Category Archives: winter wolves games

news about my games, updates and patches I’m working on, and ideas for new games

Future Plans

Tomorrow is the 1st of April, and almost one quarter of this year has passed. Time flew very quickly for me -maybe because was working so hard to finish Supernova 2 (the final game should be ready very soon) and also pondering what to do after it.

I have still a project on stand-by – Tower of Destiny. However I’m thinking also about learning Flash/Director to make a online game. I have what I think to be a pretty cool idea that all Magic Stones fans will surely like, a sort of online rpg card game. The advantages of a online-only game are lots, for example multiplayer possibility, no need to store the data on your pc, possibility to play the game anywhere (even at work! eheh) and also the micropayment thing, so that you can pay only for how much you play the game (have still to decide the details, but this would allow much more flexibility on payment methods).

However I’m not saying that TOD will become waporware: I’ll resume working on it at same time as the online game. Just don’t ask me release dates, because I really have no clue, it’s going to be a very BIG game ๐Ÿ™‚

Supernova 2: ships design

I’m currently doing probably the most complex and difficult part of the game, that is balancing the two armies units types. Usually we have in normal games the also known “rock-paper-scissors” theme.

For those that don’t know what it means, read this quote directly from Wikipedia related entry:

“Combat or strategy-based video games often feature RPS-like cycles in their characters’ or units’ effectiveness against others. These often attempt to emulate cycles in real-world combat (such as where cavalry are effective against archers, archers have an edge over spearmen, and spearmen are strongest against cavalry), or simple elemental trinities such as fire, water and air. Such game mechanics can make a game somewhat self-balancing, by preventing any one simple strategy from dominating gameplay.”

In my game, I have this scheme so far:

Scout: strong against Battleship, weak against Interceptors
Transport Troops: strong against Cruisers
Cruiser: strong against Interceptors, weak against Transport
Interceptor: strong against Scouts, weak against Cruisers
Battleship: weak against Scout

the transport are strong only against Cruisers because they can board the ship and kill all the crew. This operation is not possible vs other ship classes because they have much more crew onboard and the assault would be ineffective. They have no weaknes vs a specific opponent because they are actually vulnerable vs anyone’s attack ๐Ÿ™‚ they get dangerous only if they can go nearby a Cruiser or a Planet to conquer.

The Battleship on the other hand is strong vs anyone, since they have both long and short range weapons, but are weak against Scouts because they are hard to target in short range. Of course a single Scout can’t destroy a Battleship in few turns, but without any help from support units like Interceptors or Cruisers, they can have hard time killing the Scout while it keeps shooting on its tail, doing slow but constant damage…

Then of course there is the Mothership. It is by nature is the most powerful ship of each army, so doesn’t have any particular weak point, but is strong against anybody. Indeed will be quite hard to destroy it during a tactical combat ๐Ÿ™‚

Supernova 2: unit balacing

Ok now that the battle is working completely, I have to start doing a simple process, but long: assigning all the units statistics, weapons, armor, devices and so on. Simple because I’m only editing a spreadsheet, not writing complex C/C++ code (I’ll then import the values inside the game at runtime). Long, because even if I plan everything “on paper”, of course when I test the data inside the game itself I always find that one side is more powerful than the other ๐Ÿ™‚

I’m going to put emphasys on the fact that the Red Legion is more aggressive, has more damaging weapon and stronger armor, while on the other side, the Blue Army has more range of view / fire, faster and maneuvrable ships.

Some games solve the problem by having almost identical units from each side, but I think that while this ensure balancing, since in my game there isn’t going to be multiplayer, is better to have 2 very different playing styles based on which faction you choose ๐Ÿ˜‰

Here I go, more time on my game spreadsheet…

Supernova 2: computer AI

Ok just finished to program a big milestone in Supernova 2 development… computer AI during the battles ! ๐Ÿ™‚

While not perfect, it offers a good challenge from what I could try on the game. In the last few days I was about to cancel this project or switch to a different battle mode (maybe similar to magic stones, with cards instead of real ships in a battlefield) but in the end I kept trying and I found a decent solution.

Now is all about balancing the game, finishing several custom ships for each faction, and testing everything. I thought I would have been able to finish it by end of february but of course I was wrong ๐Ÿ˜€ so this time won’t make any statement but I really think that, if I can work as the last week, I’d be able to release it in mid-April, just in time for my birthday… ๐Ÿ™‚

Magic Stones: Lost Temples Island beta

Today managed to finish the last expansion of Magic Stones, Beta release. It should be fairly stable, but as always if you want to try it, make a backup of your druid data just in case something bad happen ๐Ÿ™‚

It is a bit sad to announce the last expansion for this game, but 2 years have passed since the initial release date (version 1.0, 4th October 2005) and I feel I need to finish this experience. I’ll still be updating the game from time to time like I do with my other titles, but I won’t be releasing free quests anymore. I’ll try to release an editor or a PDF guide on how to create your own though!

Downloads:
http://www.didone.com/games/MagicStonesTrial.exe
http://www.didone.com/games/MagicStonesTrial.zip

Whatรขโ‚ฌโ„ขs New in 1.2.5

– added the last free quest รขโ‚ฌล“Lost Temples Islandรขโ‚ฌย, introducing the fifth avatars for life and spirit magic schools: the Angel and the Rhino
– fixed a bug that was displaying wrong attack and defense values when right-clicking on neutral avatars if you had any perk active
– now the artifacts damage amount received per battle is determined by the general game difficulty level
– fixed a minor cosmetic bug that was displaying the skills bar too long, causing a small graphic garbage
– increased effectiveness of charm attack/spell: now the charmed avatars will always to damage to their own allies
– fixed a wrong message window that was appearing when browsing avatars during a battle in character screen
– fixed a bug that was causing avatars to skip their turn if their speed was higher than 9