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Monday, October 21st, 2024

    Time Event
    1:33p
    Why Russians can't make a compelling HoMM3 clone even with 4 attempts
    You know how Japanese can copy and value-add? Here is why Russians can't do that:
    1. Whatever art Russians draw, they end up with the classic "T-34 in a forest of birch trees" vibe.
    2. Forget Timothy Duncan and Charley Watkins well designed puzzle maps. The Russian school of map design consists solely of the myasnoy shturm and the sOrAnDoM type maps. Literally, builtin HoMM3 generator made better maps than Russians have in their games.
    3. Russians believe in turnbased "cybersports", that factions should be balanced to the absolute blandness, and all winning strategies eliminated. Leave only the dragon+armageddon, cuz it is part of the brand recognition and Ubishits told to retain it.
    4. Russians are lazy vodka guzzling retards, who have no work ethics or any desire to create anything of value.

    Current Mood: contemplative
    Current Music: Hitoshi Sakimoto - Dragon's Crown OST
    11:19p
    The Spell of Mastery Progress
    Attempted to produce a nice city layout.
    Goal have up to 4 cities on a 64x64 map.
    Found that buildings needs strict size constraints.
    So had to reduce the tower size to 6x6 down from 7x7.

    And that is with merging several buildings into one!
    I.e. the town portal will be part of this tower now.
    Same with the library.




    So what is this tower for?
    You probably guess from the name already.
    I'm making a few references to the Master of Magic.
    And Age of Wonders for that matter.

    These games had towers serving various purposes.
    And they serve for a nice city focal point.

    Anyway, on the original mockup I made the tower was even smaller.
    Back then it was not planned to be enterable or proportional to anything.
    And in the earliest prototype it was composed out of usual tiles.
    Before I decided to commission the sprite to an artist.

    So now I almost restored the main game loop.
    It was kinda working in the world map heavy prototype.
    Even had quests and a basic story with the ability to win the game.
    But I always wanted that Lords of Chaos vibe and MoM style squads.
    And implementing the squads opened a nicer way to do captives.

    Besides having the city just on the world map was really rubbish.
    Especially when it was auto-generated on every visit.
    And prototypes shown that cities are really a major part of the game.
    So I scrapped the prototype and began re-implemented everything.
    Which required transitioning first to ECS.
    Since multipart buildings spawning and attracting units aint a joke.
    The city itself is a unit now. So I can reuse all the unit code.

    Next I will also have to convert all these units.
    Since I'm now using a standard humanoid base.
    Beside humanoids there are fantastic beasts.
    These follow different rules.
    And need a special "tame" skill or a spell to summon.
    Again, idea is borrowed from Master of Magic





    Current Mood: accomplished
    Current Music: https://www.youtube.com/watch?v=vee8e2BENPo

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