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Author Topic: King under the Mountain - Fantasy simulation-based strategy  (Read 63642 times)

Mephansteras

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Don't get me wrong, the merging stuff is great. It's just not great 100% of the time. :)
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Zsinj

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I'll make it not merge with shift pressed then, just for you ;)
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forsaken1111

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Sometimes you want separate stockpiles for separate things but you still want them in the same area without space in between them.
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Malus

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I always felt like the intuitive way this should work is something like, if you start clicking and dragging from inside the old stockpile, then it merges/adds on. If you start clicking and dragging NEXT TO the old stockpile it doesn't.
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forsaken1111

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I always felt like the intuitive way this should work is something like, if you start clicking and dragging from inside the old stockpile, then it merges/adds on. If you start clicking and dragging NEXT TO the old stockpile it doesn't.
Rimworld does it that way iirc, for most zone types
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Zsinj

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Actually I think that's what I had on mind to do too, until I got lost in the coding of it today :) at this stage is fairly easy to change to whatever suits best now
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Zsinj

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Big addition today - There's animation, better positioning, rock items to be left over, some visual feedback and particle effects to be added, but this video shows the first working version of dwarves being able to mine rock!

https://www.youtube.com/watch?v=6psMw1E4wr4

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JumpingJack

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PTW.
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Imic

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I like the look of this game.
You could, in theory, introduce humans and elves after a while.

Dwarves: underground miners and crafters, capable of enchanting tools using runes
Humans: a Nice balance of both sides of the spectrum
Elves: tall creatures capable of using forms of magic, usually nature based.
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Zsinj

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I like the look of this game.
You could, in theory, introduce humans and elves after a while.

Dwarves: underground miners and crafters, capable of enchanting tools using runes
Humans: a Nice balance of both sides of the spectrum
Elves: tall creatures capable of using forms of magic, usually nature based.

To some extent that's exactly the plan :) Dwarves enchant items and weapons with runes, and you'll be able to play as humans who in some instances have magic users which need to be handled in a special way. Rather than elves I'm going to focus on other more subterranean races and factions, currently plan to have dwarves, humans and orcs playable for launch.
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Imic

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I like the look of this game.
You could, in theory, introduce humans and elves after a while.

Dwarves: underground miners and crafters, capable of enchanting tools using runes
Humans: a Nice balance of both sides of the spectrum
Elves: tall creatures capable of using forms of magic, usually nature based.

To some extent that's exactly the plan :) Dwarves enchant items and weapons with runes, and you'll be able to play as humans who in some instances have magic users which need to be handled in a special way. Rather than elves I'm going to focus on other more subterranean races and factions, currently plan to have dwarves, humans and orcs playable for launch.

That sounds good!
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Zsinj

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Today I've replaced the website's homepage with a static page as an intro to the game rather than the dev blog. Any thoughts or feedback?

http://kingunderthemounta.in

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martinuzz

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Slight overuse of the word 'or' there. I'd change it to "it's a game about a or b"  ... "It's a game about c or d", "It's a game about e or f"
Instead of what you have now "It's a game about a or b or c or d or e or f'

Website as a whole looks nice though. No flashing eyesore animations or adds everywhere, that's a plus for me.

Also .in.. Never seen that one. What's that? .indonesia?
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http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

Zsinj

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Slight overuse of the word 'or' there. I'd change it to "it's a game about a or b"  ... "It's a game about c or d", "It's a game about e or f"
Instead of what you have now "It's a game about a or b or c or d or e or f'

Website as a whole looks nice though. No flashing eyesore animations or adds everywhere, that's a plus for me.

Also .in.. Never seen that one. What's that? .indonesia?

Thanks, good feedback, I'll switch that over for sure!

.in is for India though I'm just using it as a domain hack, for better or worse :)
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nenjin

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TLDR: The logo is a little busy.

Personal preference here but....

Stick to one font. The "King" font contrasts wildly with the other font because there's so much embellishment on it. It matches the overall cartoon aesthetic of the rest of the logo but not the other font. If I'm honest, when I first looked at the logo my brain went "shitty mobile game." Sorry.

You're kind of doing the "ye olde medieval font" backwards. For example, why is the G emphasized in King? If you're going for ye olde medieval text (as you clearly are judging by Under The and Mountain, where you correctly capitalize the first letter of the word so it gets that illuminated text look) then how you've done "KinG" confuses it. KinG is the most central part of the image, that's clear and understandable. But I feel like how it's done detracts from the rest of the image and text. It's very cartoony and kind of overdesigned. Why is it red? It's a decent color contrast for the image but the visual message it's sending is murky. Is that supposed to be a gemstone of some sort, going by the cut, chipped and beveled edges on it? Why is there iron work around the I? The green runes clash with all the other color choices in the image IMO, and the odd ticks or slashes around the runes just look messy.

In the end none of it is badly done, KinG just stands out way too far due to all these details. I see the intent and it's not bad. It just strikes me as something that was simpler at one time and then you kept coming back to it and adding more and more.

Suggestions: Normalize the G in KinG. Emphasize the K and give it the same treatment as M in Mountain. Widen your parchment banner so you can shift Under The to the right, so you can shift King to the left and it's all still somewhat centrally aligned. Is the "Mountain" symbol in Mountain for the A really necessary? Makes your text look like wingdings. Again kind of an example to me of not being able to leave well enough alone. And the way the G does weird things just to accommodate a "lower order" of text....just way too much going on, too many mixed signals. It's a logo with a lot going on already compared to many game logos, and then it goes a couple steps further.

A wild suggestion: make King the same font as the rest, but make it like 3-d gold. That way you can get rid of the gold nuggets, one of which you're using to imply a dot for the I, even though the . is unnecessary because the whole word is done in block capital letters already. However maybe put a couple nuggets by the gems at the bottom just to keep the theme going. Maybe take the runes off of G and make them burnt into the wood in the back drop instead.

Bottomline for me: Decent overall work but "KinG" is an eyesore, and really makes me think mobile game when I see it.
« Last Edit: September 28, 2016, 01:20:10 pm by nenjin »
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