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Topics - Psyclone

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SpiritWars Discussion / New Spirit Gallery
« on: December 03, 2013, 12:22:54 PM »
Back in 2001 I made a massive spreadsheet with all the spirits and filters.  I shared it with Randy and a few other players, but never posted it online anywhere since it wasn't as easy to do back then.  About a year ago I posted it on Google docs or something like that and had a link to it somewhere in this forum. 

With the new beta coming and after visiting ShaoLin's Spirit Gallery again a couple weeks ago, I figured that it would be nice to get some kind of Spirit Gallery online so I created a new Spirit Gallery.  It was a free domain, but there doesn't seem to be any annoying advertisements other than the small bar at the bottom which is hardly noticeable.

I basically uploaded several images of the spreadsheet.  You can view the spirits by Homeland and Type (energy, combat, defender, spell).  I used photoshop to update the resolution of almost all of the icons. Hope that is ok Lyn.

I had trouble reducing the spreadsheet in size as there's a lot of columns of information.  I was able to get it down to 1366 pixels wide though which should be viewable without a horizontal scrollbar on most laptops and desktops.  It probably won't look as good on tablets or cell phones since it will be too wide.  Anyways, here's the link...

http://psyclone625.wix.com/spiritgallery

Just a heads up, since I was restricted to using their web builder software instead of my own, I was limited to only being able to use basic buttons and images.  Therefore, when you press a button to search by type or homeland it loads a new page.  It loads pretty fast, but sometimes you have to wait a second or two before pressing another button.  It's really only noticeable at the start when you choose a spirit type and homeland and not really that big of a deal.

Unfortunately, I couldn't do much else as I would have liked to have had more filtering options, but it still gets the job done.

Please let me know if you find any errors, issues, mistakes, etc.

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SpiritWars Discussion / Shao Lin's SpiritWars Temple
« on: November 21, 2013, 12:21:50 AM »
Not sure if any of you remember this website or not but believe it or not it has been continuously up for at least 14 years now.  I've had it bookmarked forever and checked it every couple years.  The site says it was last updated 2-14-00.

http://www.angelfire.com/yt/shaolin/

 :)

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General Development Notes / Wikia page
« on: November 03, 2013, 03:50:28 AM »
Not sure which forum to put this in, but I was thinking about a wikia page for the upcoming re-release of SpiritWars.  I wrote almost the entire wiki page a couple years ago, but it isn't a true wiki page.

I was curious if there was ever a wikia page and found this...

http://spiritwars.wikia.com/wiki/Spirit_Wars

Apparently, there's another game called Spirit Wars and it has a wikia page.

I don't really know the difference between a wiki page and a wikia page to be honest. Just wanted to bring this to your attention.

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SpiritWars Discussion / Spirit Gallery
« on: January 02, 2013, 04:56:45 AM »
Here's a link to a Spirit Gallery for everyone's reference.

I made this spreadsheet over 10 years ago, but never had a way to upload it to the internet to share with everyone.  Please let me know if the link works or not, this was my first time using Google Documents.  For some reason, the two right-most columns got chopped off.  They were the "Spell Cost" (energy cost for spirits to use their abilities, e.g. - Drylands Shaman) and "Max per Dungeon" (maximum copies of a spirit per dungeon, either 1 or 5, and you can most likely figure out which was which).

https://docs.google.com/open?id=0B3ZPAYwTkPl5dG9fcExjLUQ2dEE

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Forum Bugs, Suggestions, Complaints / Suggestions for SpiritWars 2013
« on: December 29, 2012, 12:51:46 PM »
MOST OF THIS IS JUST SOME IDEAS TO THROW OUT THERE.  I FIGURE NOW IS THE BEST TIME TO TALK ABOUT THIS IF SOMEONE IS GOING TO BE REBUILDING THE GAME FROM SCRATCH.

IMPLEMENT AI IF POSSIBLE

If you can implement AI (Computer Opponent), that will really open up the possibilities with this game. 
  • TUTORIALS - Players can play against the computer starting out to learn the game, earn basic cards by defeating the computer as they level up (gain experience).  For example, one of the initial opponents in the tutorial could introduce the player to scouts and explain their benefit.  Upon completing the scouting tutorial, they are awarded a couple scout spirits to add to their kingdom. Have them learn what defenders and spells are and award those at the end of their respective tutorials as well.  Next, have them build a small deck (maybe 10 spirits) and give them advice on what to their dungeon.  Once they are able to beat the tutorials, open the game up to PvP, Raids, Campaigns, Tournaments, etc. and let them try to build full decks and populate their kingdom with spirits.
     
  • CAMPAIGNS (SCENARIOS) - Have challenging campaigns and campaign packages (which have a cost to enter) in which a player has to defeat certain themed decks, or fight epic mythical battles, special maps, etc., using either their decks or a provided deck.  Have increasing difficulty levels and offer rewards (gold, spirits, etc.) for defeating each campaign.  A campaign may have multiple levels/sub-campaigns.
     
