Story of the Slimes

Discussion and development of scenarios and campaigns for the game.

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Ceres
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Re: Story of the Slimes 0.3.6

Post by Ceres »

Useful link which helps you finding the problematic part in your code.
And be careful with using special characters in ids or user_team_names.
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Great_Mage_Atari
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Re: Story of the Slimes 0.3.6

Post by Great_Mage_Atari »

Good eye. I fixed it and am testing now. I did not modify any core units.
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Great_Mage_Atari
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Re: Story of the Slimes 0.3.6

Post by Great_Mage_Atari »

Now it seems that I have run into one last, final issue. When I step onto a point, it triggers a unit to speak. Fog is enabled, so how do I make the fog disappear when the unit speaks?
uncleshelby
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Re: Story of the Slimes 0.3.6

Post by uncleshelby »

Love the campaign, very funny. But there are some problems. (Not technical, though.) It seems the slimes are all overpowered. I think it's not right when the "Wild Slime" unit can kill a bowman in one turn, ending up with full life. I don't know, maybe humans just suck.

Anyway, the second scenario is to hard, compared with the first one. I suggest either make the first level harder, or make the second one easier.

But it is an awesome campaign! :D
Timshel
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Re: Story of the Slimes 0.3.6

Post by Great_Mage_Atari »

Thanks for the good feedback. The slimes' attacks are now balanced accordingly. Tonight will be the release of the 3rd scenario and an easier 2nd scenario.
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powershot
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Re: Story of the Slimes 0.3.6

Post by powershot »

I agree with uncleshelby, like I said in my feedback seond is too hard.
Maybe the powerful slimes are purposeful, I had to beat the first scenario with all wild slimes.
My new account is: Power_Pixel_Wannabe. Yea. Yea.... Why are you still reading this? What the heck m8? You have some kind of problem? Yea. I draw. NO I'M NOT 5 ANYMORE!!! Little brats.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.
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Great_Mage_Atari
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Re: Story of the Slimes 0.3.6

Post by Great_Mage_Atari »

Second map will be smaller, with one less castle for blue and peasants and woodsmen for green.

Edit: updates are added.
uncleshelby
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Re: Story of the Slimes 0.3.7

Post by uncleshelby »

Cool, possibly you could make goblins stronger? I think that would be funner.
Timshel
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Re: Story of the Slimes 0.3.7

Post by Great_Mage_Atari »

I may give the goblins some new advantages, which may include:
1) Making them stronger to be able to combat other enemy forces
2) Letting them recruit abnormal units (i.e. Ogres, Gryphons, etc.).
3) Giving them some Orcish units to use (more than likely only Assassins and Archers).

Other units and teams may also be irregular for purely comical purposes. I may give goblins the exact amount of gold needed to recruit a Fire Dragon and give them no gold afterwards. Just for fun. Who knows? I make this stuff up as I go along.
uncleshelby
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Re: Story of the Slimes 0.3.7

Post by uncleshelby »

If your going to go irregular, you should make it be something EXTREMELY irregular. Like a dwarf that can recruit an elf, saurian, ogre, orc, troll, and a khalifate. I also like the Fire Dragon idea. That would be a fun mash-up.
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Great_Mage_Atari
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Re: Story of the Slimes 0.3.7

Post by Great_Mage_Atari »

See, I need some regularity, else hard-core fans of the game will be all over me like a fart in a phone booth. I figured since goblins are the weakest they would be the ones to be irregular as recruiters. I may also add in teams where they normally wouldn't be (i.e. Dwarves on an island, Elves in caves).
Last edited by Great_Mage_Atari on August 25th, 2011, 4:32 pm, edited 1 time in total.
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artisticdude
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Re: Story of the Slimes 0.3.7

Post by artisticdude »

I took a run-through of the campaign, and I've got several comments:

Spoiler:

This definitely looks like it has a lot of potential; keep up the good work! :)
"I'm never wrong. One time I thought I was wrong, but I was mistaken."
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Great_Mage_Atari
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Re: Story of the Slimes 0.3.7

Post by Great_Mage_Atari »

Thanks! As for your questions:

0.1) I appreciate that people like the Cheetos and Monty Python.
1) I am currently using the Elven movement type as a placeholder til' I can make a new one.
2) As for the Slime facing the right way, it will be fixed ASAP (perhaps some laziness on my part).
3) Typos will be fixed.
4) Accidentally didn't put in the lose feature when Calvin dies. Will be fixed today.
5) 1st scenario will be spruced up.
6) Last breath will replace die.
7) Death dialogues will be fixed.
8 ) Portraits will be removed.
9) As for my coding, I prefer the indents. Call me crazy.

All will be fixed tonight when I can. 3, 4, 6, 7, and 8 are fixed at the moment.
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powershot
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Re: Story of the Slimes 0.3.7

Post by powershot »

Error :augh:
When I downloaded 0.3.8 it gave me a error about an in valid closing tag for the weird kid scenario, just so you know.
My new account is: Power_Pixel_Wannabe. Yea. Yea.... Why are you still reading this? What the heck m8? You have some kind of problem? Yea. I draw. NO I'M NOT 5 ANYMORE!!! Little brats.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.
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Great_Mage_Atari
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Re: Story of the Slimes 0.3.9

Post by Great_Mage_Atari »

Here is a little quiz about the game so far, for improvement reasons:

1) Did you think the first scenario was too hard or too easy?

2) Did you dislike the second scenario because of it's size?

3) Did you like the third scenario at all? (was it interesting, too hard, too unbalanced?)

4) Do you like the comedic effect I am trying to get through?

5) Does this campaign offend you in any way, shape, or form?

6) Do you like this campaign in general?
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