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Discover & Settle - a new land.

Posted: Sun Aug 30, 2009 10:14 pm
by Rakio
Hi!

This is my first ever attempt on a map, you all will probably notice this. I hope I am in the right place :)
I have read many guides tonight but its impossible remember everything so I figured I better get this idea and draft out of my head and then focus on the details.

Change Log:
Spoiler
02 sep -
New graphics - made Blood and Magic areas into Hills and Mountains. Better visible borders between areas. More details.
Created poll about the name/theme.
Renamed areas - Those above + Fields, Lake , Sea and Plains.
31-aug -
New alternative map with beaches as starting positions, added text about it too.
Changed big star bonus from 4 to 6.
Changed the order of the text in this post.
Added In consideration/To do sections.
Added one line about story.
Latest version:
Click image to enlarge.
image

Old images:
Spoiler
Image

Original:
Image (large)
Image (small)

Info
Name: Realms of Fatiko (not decided)
Theme: Fantasy/Imaginary Land/Real Fiction
Regions: 81
Bonus Zones: 10
Special features: Grid system, All & Half bonus zones, Border Conflicts, Bonus Stars and Starting Positions.

Intro
Spoiler
I wanted to have a map where you could move in every direction of the compass(8) for every region. Where almost every region is a zone border and counts for the zone bonus. I also wanted to have some border conflicts to create some more dynamism, as well as half zones bonuses. Bonus stars would be another area of clashing but easier to maintain.
These arent unique features single-handedly but together I think they make a nice combination. Something I have been looking for to play with.
The idea is to give many opportunities to get bonus from. Whether it be small or large ones.

Graphically I wanted it to look like terrain viewed from above(high above). No buildings or other constructions since its a new land waiting for discovery and settling.
General
Spoiler
Name -
Im not entirely sure on the name. Fatiko is a combination of my own and my girlfriend's nick. We both play here and she might help me with the XML.
Other suggestions are welcomed :)

Theme -
This could be easily changed but a fantasy theme seemed suitable. Only thing that would need to adjust to move away from fantasy, is the name of Blood and Magic zones. And perhaps some graphics.

Story? -
You are a settler that are discovering a new land and its riches.


Gameplay
Spoiler
Grid System-
You can move in any 8 direction of the compass, so all non-edge regions have 8 borders.
No real way of building up a stronghold or a chocking point.

Regions -
8 x 8 = 64 main land squares + a border of 17 beaches = 81 regions Split up into 10 zones; Blood, Forest, Jungle, Sea, Ocean, Savanna, Swamp, Magic, Dessert and Volcano. The zones are color coded. Note that not all zones are applicable to giving bonus due border conflicts.
Balanced bonuses after how many regions, borders, borders in conflict and incoming attack possibilities. Will post a chart later.

Border Conflicts -
There are 4 border lines in conflict:
Jungle - Dessert(2)
Forest - Sea(2)
Ocean - Savanna(4)
Savanna - Swamp(3)


All & Half Zone Bonus -
Two different bonuses are listed for each zone. All when you own every region. Half for when you only own half of the regions(rounded up). Both are including those regions in conflict.
Some quadrants(4x4) might be overpowered, I realised now. But with the vulnerability of every zone and region, it might not be a problem after all.
I like Half bonuses since it would make it so that only taking one region wouldn't be enough to break a bonus.

Bonus Stars -
There are 4 small stars that give you +1 bonus and 1 large star that gives you +6 bonus.


Starting positions? -
I havent thought much about this. I dont think there is a huge imbalance except for the small stars, which would be excluded and start with 3 neutrals.
After some talk I realised starting positions would be needed to remove the drop bonus chance.
You simply start at the beaches with 6 troops, while the inland would have 3 neutrals or more. This is to discourage the players from attacking each other in the beginning when in close proximity.
Might expand the starting area to include the regions closest to the beaches as well, to give more room when it is 5+ players. Would probably exclude red blood regions from that due drop bonus chance.

In consideration/To do

Bonuses -
Needs to be reviewed

Neutrals -
Thinking of having 3 neutrals on all the land except the small stars and red blood area. The small stars would have 5 and blood 4.

Objectives? -
Nothing in mind for now but could make it so that holding all stars, 8 regions, for a turn would be win.

