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 Post subject: BUILD 1 RELEASED
PostPosted: Sun Oct 04, 2009 9:05 pm 
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A big day for all of us. Download here:
http://blearekingdoms.wordpress.com/2009/10/04/build1/

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 Post subject: Re: BUILD 1 RELEASED
PostPosted: Tue Oct 06, 2009 1:09 pm 
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Wow awesome. Maybe a "builds" forum? Would make it a bit easier to navigate. Or maybe even a direct link (a ... forum, forgot what it's called. Redirection forum or something).


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 Post subject: Re: BUILD 1 RELEASED
PostPosted: Tue Oct 06, 2009 10:34 pm 
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Well, there only is one out. :P

I'll consider doing that as we release more.

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 Post subject: Re: BUILD 1 RELEASED
PostPosted: Fri Dec 11, 2009 10:46 am 
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Woo, can't wait for moddable spells in build 2. :D

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 Post subject: Re: BUILD 1 RELEASED
PostPosted: Wed Mar 17, 2010 10:41 pm 
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Some criticism:

The battles go slowly. Movement should go by faster, possibly by making your units run instead of walk. I didn't see any health bars around my enemies, but I wish there were, it would make it easier to strategize.
The topography of the maps are boring. Maybe some hills, cliffs, etc, would spice things up a bit.
The music is sub-par. If you've ever played Valkyria Chronicles you'll know that the music is much more lively, and that you turn and the enemy turn have different appearances, and different songs. (And if you haven't... Player's side: 1 2, Enemy side: 1. See how the music on the player's side feels proud and strong, and how the enemy's side feels menacing?) One problem I feel with the game so far is that the music is disappointing. This is a problem because music influences the tone or atmosphere of a game. The music currently used is bland and boring, and in turn it makes the game feel, well, bland and boring.
It would be great if the game could calculate how much going to a spot would cost. If you have a unit behind another and you want to move the unit in front of the other unit, you have to move in steps. It would be nice if the engine could calculate a path and tell how much AP it would cost, and include it in the green area.
Modding is difficult. I, personally, have yet to grasp the complexity that is modding in Bleare Kingdoms. I know you posted Bleare Kingdoms on the DataRealms forums, so I bet you've played, and possibly tried to mod, Cortex Command, and I have to say, it’s a breeze. In Bleare you have "global.var_base_directory = working_directory + "/base";", and in Cortex you have "IncludeFile = Base.rte/Index.ini". You have to admit, it is much simpler. I personally doubt you'll get much community content unless you can cut the jargon and simplify it.

I know it’s a lot to swallow, but I hope it helps with the production of the game!
Otherwise, I like the game. I think it has potential, and I'd love to see it progress.


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 Post subject: Re: BUILD 1 RELEASED
PostPosted: Thu Mar 18, 2010 9:50 am 
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We're already working to fix alot of these issues, actually!

We're starting the armies closer together and including another rpg-esque battle in the second build to show different interest ranges of battles.
We haven't make full detail for our maps yet, and it won't happen second build either (artist has to re-make what we have so far anyway)
Our music guy is working on new types of music for the future. We already have a nice cave battle theme that I think fits the mood much better.

As for calculating area cost, I tried to implement this before and it didn't really help (the paths the game chose usually weren't the ones you wanted.)
If we implemented it now it would use the A* algorithm like the AI does, so perhaps it would work better. I'll keep that in mind for later.


I think the modding is difficult because the documentation sucks, actually. There isn't enough explanation and too much is expected out of the user to experiment. On the second build hopefully we will have full documentation that should help you out so you can see how easy it is.

Thanks for the info man!

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 Post subject: Re: BUILD 1 RELEASED
PostPosted: Thu Mar 18, 2010 2:53 pm 
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Sounds wonderful! Eagerly awaiting build 2! :D


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