The future of Invasion from the Unknown (and After the Storm, sort of)

Comments

Posted on
Kiith-Sa said:
While IftU is far from perfect, I think it's still better storywise than all mainline (and most addon) campaigns.

That said, I do think AtS has a much better story/characters (although there are a few examples of cringe-worthy dialogues), so I'm looking forward to the changes.

IftU gameplay is sometimes good, sometimes boring (esp. towards the end- AtS did this much better), and generally inconsistent.

About the nil reaction to AtS: There was pretty much nil marketing. And I don't mean "terrorizing people about my project", I mean just making it visible. Pretty much the only people exposed to AtS are hardcore Wesnoth players who played IftU and people following Wesnoth development. Among other things there is no thread in Add-on feedback.

Its relatively hard difficulty also limits the audience somewhat, esp. any potential 'new' players. Although it's not really _that_ hard - but I suspect quite a few new players browsing the next addon campaign to play are turned off by "this campaign will murder you and play DiD/IftU first" on the beginning. That made me delay playing IftU after I ran out of all mainline and most major addon campaigns.

I also think AtS might stand on its own due to its quality, e.g. you might try to mention it on some indie or modding related subreddits, forums like TIGSource, communities like ModDB/IndieDB, etc. Even RPGCodex perhaps, although that might or might not be a good idea. I.e. stuff outside of Wesnoth community. You might even find contributors or at least make more people aware that Wesnoth exists.

In the extreme overkill case, you could create a gutted Wesnoth build replacing HttT with AtS, and present it as a separate game, like some SpringRTS mods.



Ah well. I wrote a massive wall of text on a random blog again. That's what happens when it's 5:00 AM and I need to go sleep.
Posted on
shadowmaster said:
> About the nil reaction to AtS: There was pretty much nil marketing. And I
> don't mean "terrorizing people about my project", I mean just making it
> visible. Pretty much the only people exposed to AtS are hardcore Wesnoth
> players who played IftU and people following Wesnoth development. Among other
> things there is no thread in Add-on feedback.

There are actually two reasons because of which AtS has no presence in Add-on Feedback.

First, the campaign was only completed relatively recently, and that forum section currently only accepts complete add-ons. Second, although I was one of the earliest supporters of the Add-on Feedback section back when Turuk introduced it, over time it has become more of a burden than a useful tool for me. Even when I was still maintaining IftU, after a while I couldn’t be bothered to pay attention to posts in the campaign’s feedback thread because they were repetitive and mostly the same things I was already getting in the main development thread, interspersed with bug reports and gameplay questions in *both* threads. Essentially, I had to watch and read two threads when I could have just used a single one.

Making Add-on Feedback (and Mainline Campaigns Feedback) better and more enticing to manage and use technically falls into forum administration territory, but we have discussed the matter internally plenty of times since Turuk left and the only thing we have been able to agree on so far as that the forums aren’t the most suitable medium for the level of organization encouraged by this kind of thing.

I am not really the only one who has tried out Add-on Feedback and ultimately abandoned it in favor of a unique thread for all forms of feedback, either. [1]

[1] http://r.wesnoth.org/p527899

Re promoting outside of the Wesnoth community: neither IftU nor AtS seem impressive or groundbreaking to me in a broader context. I am fairly sure that I haven’t done anything that hasn’t been already done better in some other (more flexible) game engine. And even within Wesnoth, my approach is really, really conservative due to the constraints of the medium; I haven’t tried out many other add-ons, but it isn’t hard to see why attempting to do anything more innovative would quickly become a coder’s nightmare, once you have become familiarized with Wesnoth’s flaws and lacks from the inside as a mainline developer.
Posted on
David Paul said:
I thought 'After The Storm' was brilliant. I just played through the three parts and thought the plot and balancing were excellent. It was like reading a very good SF novel, and now I'm sitting on the edge of my seat hoping that you will make a sequel -though I know it would take a lot of time to do something of the same quality of 'After The Storm'.

I just stumbled across it, so it may well be true that there isn't a lot of marketing, but I don't pay much attention to the forums these days. It probably needs something like a Facebook page to lift it. Do you have a Facebook page for your two campaigns? Something like that would reach out to a lot of new people. I made a Facebook page a couple of years ago, and it now has 250,000 fans. It's amazing how word can get around.

I found 'Blood Turn' quite difficult at first, but once I could isolate 'Zhangor' from his base, it was quite easy. An inexperienced player could find it quite difficult to discover this and might need some kind of hint.

One thing I found was that in Destiny Part 1, Durvan couldn't recruit or recall any units. It was just him. If this was on purpose, I think some kind of explanation is needed. It was possible to win without any of his units, but this may have been because I have been playing Wesnoth for years.

I tried the ipad version first, but it didn't work well (you replied to my comment on this on the forum), so decided to play on my MAC. It was the right decision. It was a brilliant game. Thank you!
Posted on
shadowmaster said:
> Do you have a Facebook page for your two campaigns?

Nah. I don’t use Facebook.

> One thing I found was that in Destiny Part 1, Durvan couldn't recruit or recall any units. It was just him.

This is definitely a bug. What Wesnoth version? Only 1.10.x and 1.11.5 are explicitly supported, and version 1.11.1 in particular is known to cause all kinds of problems during that segment.
Posted on
David Paul said:
I'm using 1.10.5
Posted on
David Paul said:
Durvan also couldn't recruit or recall in Destiny part 2.
Posted on
shadowmaster said:
Okay, I couldn’t reproduce that with the latest version (0.9.6) on the 1.10.7 codebase. If you could post a saved game of Destiny pt. 1 in the forum thread [1] I might be able to look into it.

[1] http://r.wesnoth.org/t32091

(Admittedly, the last time I playtested the campaign on 1.10.x was for version 0.8.90, but I have made no changes since then that could result in differences between 1.11.x and 1.10.x other than aesthetics.)

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