Graphics -
Spoiler
This was only something I made this evening during some hours. My girlfriend(nicked Genevra...) helped with me some second opinions. We both know that there is a long way to go though.

Application -
Photoshop CS3.

Region names -
I havent put them in yet(too eager to make this thread). Im thinking of simply have a letter or two related to the zone/border conflict plus a number. Similar to Feudal Wars.

Terrain Texture -
Made the texture via some filtering and random painting. Not too much thought went into it. I wanted to do something simple to get a start. It turned out quite okey. The only suitable theme I could find for this was Fantasy and so it became :)

Ellipse Troop Shadow -
Might not be visible in every region. Mainly brown swamp area, where I dont think it will be needed due the light colours of troop number anyway. The shadow might be too transparent/light overall though. Ellipse because I think it will fit better with the square and more importantly the color code, I love to use.

Colorblindness friendly ? -
I have no real clue about this. The map and zones are basically are about colors. I tried to make different textures for each zone.
Some monitors might have problems with the contrasts etc.
Trying to make the texture for each area different.
Could otherwise be solved by having different troop shadow.

"Papyrus" Background -
Tried to mimic a papyrus texture. The edges are more worn out. The space around the title even more so.
The latest version looks more like a discoloured canvas.

Bonus Chart -
I think this was simply and good enough. Serves it purpose. Might be confusing with All and Half...

Font -
I used Papyrus...

Symbols -
The compass and the stars are some standard symbols I found in PS.

In consideration/To do

More beaches(non-playable) -
Add beaches to the land bordering the sea and ocean.

Whats the difference between sea and ocean? -
Trying to be creative with a deep and shallow part. Not sure if its enough. Could make the sea into a lake by adding some sandy borders.

No Blood and Magic - (Been fixed now)
To move away from the fantasy theme, these area would need to be changed.
My non-fantasy thoughts are to make the purple into greyish mountain/hill area. Red could be black cracked area, like an abyss.

Gold and Gem mines -
To be less abstract and more themed, I could make the stars into different mines. Small star to a gold mine. The big star into a gem/jewel/diamond mine.


XML -

Im a novice programmer so I dont think XML should be too hard for me or Genevra. But if the graphical workload becomes too much I might need some help. Advices and tips are always welcomed.
Read the XML guides and it seems simple enough :)




I'm sure have missed some things now....
Critique away!
:)

Re: Realms of Fatiko(?) - Grid system map

Posted: Sun Aug 30, 2009 10:40 pm
by Evil DIMwit
The bonus drop chances for the half-continents would be tremendous. In fact, I think the chances of a game starting on this map where someone doesn't have a bonus to begin with might just be close to zero. You might consider dropping the half bonuses altogether; you seem to have enough going on in this map without them.

Re: Realms of Fatiko(?) - Grid system map

Posted: Sun Aug 30, 2009 10:51 pm
by Rakio
Yeah, the small zones(8 regions) would be easy to get half bonuses on. I could definitely drop half on those.
Then the questions would be if it would be worth the graphical space for just some half bonuses. I do like the concept.
Alternatively I could make this an Island, so the current map would get a beach border. 1 line added to each side so total of 10x10 regions. And you would only be able to start on the beach. Kinda of like Settlers :)
Red Blood and Brown Swamp area would have to be moved or have their bonuses relatively adjusted then + the rest too.
I dont think determined starting area would complicate things further?

Re: Realms of Fatiko(?) - Grid system map

Posted: Sun Aug 30, 2009 11:21 pm
by Evil DIMwit
That depends on what you mean by "complicate things". It would make the gameplay less simple but would certainly save headaches on calculating bonus drop chances.

Re: Realms of Fatiko(?) - Grid system map

Posted: Mon Aug 31, 2009 12:41 am
by Rakio
Image

I forgot to add a note about the potential new starting positions(beach area). Would it be needed?
This would allow the half bonuses without over-complicating things for the player. Nothing more to track during the game, only the start is different.

Makes a nicer story as well. A settlers story.
Change the title to "Discovering Land of Fatiko " or something similar. More original than Realm, since that is already used.
Could change the stars into gold mines and a diamond/gem mine to fit as well.

