Since that thread is archived already: http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,29920,,30
It is still a 'Demo' version, but soon the main storyline shall be completed and it goes into 'Alpha' (or Beta). It already is an hour of gameplay though, so there's not much to add because I dont want it to be much longer.
It scales pretty well with 2 and 3 players. Everyone starts with 6 Pop for Army, so with 2 Players its 2 Heroes and 12 pop Army. With 3 players the army pop gets reduced to 4, so it's 3 heroes and still 12 pop for army. Though since there are more players coordination is more important for them. Also on some occasions with a 3rd player there are more enemies.
I worked quite a bit on this map the last weeks, also I'm playing it quite often on GameRanger for further polishing. But I dont get much feedback on it, also I'm not sure on how well people would be able to do on it without me.
Except for progression issues (go there, do that, do that, get the key, open the door, talk to that damn woman) I'm mainly concerned on which mechanics are fun to play with and which are too messy and need fixing or removal. Also on replayability I may be missing out, the whole leveling is kinda meh.
Especially the Hero Quest this time is a critical issue, since it's required to grant the people a boat to get to the next area. It requires the players to visit 3 locations in order to get the quest done and get the transport ship,..
In the second area the whole quest is probably too hard for anyone without knowledge on how to progress (except they actually read the chat messages and try visiting locations which could be meaned by them). And while that happens a SoO respawns continously until its finished.
An the third area is kinda fun but over pretty fast. Well, that's that.
~~~~~~~~~~~~~~~~~
In latest news I guess the transport part is more fun now & the new dialog system allows for sticking with a character and getting more lines from them, which is kinda fun. Also the "Donkey Shot"-Up now gave every part of the game a little collection task. Whichever hero get's first to a villager/supply boat/donkey caravan, gets it converted to his side. Getting them alive where they belong grants some food or gold for all players (it's coop after all). Though for the Highscore I'll probably count on which player got how many of those.
~~~~~~~~~~~
Finally a little to-do-list for now:
* The green symbols will be extended into all areas, so that the players see where they have to go even if they dont read the quest stuff. (partly because of language barrier, partly because using the chat function is bad anyways and it get's lost in the game)
* New Dialog System for more of the characters. Basically you can step up to any figure now and it has something to say. With the new thing it doesn't repeat itself anymore and you can read through a bunch of chat messages he says to you while playing gibberish sounds. x__x
* Every hero should have a "transformation" of his faction available for finishing the personal hero quest, like Belle founding a new knightly order, Atalanta becoming a holy oracle, Medusa leading the Gorgo Sisterhood and the Scorpion Man finally becoming the Scorpion King.
* Progression into 2 small areas is planed, the Crypt and fallen South Azarath.
* XP, gold, food and population distribution will have to be reworked, as it is quite horrible. It feels pretty randomly and only got reworked after the donkeys made the players dirt rich (ended with 834 gold). Now food/gold/pop are closer to zero again, XP feels still somewhat random.
* Easy Mode, Medium Mode, Titan Mode Challenge.
* Highscores for the game ending.
Azarath Metrion Zinthos
Steam: Order of Azarath
Twitch: twitch.tv/orderofazarath
Discord: Azarath @ https://discord.gg/3ENKJeb
It is still a 'Demo' version, but soon the main storyline shall be completed and it goes into 'Alpha' (or Beta). It already is an hour of gameplay though, so there's not much to add because I dont want it to be much longer.
It scales pretty well with 2 and 3 players. Everyone starts with 6 Pop for Army, so with 2 Players its 2 Heroes and 12 pop Army. With 3 players the army pop gets reduced to 4, so it's 3 heroes and still 12 pop for army. Though since there are more players coordination is more important for them. Also on some occasions with a 3rd player there are more enemies.
I worked quite a bit on this map the last weeks, also I'm playing it quite often on GameRanger for further polishing. But I dont get much feedback on it, also I'm not sure on how well people would be able to do on it without me.
Except for progression issues (go there, do that, do that, get the key, open the door, talk to that damn woman) I'm mainly concerned on which mechanics are fun to play with and which are too messy and need fixing or removal. Also on replayability I may be missing out, the whole leveling is kinda meh.
Especially the Hero Quest this time is a critical issue, since it's required to grant the people a boat to get to the next area. It requires the players to visit 3 locations in order to get the quest done and get the transport ship,..
In the second area the whole quest is probably too hard for anyone without knowledge on how to progress (except they actually read the chat messages and try visiting locations which could be meaned by them). And while that happens a SoO respawns continously until its finished.
An the third area is kinda fun but over pretty fast. Well, that's that.
~~~~~~~~~~~~~~~~~
In latest news I guess the transport part is more fun now & the new dialog system allows for sticking with a character and getting more lines from them, which is kinda fun. Also the "Donkey Shot"-Up now gave every part of the game a little collection task. Whichever hero get's first to a villager/supply boat/donkey caravan, gets it converted to his side. Getting them alive where they belong grants some food or gold for all players (it's coop after all). Though for the Highscore I'll probably count on which player got how many of those.
~~~~~~~~~~~
Finally a little to-do-list for now:
* The green symbols will be extended into all areas, so that the players see where they have to go even if they dont read the quest stuff. (partly because of language barrier, partly because using the chat function is bad anyways and it get's lost in the game)
* New Dialog System for more of the characters. Basically you can step up to any figure now and it has something to say. With the new thing it doesn't repeat itself anymore and you can read through a bunch of chat messages he says to you while playing gibberish sounds. x__x
* Every hero should have a "transformation" of his faction available for finishing the personal hero quest, like Belle founding a new knightly order, Atalanta becoming a holy oracle, Medusa leading the Gorgo Sisterhood and the Scorpion Man finally becoming the Scorpion King.
* Progression into 2 small areas is planed, the Crypt and fallen South Azarath.
* XP, gold, food and population distribution will have to be reworked, as it is quite horrible. It feels pretty randomly and only got reworked after the donkeys made the players dirt rich (ended with 834 gold). Now food/gold/pop are closer to zero again, XP feels still somewhat random.
* Easy Mode, Medium Mode, Titan Mode Challenge.
* Highscores for the game ending.
Steam: Order of Azarath
Twitch: twitch.tv/orderofazarath
Discord: Azarath @ https://discord.gg/3ENKJeb
[This message has been edited by Izalith (edited 02-02-2018 @ 02:17 AM).]