Elemental will be released on August 24th. Our “gold” date is August 4th. Our goal is to have the "game” basically done by July 16th. The remaining time will be spent polishing, balancing, tweaking and adding player suggested feedback. We’ll categorize that feedback on things that we think are fun or interesting enough to get into the “gold” version (the version that comes in the box) and then things we’ll make available on release date (the August 24th edition).
What makes a game different from a piece of software is of course, the fun factor. So when I talk about things being “done” I am speaking of the software program known as Elemental. But that doesn’t make it a game. That just makes it a piece of software capable of performing the features of the game. Turning it into a game requires a lot of balancing, usability tweaking, polish and the injection of fun.
Our beta programs have focused largely on deciding what features and directions we need to take on the software so that the final game will be “fun”.
Of course, beta testers, particularly ones who haven’t been involved in Stardock betas previously, are stuck in the situation of not knowing whether we “realize” the areas of the software that need to be changed in order to make it a “good game”. So this post is a partial tour of just some of the big issues that have to be addressed for the software to be a good game.
Below are some of the things on our list:
ITEM #1: Making the sovereigns distinct from one another
Making it so that each sovereign is very distinct in how they play is very important. The way we are going to do this is to make the Professions available and the Talents have far reaching (i.e. not simply “stat boosts”) effects. Thus far, we’ve struggled over which professions to have in the first place.
For instance, the Warlord starts the player off with 2 sentinels. But right now, the Bard only starts you with a stat boost to hero cost. Boring. The Adventurer gives you an extra move. A okay start but still boooring. This will be an area that we will be spending time on after the public beta endsd.
ITEM #2: Making the factions distinct
In a nutshell, The Kingdoms and The Empires are fighting over how the world should be organized. The Kingdoms are (by default) all races of MEN. The Empires are mostly Races of FALLEN. The Fallen are made up of many distinct races.
However, we must make sure each of these races plays differently enough and looks different enough that it is meaningful. This is an area we’re going to spend a lot of time on.
ITEM #3: Usability
There are all kinds of annoying UI issues that get in the way or make the game less intuitive than it should be.
For instance…
Clicking outside the book should close it. There’s a ton of stuff like that. Beta 2-B users will get to see a LOT more stuff that is extremely annoying such as the way spells are managed in beta 2-B. The spell management will get overhauled during the public beta. It’s incredibly obnoxious.
ITEM #4: The Environment is Boring
Based on the plot, the world is decimated. Thus, the lands are barren. However, we are finding this to be oppressive.
Instead, what we are going to be moving towards is a system where the land is spotted with bits of grassland and Fallen land that players can build on without having to sacrifice essence.
In addition, building cities is going to require a Pioneer pack. The player will start with one and it is consumed on building a city. Additional cities will require building pioneers (who can only build on non-forsaken ground) or champions can buy pioneer packs in the shops (giving another early benefit to recruited NPCs).
This makes city building require a little more thought than presently and allows us to address the issue of why can only sovereigns found cities?
Moreover, the art and development teams are both working on a significant increase in the number of environments for the world (we haven’t enabled rivers in the public builds yet because they are cosmetically ugly still). The goal is to make sure the world is an interesting and exciting place.
ITEM #5 DETAILS AND EQUIPPING
In the public beta, the details and equipment screens are combined into a single horrible, usability nightmare.
“The best shareware game UI of 1997!”
During the polish phase, the equipping screen and the details screen will be different (you’ll be able to easily switch between them). This way, equipping units will be straight forward and efficient and the history of the unit and their details can be more easily handled. Plus, it’ll be a lot more intuitive to play.
ITEM #6: Battle Animations and effects
In the beta, all the battle stuff is really basic and dull. During the polish phase, we’ll be adding many many different combat animations, effects, etc. to make battles a lot more interesting.
ITEM #7: NOTIFICATIONS AND UI
This is going to be a big issue in Beta 2-B now that magic is enabled. Players can lose a lot of time because they filled up their spell points inventory and weren’t prompted to do anything about it.
ITEM #8: WHAT IS GOING ON?
This covers a whole lot of areas of the game. But basically there’s a huge lack of UI-driven explanation of what is happening or why something is the way it is. This is an area we will be concentrating a great deal on during the polish phase.
