I fixed a major bug, so the web version of Clash of Empires should now be running in any browser(not just Firefox).
Check it out here.
I fixed a major bug, so the web version of Clash of Empires should now be running in any browser(not just Firefox).
Check it out here.
I updated the online prototype for Clash of Empires.
If you are using Firefox, you can see a demo here.
I am currently talking a break from developing Clash of Empires to make an online implementation of the card game Dominion.
In March 2013, the unofficial implementation on Isotropic was forced to shut down because of the release of the official version on Goko.
The official version currently has several signficant issues.
A prototype of the game can be found here.
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I’m currently working on building a digital version of Clash of Empires that will be available for desktops and Android devices. I am no longer making a HTML5 version of the game due to performance issues.
http://youtu.be/2T8YCighjLw
I decided to stop working on adding complexity to the combat system for now. Clash of Empires already had a decent combat system, and I did not want to risk people losing interest because of the complexity. My plan is to keep the rules as simple as possible and introduce additional complexity in expansions.
Last year, I experimented with removing dice rolling from Clash of Empires and resolve combat by comparing army sizes in order to speed the game up. People who test Clash of Empires said they liked not having die rolling, so I decided to keep it out of the game.
However, I realized that the game could use a source of randomness to make sure the game did not become too predictable when the players followed the same strategy in different games. Initially, I considered having a map that was randomly generated as the game progressed. However, this ended up being an issue because the additional components and rules made things too confusing. I also considered randomly assigning territories to players at the beginning of the game, but realized that there would be issues where the distribution of starting territories had too much of an effect on the winner.
In June, I played a wargame called 1775 Rebellion, which used a card-driven system to resolve player actions. I enjoyed the game and felt that the card-driven system added a good amount of strategy.
I then thought about my experiences playing other card-driven games such as Memior 44, and decided that doing something similar would be a good idea for Clash of Empires. Each turn, players will draw a card and play a card. By playing a card, a player can take an action such as attacking or recruiting troops. In addition to adding randomness, these rules should allow turns to go faster and keep people engaged.
Another advantage of a card-driven system is that there are many ways of developing the idea further. Here are some possible ideas.
Over the past few months, I have realized that the small size of the game map combined with the fact that there is only one unit makes combat uninteresting. As a result, I am currently thinking of ways to improve combat. Over the past few months, two of my favorite combat-based board games have been Nexus Ops and Axis & Allies. Both these games successfully make a simple but deep combat system based on armies of units that battle together with a simple way of resolving casualties. My current plan is to implement a similar system and find a way to adjust it to work in real-time.
Nevertheless, there will still be challenges in implementing an effective user interface and making sure the number of unit types does not overwhelm new players.
In the original 2048 game, you had to form a 2048 tile on a 4*4 grid. Now you can customize the size of the grid and the victory condition. Go here to play.
Form a 128 tile using a 3×3 grid.
Note: It is strongly recommended that you use an updated version of Firefox. There are issues with animations and registering inputs in Internet Explorer and Chrome.
You can now play the latest version of Clash of Empires at the website here.
In order to add replay value and fix balance issues with the Clash of Empires map of Europe, I am going to experiment with having a randomly generated map over the course of the game.
The game will have terrain hexes as components instead of the game map. The map will start off as small and expand as players explore more terrain hexes.
Each player will place their capital hexes so that there are a certain number of unexplored hexes around it. Any territories surrounding a player capital will be considered “cores” for that player.