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Default Strategy Informer - Worlds of Magic Interview

April 19th, 2013, 15:30
Strategy Informer has an interiview with Leszek Lisowski of Wastelands Interactive, and Aaron Ethridge of newcomers Lucid Dreamers.
Strategy Informer: To start off, could you give our readers an overview of the features of Worlds of Magic?

Aaron Ethridge: Absolutely. It’s really a long list of features. I think the first one that really needs to be mentioned is that we are working hard to give birth to a real spiritual successor to Master of Magic. That may not seem like a feature to some, but it definitely is to us.

Strategy Informer:
One of the key features in the original and in Worlds of Magic is the use of procedural generation to create the World Maps. How difficult is it to create a world generation system that produces something inherently playable?

Aaron Ethridge: At the basic level, it’s actually relatively simple, mainly because it is based on some mathematical algorithms that are old and very well established. We’re using the Diamond-Square algorithm to produce our base terrain, and the original used something very similar.

Strategy Informer: The recurrent issue with 4X games has always been the late-game: the amount of micro-management required by that stage and also just keeping things interesting. Are there steps you’ve taken to ensure that Worlds of Magic remains compelling as you get to the later stages of a game, especially considering some of the huge World Maps you’ve talked about?

Aaron Ethridge: This is something we’ve got our eye on and are very aware of. We’ve got some ideas, but at the current stage of development we can’t really talk about specifics, because we have made no firm decision.

We’ve got a lot of ideas floating about, one of them being that as the game progresses we open up more and more earth-shattering, game-changing spells. so the player has access to things that will speed along the end game. Master of Magic to a certain extent did that with the Spell of Mastery, and we have an implementation of that that we call the Spell of Domination. That’s one of the things we plan to implement.
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April 19th, 2013, 15:30
"Strategy Informer: To start off, could you give our readers an overview of the features of Worlds of Magic?

Aaron Ethridge: Absolutely. It’s really a long list of features. I think the first one that really needs to be mentioned is that we are working hard to give birth to a real spiritual successor to Master of Magic. That may not seem like a feature to some, but it definitely is to us."

**rollseyes**

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April 19th, 2013, 15:40
Originally Posted by killias2 View Post
"Strategy Informer: To start off, could you give our readers an overview of the features of Worlds of Magic?

Aaron Ethridge: Absolutely. It’s really a long list of features. I think the first one that really needs to be mentioned is that we are working hard to give birth to a real spiritual successor to Master of Magic. That may not seem like a feature to some, but it definitely is to us."

**rollseyes**
Well it's Strategy Informer. There is more to that but it's to long to put in a newsbit.
Right now we have six different factions, four of which are decided, two of which are still open to the public. We’re going to have votes to decide on the last two factions that make it into the game, merely because, with such limited space, we want to make sure we’re giving people exactly what they really want.

The factions play differently, again much like in the original. When you pick a faction, to a certain extent you’re picking a play style. Each of those factions has a number of units, and we have units that don’t fit into any particular faction that you’ll encounter as guardians of particular places or monsters wandering the map.

We’ve expanded upon the whole idea of magic with Worlds of Magic. We offer twelve different spell circles, where spells are sorted by the element they derive their power from, such as fire or water, or the effect that the spell has, such as destruction or augmentation. The reason we decided to do this was that it allowed players to more finitely control the spells they have access to so they can further define their sorcerer. They can create a leader who has access to certain spell circles, pick a faction and really build a play style.

We’re going to have over 300 spells in the game; these are going to be on both the Battle and World Maps. Some spells will affect units and deal direct damage. Meanwhile terraforming spells improve the land around where you’ve built a city.

We’ve added a number of different Planes to explore. We have the Prime Material Plane which is basically a fantasized natural planet, and then six Elemental Planes which are twisted by elemental energies such as fire.

The game has a number of special units that you can recruit or encounter. We’ve got heroes and champions that you can equip with magical items or equipment. All the units in the game gain experience, so even the humble starting units, if you level them up to Elite status, they can be a real fighting force. And then there are things we call Titans - mega-beasts that wander the earth causing all kinds of havoc.

Sorry if I’ve run on [laughs] but that’s a very basic overview to be honest. I could go on and on!

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