ITEMS #9: COSTS AND BENEFITS ARE CRAZY
How much an item should cost or how tough a monster should be or how hard a certain tech should be to get and so on, these are things that we are aware of and will be focusing a great deal on. Right now, a lot of the values in the “software” were put in by programmers. During the polish stage, the designers (myself included) get to take a crack at it.
Beta 2-A, for instance, changed the game from Beta 2 quite a bit by simply allowing a designer (me in this case) an afternoon to tweak the values.
ITEM #10: TECHNOLOGY RESEARCH UI
The research mechanism is so crummy that it deserves its own item. It’s something we’re very aware of and it’s on our list. I did ask it to be improved some during the public beta phase so that beta testers could at least have a decent idea of what’s going on.
Look at all these screens that tell you nothing about what you picked. HORRIBLE.
ITEM #11: QUESTS
The quests in the game will get better and better during the polish portion.
ITEM #12: Other Player interaction
The AI players still don’t do much. Without the challenge of other players, the game loses much of its potency in the beta. With the Imperial factions disabled, you only have 5 default players and we haven’t enabled creation your own factions yet the worlds tend to be relatively devoid of action.
ITEM #13: Diplomacy
Diplomacy is going to be a major element in the game. It shows up in Beta 3 but it’ll be pretty basic since the AI isn’t particularly intelligent yet.
ITEM #14: NPC and MONSTER AI
The monsters and NPCs just kind of randomly move around right now. This is an area we are going to be heavily polishing to make them be a lot more “alive” than they currently are.
The team has hooked in the ability for me to have these creatures (at least the sentient ones) pop up conversations with the players. This is something that we can have a lot of fun with.
We very much welcome constructive feedback from players. We can’t promise that every idea will make it into the retail gold or even the day 0 release but if we like it, we can put it on our post-release update schedule. So definitely keep posting your ideas or suggestions.
No, your posts are not ignored. Champion ability tree is going to be in the game and it is your idea...
Not that I cared for the tone of that post either, but I think he was talking about the posts themslves. If you make a post saying it won't make date, they'll ignore that. If you make another post full of good ideas, they're not going to ignore it because of your other post. That would be silly.
Ooh, that's hot.
I cannot see this game going gold in August. We havent tested tactical battles and magic, really. I think it's crazy, I'd go with 2011.
Yep, I find the release date weird as well, but we shall see. Brad is very optimistic with regard to the release date, and he knows more than we do.
Impulse::Reactor debut?
In any case, they have been testing the tactical combat for a long time (change this, change that... or so has been commenting Frogboy) so I'm not sure there is too much to test per se but to tweak?
Surely its not ready for that release day...... I'd say its about 50% there!
Well, the current build for beta is 0.804. And Frogboy has stated previously that this number was linked with the readiness of the build. So you can expect that the current beta build is 80% ready. We will see what nulber will be available when we get beta 3 (with Empire and tactical combat) and beta 4 (modding tools)
I've been playing this new beta and can't for the life of me get a Dungeonmaster. It seems a lof of the Adventure tree is based on recruiting specialty NPCs, like Assassins, Heroes and such... I've yet to figure out how to access these... anyone do this?
I hate to say it, but this version of the beta is a lot less capable of my providing feedback on that the last one. The magic is somewhat testable, but by the time a city or two is build, my essense is so shot, and it is so hard to level my essense back up (1 point a level, and that means zero into other stats) that my character actually feels as if it loses substantial power as the game goes on rather than growing in power. Big spells can't be cast without lots of mana, which requires lots of essence.
Definitely a good point. In the old build where we had 10 points to spend but most stats went up by 0.1, didn't essence go up by 1 per point? You could really jack it up with a couple of levels, whereas now it barely moves at all (except downward).
Nope, it was 0.1 increment for essence.
He (Frogboy) did talk about the "Release Windows" available to them a while back. It's either the window we have coming up, or it won't be until first quarter Next Year. Plus the obligations with Random House for the Book, plus manufacturing the actual Disks for the games, the boxes, manuals, my Pewter Dragon (which I expect to be life sized J/K ) . All that = a Lot of money to push back.
Honestly, if it were ANY OTHER COMPANY BUT STARDOCK, I would think they would throw out a half finished P.O.S. game and then just patch it up via whatever digital download service they have going, But, I think we All Know that Stardock would NEVER do that. Would Matrix Games? Yeap. Would Activision/Blizzard? Yeap. Would EA? You damn well know they would! Would Stardock? LoL, No Way in Hell!!! The Only reason Stardock has done so well in the PC gaming market is Because of their reputation for putting out "Quality Games". They aren't about to throw all that down the drain with a buggy early release just to save a few bucks or make a few bucks early. They don't have to do that anyway since they make the bulk of their income from selling Applications, not games (at least they used to make more from Apps, they might make more from their games now).