  • RAIDS - Multi-player team challenges where players team up to fight tough challenges, raid bosses, etc.  For example, a 2-player raid might be a slightly larger map where 2 players have to work together to take out a computer army, or defeat a dragon with unique abilities (like double strike, or an AoE flame breath).
LEVELING/EXPERIENCE SYSTEM

As players complete campaigns and win battles, they earn experience.  As they level up, players receive rewards, such as gold to be used to purchase card packs, or a unique spirit.  For example, for reaching level 4, a player might receive 200g. At level 5, he is awarded an Apulian Lancer or Lowlands Skeleton.  As players level up, different Campaigns, Tournaments, Raids, etc., become unlocked.

CASTLE SPIRITS

A lot of CCG's went away from a generic health pool (such as 20 life in MTG or a castle with 10 defense in SpiritWars) and introduced multiple General/Commander/Structure/Castles cards to replace it with different amounts of health and sometimes special abilities or attributes.  I think this would work great for SpiritWars and would be a good way to introduce quite a few more cards to the game, which is something that will be greatly needed moving forward.  SpiritWars would have various Castles that players had to acquire either through card packs, win in campaigns or tournaments, as a reward for leveling, beating a raid boss, etc.  They should still be very basic (not overpowered), but have slight modifications/enhancements.

For example...
    Starter Castle #1 - 8 health
    Starter Castle #2 - 9 health
    Basic Castle - 10 health (reward for reaching level X, something everyone receives relatively early into the game at an early level)
    Castle #1 - 10 health + 5% extra gold for win
    Castle #2 - 10 health + 5% extra xp for win
    Castle #3 - 8 health + regen 1 health at the beginning of each round if health is less than 4
    Castle #4 - 9 health, 3 vision (instead of 2)
    Castle #5 - 12 health, 1 vision (instead of 2)
    Castle #6 - 10 health, can heal 1 health to adjacent unit at start of turn (3 round cooldown after use)
    Castle #7 - 10 health, takes 1 less damage from ranged attacks
    Castle #8 - 6 health, armor 1 (takes 1 less damage from each melee attack)
    Castle #9 (rare) - 11 health
    Castle #10 (ultra rare) - 12 health
    Castle #11 - 10 health, +1 health to all friendly defenders
    Castle #12 - 10 health, +1 power to all friendly defenders
    ...

ACHIEVEMENTS
 
I think most players are familiar with achievements as well.  Achievements can reward small bonuses like gold, a special card, unlock a campaign/raid, unlock other perks, etc.  Here's some examples of possible achievements, some of which are easy to achieve and others quite difficult.  Some will have to be accomplished against the computer/campaigns to avoid sandbagging or achievement trading.  Most of the achievements would have a witty name, such as "Animal Lover".  Here's some examples...

    Reach level 10/20/30/40/50/etc
    Complete 10/25/50/etc campaigns
    Win 1/10/25/100/500/1000/etc games
    Enter 1/10/25/etc tournament(s)
    Win 1/5/10/etc tournament(s)
    Acquire every basic (core) spirit
    Acquire every (insert expansion here) spirit
    Achieve a PvP rating of 1000/1200/1400/1600/1800/2000/etc
    Kill 1/5/10/etc raid boss(es)
    Defeat campaign X without using a combat spirit with an attack above 1
    PACIFIST - Defeat a specific campaign without killing a combat unit
    A RARE FIND - Acquire a rare spirit
    MEDIUM RARE - Kill a rare spirit
    Acquire a diety
    Kill a diety
    WHERE'S MY BUBBLE GUM? - Buy a card pack
    Kill unit X in campaign Y and win the game
    Do X in campaign Y and win the game
    Defeat campaign X without using a specific spirit/homeland/ability/attribute - for example, beat campaign X without using Black Death
    ANIMAL LOVER - collect at least one of each type of animal (Rodent, Feline, Canine, Swine, Reptile, Ursine, etc)
    WHEN IN ROME - collect all 19 Roman spirits
    TAKE ME TO YOUR LEADER - collect 5 Leader Spirits (13 total)
    TAKE ME TO YOUR LEADER 2 - collect 10 Leader Spirits (13 total)
    THE GOOD, THE BAD, AND THE UGLY - Collect "Baldur the Good", "Armasi Assassin" and "Medusa"

    OK, a lot of the names are pretty lame, but you get the drift.

    Some collection/library achievements could just be a common grouping ("Animal Lover" or witty combination ("The Good, The Bad And The Ugly").  Some of them would be relatively easy to achieve and others extremely difficult.
    ...

TITLES

Allow players to add titles to their name for certain accomplishments.  For example, any player who defeats an extremely difficult raid boss that is a dragon could get the title "Dragonslayer" after their name, such as Psyclone the Dragonslayer.

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