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Muse Forums // 'Immunity' Unity Dev Challenge //

Alchemy

JellyFist
posted 10/20/09 10:11AM
This topic is for the discussion of the 'Immunity' Challenge entrant, Alchemy
etcheson99
posted 10/20/09 08:23PM
plz let this one be in the top 5! their website is REALLY REALLY GREAT!PLZ!
applepie
posted 10/21/09 03:46AM
This game reminds me of Runescape meets Monoply. The visuals are nice though... but I don't see myself playing this in the long run.
Kevin
posted 10/21/09 10:25AM
applepie wrote:This game reminds me of Runescape meets Monoply. The visuals are nice though... but I don't see myself playing this in the long run.


I disagree, I it was clear how to win and and more obvious when you use a potion on someone, it would be very rewarding to play. But keep in mind that the all the game mechanics are not worked out.

I think you should develop it further, I think you have a great concept.
applepie
posted 10/21/09 10:53PM
I don't get what you disagree with Kevin? Can you elaborate a little more? I still think it reminds me of D&D except that it's online and so far, you can only use wizards. This game is pretty much done with only a few minor tweaks needed. I don't mean to discourage them from continuing but I don't see how this concept can be any more challenging than it already is.
Kevin
posted 10/22/09 09:53AM
Well the only thing I disagreed with was the the part about not playing it for long. The first time I dint want to continue and I never got back tot he tower, the second time I understood a little better what I actually needed to gather to make what potion. Then I really wanted to find these things to make a potion. So I was motivated and wanted to continue, watching the pc's move is a long downtime but I hope they will work that out. When I went to go and make the potion and use it, it was a bit disappointing to use, but it took me a while to find all the stuff to make it so if they make it clear from the start, I think people would be a lot more into it. The game needs more impact and stronger rewards for the effort one puts in, but I think its on the right track. They have a lot of the functionality working very well.
EmeraldEmpire
posted 10/26/09 01:42PM
Thanks for the comments and feedback guys.

We are inspired more by games like Catan than D&D. Although our game does have a fantasy theme it's really all about working with and against your fellow players to come out on top.

Trading of resources and potions will be a very important aspect of the game. Each player is trying to attain 20 favour points with the master mainly by mixing potions. However, many ingredients are on the far edges of the board, so the best strategy would be to focus on gathering a few and trade with the other players.

In the final game you will be able to play against up to 5 other players or computer controlled characters (2-6 players). So you won't need to wait through 5 NPC turns and you could chat with your fellow players. Using potions during other players' turns will also be an important tactic. For example, turning a player into a frog during their turn will make them unable to mix potions.

This game still needs tons of work. All of the potions and backfires will have fun visual effects. There will be character customizations options. The current cards are all just temporary examples since we wanted to give a clear idea of what we are aiming for. All 3D assets will also be improved.

Our game is fairly simple but it focuses on a few fun concepts we enjoy from other games. We love gathering things and trading them with other players. Bungling up another players carefully hatched plans is also great fun. And of course, racing against the clock to be the one on top.

Brad & Heather