Besides, Brad's got enough Jet Fuel for now. He doesn't have to make any more big trips until he's out promoting what-ever their next project is
Normally guys (Onomastikon & Tormy) , I'd be right there with you voicing my concern that the time-frame is too early, But, this is Stardock we're talking about here. I've never, Ever, seen them rush a game out the door before they thought it was "Ready".
We haven't, but Stardock has had plenty of time to test them. Keep in mind that the public beta test is a supplement to the normal game development process, not a replacement for it. They could've just as easily not had a public beta at all like most companies, and would we have cried "Nothing's been tested yet!" just because we didn't get to play it before release?
I think this is a great post Frogboy. I know the analogy is bad, but just like building a house, the foundation and framing takes the longest and shows the least completion for the effort. Once the drywall is up, the finishing work usually goes by fast and you start to see the fruits of your labor.
My point is, the largest step in the game design process is behind us with the creation of a very stable and modable engine. The rest is downhill, hence i am far from worried about the "State of the Game".
If I want to get a blood pressure boost due to a game rushed out the door, I'll go head over to the STO Forums.
I know what you mean. In Beta 2-A, they don't even have the Civilization and Warfare tech trees in there. It must mean they aren't even started...
OH NO!!!!!! The Civilization and Warafre tech trees haven't even been started! Everybody panic!
Was it? Ah well, memory is going in my old age.
At any rate, it goes up too slowly right now. Another thread had a suggestion that it should go up automatically without spending points, which I like. You could then use the points on the other magic affecting stats like intelligence/wisdom (or charisma, or str/dex and go whack things).
There are a number of things each sovereign might provide benefits toward:==Player Stuff==*The Sovereign as a unit*Non-sovereign units*Towns & Town Structures*Resource generation and costs*Research*Diplomacy==Neutral Stuff==*Map Vision*Land tiles*MOB units*Adventurers==Enemy Stuff==*Enemy Sovereigns*Enemy Units*Enemy Towns*Enemy Resource generation*Enemy Research
I would expect a few default Sovereigns that have benefits to specific areas.
MagicCombatResource generationTown managementDiplomacy
However, specific archetypes might be nice.Examples:ArchivistLore: Scouring the world for clues, an archivist searches for information from days long past.Bonus: The kingdom receives a research bonus equal to the sovereign's levelSeerLore: Triggering visions of distant lands, the cataclysm has hidden little from those called seers. Such visions, however, are not without cost.Bonus: All cities receive a vision bonus equal to the sovereign's levelPenalty: The kingdom receives a material penalty equal to the sovereign's leveletc.etc.
As discussed previously on other threads, we currently have no plans for European localizations, though users wishing to do fan translations can do so as mods.
um.. yeah. Can I suggest from my experience running the game at a high resolution:
1 - The kingdom tree medallions (upper left) are hard to visualize and comprehend. Move slightly out of the corner, enlarge.
2 - The top and top-right info bars are hard to visualize and comprehend, increase visual presence.
3 - When a unit/structure/tile is moused-over ALWAYS display the infocard.
4 - The lower-left bar is used for at least two different UI mechanics, please separate them.
5 - Player, town, or unit actions should all be in a common area. I suggest the left window used for building improvements & units.
6 - En-queued units and improvements should always be visible when a town is highlighted. I suggest making them medallions off of the center highlight ring.
7 - The only remaining use for the left bar is organizing action and information groups. Change the organization from a tab system to regular buttons on the bar.
Might I suggest a reworking of the that picture?
I sure something will be done with the inventory system at some point. However the proportions seem way off. It seems to me like some of the user interface provides a lot of screen space for unnecessary information and provides only little for the interface's "assumed" intention. For example, shouldn't the unit information screen should provide a quick set of information (stats), easy access to common tasks (changing or viewing equipment), and to a lesser extent access to deeper amounts of information (history, detailed info).
You know you shouldn't encourage them
I take opportunity from this picture to add "Might I suggest getting rid of all decimals in this game?"
Use them if you want but hide them in the depths of the program!
Make 4.49 = 4 and 4.50 = 5 !
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