Re: Realms of Fatiko(?) - Grid system map

Posted: Mon Aug 31, 2009 12:52 am
by Evil DIMwit
Maybe in this case you shouldn't have regions of the land titled "sea" and "ocean."

Re: Realms of Fatiko(?) - Grid system map

Posted: Mon Aug 31, 2009 1:08 am
by Rakio
Well, they could be okey since this would only be a part of a larger island. At least one of them.
Tried to differentiate between a shallow and a deep sea/ocean. Could turn the sea into a lake/shore/bay, I suppose. Would be the easiest.

Re: Realms of Fatiko(?) - Grid system map

Posted: Wed Sep 02, 2009 1:13 am
by Rakio
Major graphic work , for this stage.
Added a poll.


Viewed the map in black and white to see if a colour blind person would be able to distinguis terrains.
Not sure if it works like that though...

Re: Realms of Fatiko(?) - Grid system map

Posted: Wed Sep 09, 2009 6:37 am
by Rakio
One week and no more comments :|



Are the graphics workable?

Is the gameplay attractive enough?
Maybe a plain grid system isnt so fun. That could easily be changed to make the lines more fluid or even implement borders.
So long as the general graphics get approved, there can be many adjustments.

Re: Discover & Settle - a new land.

Posted: Wed Sep 09, 2009 9:21 am
by Kabanellas
Hi Rakio!

Let’s see….. I really think that the Graphics need a push, a very big one in my opinion. Once you do that, try to make zone bonus more identifiable – i.e. those 2 regions that confront the lake, to which zone bonus do they belong? Fields or Lake?

Also, Evil might be right. Having a long shore line with sea and beach, makes it somewhat incoherent to have an inside zone named Sea. Maybe you should have 8 beach starting points around the edges of your square map (corners and middles). And they should not connect each other, so a player doesn’t kill the other in the first move.

I like the name "Discovering Land of Fatiko " ;)

Re: Discover & Settle - a new land.

Posted: Thu Sep 10, 2009 4:03 pm
by Rakio
Thanks for the comments Kabanellas.

In what direction do you think the graphics needs to be pushed?
More details? Naturalistic? Features?
Note that the latest map is only a .jpg and that a better quality .png is avaible if thats the issue...

About the confronted borders, they are supposed to be conflicted, they belong to both the Lake and Fields zones. So only one of the whole bonus would be active.

About the confusing Lake, Sea and Beach coords:
Imo a lake is smallar and more shallow than a sea, thus the difference in colour representing depth. The Lake is confined while the Sea is much bigger.
For the beaches, they are next to the ocean. An ocean is huge compared to a sea or a lake.
But yeah, if it is confusing, I could do other terrains.

Re: Discover & Settle - a new land.

Posted: Sun Sep 27, 2009 11:47 pm
by army of nobunaga
i like this a lot... i like the graphics... sometimes simple is better and more fun

Re: Discover & Settle - a new land.

Posted: Mon Sep 28, 2009 12:11 am
by SuicidalSnowman
army of nobunaga wrote:i like this a lot... i like the graphics... sometimes simple is better and more fun
I agree, this reminds me of an old PC strategy game.

I am really interested to see where this goes.

Re: Discover & Settle - a new land.

Posted: Fri Oct 09, 2009 10:04 am
by thenobodies80
Poll Result

What name/theme should it be?

Fantasy is Fine(Blood & Magic).....3.....19%

Natural is Nice.....2.....13%

Names: Realms Of Fatiko.....2.....13%

Settling of Fatiko.....1.....6%

Discovering of Fatiko.....2.....13%

Not Fatiko!.....1.....6%

Discover & Settle.....5.....31%

Total votes : 16

Re: Discover & Settle - a new land.

Posted: Fri Oct 09, 2009 10:06 am
by thenobodies80
[Moved]

It would appear that development of this map has stalled. If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system, after an update has been made. ;-)

Re: Discover & Settle - a new land.

Posted: Mon Jan 11, 2010 7:16 pm
by Rakio
how long can a map be in the trash can?

Re: Discover & Settle - a new land.

Posted: Mon Jan 11, 2010 7:16 pm
by natty dread
Rakio wrote:how long can a map be in the trash can?
Indefinitely I think.