, it may be a optical illusion but it looks more opaque than the border round the map and it might look better at the same level of opacity.


you're right, i'll lower it just a tad. i replaced v17 in the post above with a new image to accommodate this change
Last edited by DiM on Wed Jul 13, 2011 9:48 am, edited 1 time in total.
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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby DiM on Wed Jul 13, 2011 9:39 am

zimmah wrote:nono i mean why did you use my ex as your avatar in the frst place?


i didn't. somebody was playing against you, or was planning to do it. and asked me to make that avatar in case you lost so he/she could give it to you to wear.
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Re: SteamWorks [12 Jul 2011] V16 pg.1&16 - gameplay ready?

Postby DiM on Wed Jul 13, 2011 9:39 am

zimmah wrote:
DiM wrote:V17:
*fixed "cheetos"
*all the borders on the minimap were redrawn and i hope they look less pixelated/sloppy/wobbly


mnimap looks better now but i'd move the island of wight a little bit more to the south, it appairs to be connected to the land in the minimap.



done. see image above. i changed it to reflect this change and telvannia's legend border opacity.
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Re: SteamWorks [13 Jul 2011] V17 pg.1&18 - gameplay ready?

Postby DiM on Sat Jul 16, 2011 1:01 pm

any thoughts regarding the current gameplay? is it done? can this go forward?
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Re: SteamWorks [13 Jul 2011] V17 pg.1&18 - gameplay ready?

Postby TaCktiX on Sun Jul 17, 2011 8:36 pm

The CA's are presently discussing this map's gameplay. I'll be honest in saying I'm still not satisfied, but I need to get you a solution you can apply instead of vague discomfort.
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Re: SteamWorks [13 Jul 2011] V17 pg.1&18 - gameplay ready?

Postby DiM on Sun Jul 17, 2011 8:53 pm

TaCktiX wrote:The CA's are presently discussing this map's gameplay. I'll be honest in saying I'm still not satisfied, but I need to get you a solution you can apply instead of vague discomfort.


i hope it's about balancing the current gameplay and not changing it altogether because you're not a fan of the type of gameplay i'm aiming for.
if it's stil about this:
TaCktiX wrote:You'll certainly accomplish the "quick and dirty" you're aiming for, but it's not a gameplay I find interesting, nor of the flavor you normally create with a few simple concepts.


then i'm sorry but i'm not willing to give up on my quick and easy to understand gameplay just because my other maps have been more complicated.
just thought i'd put this forward before you waste your time to come with a totally different gameplay that i won't be using.

cheers.
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Re: SteamWorks [13 Jul 2011] V17 pg.1&18 - gameplay ready?

Postby Tisha on Sun Jul 17, 2011 11:45 pm

It'd be unfair to require that..
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Re: SteamWorks [13 Jul 2011] V17 pg.1&18 - gameplay ready?

Postby TaCktiX on Mon Jul 18, 2011 11:30 am

Not asking for a revamp, and after talking with isaiah and Oliver, here's what we're seeing as the main problem:

- The map is near symmetrical.

Consider that only islands vary in size, while every island has a balloon and a port, and all islands but two have engine and steam right next to each other. Symmetry has been proven time and time again to be a dice-fest of doom (see: Chinese Checkers). So here's what we're suggesting:

- Remove some balloons and some ports from the map. Instead of one each per island, have a mix of an island with only a port, only a balloon, and maybe a couple with both. That will force more asymmetry and alleviate some of the bonus cramping that your smaller map is causing.
- Split out more engines and steams from each other. Yes, small islands, but with one fewer icon on most islands, splitting them should be more feasible. As stated above, only two islands have a split. That way it could be a possibility of someone taking an engine on one island, jumping a boat, and taking steam on another without necessarily having to worry about someone's already-existent pair.

The former I consider a requirement to get this Gameplay stamped. The latter would be nice for mixing the symmetry back out of things more.
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Re: SteamWorks [13 Jul 2011] V17 pg.1&18 - gameplay ready?

Postby DiM on Mon Jul 18, 2011 12:31 pm

not all continents have 1 port and 1 balloon. some of them have either 2 ports + 1 balloon or 1 port+2 balloons. this+ the variation in size + the layout of the terits makes each island pretty different. for example, if i get 1 terit in northwest and 1 terit in east i'm 100% certain i'm going to focus on the northwest continent as it will be much easier to take and hold.
so clearly i don't consider the map to be as symmetrical as you make it appear i am willing to do the following changes, confident that it will diversify the gameplay even more:
1. remove port from chesshire. and reduce northwest bonus to just +1
2. move engine from surry to berkshire and move the balloon from berkshire to surry
3. move engine from sommerset to wiltshire
4. move engine from leicester to nottingham

V18

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Re: SteamWorks [18 Jul 2011] V18 pg.1&19 - gameplay ready?

Postby natty dread on Mon Jul 18, 2011 3:09 pm

You don't have any island with only ports... How about removing the balloon from either Surry or Glocester?
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