But as long people play and report the issues I'll fix them, it is hard to find all UI errors in such a big game when you just test it yourself.So, here's a little something I put together. The current version should be mostly bug free as the AI can play over networks just fine , but there might be some very obvious UI bugs left or some flags I've missed to set which makes some features not work as intended. However you can cast the recall spells in battles, or you can time them out for similar results. At the moment there is no spell of mastery, nor can you retreat from battles.Keybinds and other similar things people often want.However this isn't a core feature as we have all experienced playing the big budget 4x games, I wanted to focus on learning the aspects the AAA 4x games are good at. The multiplayer game room is basically non-existent, I need to make a proper menu for that with all the typical features of a multiplayer game room.The UI panels could use a lot of styling.Most of the art and all the sounds are just free assets.Originally I just intended to build a basic version in a couple of months, but it just grew and now I've spent 9 months on this. Anyway at least now I can say that I know how to build strategy games. Although making the mod files user friendly is a bit off. I didn't just want to learn to make this game, so I made the mod files really customizable so you can add a ton of spells and units and such that makes most things in master of magic look simple. All the UI features needs to properly integrate with the mod files, multiplayer, AI and all the strange way all the spells and abilities interacts with each other just makes all of that harder. ![]() There are so many things that goes into making a strategy game nice to play. I built this to practice the basics of making strategy games. But I'd still appreciate feedback on everything, I really want to fix all the remaining issues and make this game a real quality release! I view feedback as a multiplier, you can make a game twice as good with feedback! However that means that the quality you can reach without feedback limits how far you can go with feedback, and this is my limit at the moment. The current game was build just by me and not really playtested by anyone, no feedback etc. Also being able to perform a melee attack after move makes the game feel much better, but that is optional as well. ![]() I added the ability to configure game modes in the mod files, so you can play accelerated games that runs better for multiplayer. Every unit, race, spell, ability, hero, item effect, retory, dungeon, loot etc is implemented in mod files and I made some example mods shipping with the game, so it should be really easy for people to make their own mods. Supports multiplayer, extensive modding, an ingame encyclopaedia containing all these things and quick battle previews where you can choose to replay if you didn't like the results. ![]() Includes all the 200 spells and 160 units, 13 races, the wizard retorts, heroes, artifacts, dungeons, mana nodes, planes etc. Also clicking things when holding alt brings you to the corresponding encyclopedia page.ĭiscord Link if you have any bugs you want fixed or suggestions for future stuff: It is built in unity using just unity's standard libraries and no other assets except the free art and sound.ĬONTROLS: Holding alt makes tooltips sticky so you can go and hover over items inside tooltips. A mostly faithful remake of Master of Magic.
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