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Scenario & Campaign Development • A bit of feedback

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Finally got to play both this and your newest creation, Waves of Distant Shore. I've enjoyed both of them quite a bit.
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I also like how the heroine's thirst for vengeance is stronger than even her friendships and loves.
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I also love how you used the old Li'sar sprites, I'll always prefer them to the current ones and it's nice to them again. That being said, the starting one without the sword lacks the hand as well and it looks quite bad imo. Did a quick franken to see how she would look with the left hand mirrored, but I think a real artist would gladly fix it for you much better than I can.
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I've also noticed that this campaign is a bit less polished that your newer ones, which is of course understandable given its age and the rate of your improvement as a creator. There are two cases in the campaign of you killing an enemy with him disappearing, but still talking and even doing things, such as
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I think there's a die event there instead of last breath one that would me more suitable. Another neat improvement would be to properly animate killing and harming actions in the cutscenes with [harm_unit].
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Also if you actually defeat Ondalrs in a fight (which is just barely possible if you get lucky), you get an achievement, but the elf still behaves as if he defeated you later in the dialogue (says something like "you can't even protect yourself").

In the scenario where Vilerel visits the garrison with her father, you can see the HP numbers hover above the harmed units on turn 1. I've actually dealt with the very same problem in the S1 of The Rootless and there is a solution. Basically the best way is to just store the spawned units and then lower the HP value in the variable, then unstore them again. See the XP_HP_UNIT TYPE XY FACING macro in The Rootless/utils/macros.cfg for reference if you're interested. It does some extra bits as well, such as randomly selecting the damage done to the units.

You clearly like using items a lot and I don't mind, it fits the RPG vibe of the campaign well. That being said, some items don't find much use, with the biggest offender being the flask of poison in the final scenario.
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I've also noticed some spelling / grammar issues, will send these via DM so it doesn't take too much space here. The text would benefit a lot if a native speaker went through it, English isn't my first language either. :)

As a final point I should mention you're the master of map making and atmosphere. You can make maps both play great and look gorgeous and they just draw you in. I adore the orange - brown palette you've used in the Tears of Vengeance opening cutscene and I love how you bring attention to the turn limit just by changing the schedule and covering the map in fog. Extremely cool detail, wish more campaigns did that.

Overall I liked it a lot, especially story-wise. Will also write feedback for Waves of Distant Shore in the near future. :)

Statistics: Posted by Anekron — 57 minutes ago



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