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  1. #1
    1 million users huh. Nice.

    My main site is getting close to that in recent months. Maybe soon.
    But that is mostly all JP people. Wonder how many JP nutaku get.. heh.

  2. #2

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    Quote Originally Posted by Kotono View Post
    1 million users huh. Nice.

    My main site is getting close to that in recent months. Maybe soon.
    But that is mostly all JP people. Wonder how many JP nutaku get.. heh.
    Not so many I believe, I think last I remember was around 25% US 6.3%, Germany, 4% Brazilian then France.... and so on. The Japanese that try to navigate to Nutaku are redirected to DMM.com and vice versa. Unless they use a proxy.

    What's your main site btw?

  3. #3
    Unregistered Guest
    Thing is Dragon Providence's set times means it's more likely people will be on at the same time to have interesting fights.

    With no set times, you need a much larger active player base to have a reliable chance of matching up with somebody any random time you attempt a PvP match. Which is why most "niche" online games I've played with "real" PvP usually have a set time during which it can occur, in order to concentrate everybody together.

    I would hope/expect there is some sort of fallback AI opponent (Asynchronous PvP? fighting somebody elses characters but controlled by AI?) if it takes too long to find an actual player doing PvP, or it seems likely it'll be hard to get going. Constantly attempting to do PvP but not finding a match will drop players fast, and the more drop, the harder it will be for remaining players to find a match. (I also assume there's some sort of time-out for turns. Turn based PvP sorta requires that or people can indefinitely stall a match if things aren't going well by simply not taking their turn.)

  4. #4
    It sounds like one of the ways they are trying to mitigate the problem of finding another player to play with is by trying to make it so that all versions of the game can match make with each other. They say they are making a clean version also that can be distributed on the app stores as well, and it sounds like they are going to try to make all those versions match make with each other. So it sounds like they are going to try to get the game into multiple markets to keep the game from being too "niche" to match make properly. (By the way, I really don't like the scheduled PvP in DP. I'd rather schedule my games around my life instead of scheduling my life around a game.)

    As for the turns, Primal Legends had time limits on each player's turns, so if you waited to long you would forfeit any moves you had left at the end of the turn time limit. I'm assuming CSL will do the same thing.
    Draghorn - The Business Dragon

  5. #5

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    Quote Originally Posted by Unregistered View Post
    I would hope/expect there is some sort of fallback AI opponent (Asynchronous PvP? fighting somebody elses characters but controlled by AI?))
    This is actually a really nice idea... We do have a pretty good AI at this stage in the PvE saga, we could add a Player Vs AI in PvP if the player doesn't find an opponent after x amount of time. Using Heroes from a player close to your own level and changing the name to something like "Jimmy - Bot"


    Quote Originally Posted by Draghorn View Post
    It sounds like one of the ways they are trying to mitigate the problem of finding another player to play with is by trying to make it so that all versions of the game can match make with each other. They say they are making a clean version also that can be distributed on the app stores as well, and it sounds like they are going to try to make all those versions match make with each other. So it sounds like they are going to try to get the game into multiple markets to keep the game from being too "niche" to match make properly. (By the way, I really don't like the scheduled PvP in DP. I'd rather schedule my games around my life instead of scheduling my life around a game.)

    As for the turns, Primal Legends had time limits on each player's turns, so if you waited to long you would forfeit any moves you had left at the end of the turn time limit. I'm assuming CSL will do the same thing.
    All totally correct, nice summary! The main challenge we have is rolling it out on enough platforms for launch. Each one has it's own payment systems and API's so it takes a little time to integrate safely. Nutaku continues to grow (despite the DMM games closing), but is it big enough to support a healthy PvP game environment. Probably not, if I was to guess. Throne of Legends will be a good test for the site in terms of PvP, just not sure if fans of that genre are up for getting into another hearthstone type game.

  6. #6
    Unregistered Guest
    FWIW, King's Raid has the type of Asynchronous AI fallback I was talking about.

    (that said, it's one of those real-time games that can pretty much play itself, though the user can turn off auto mode) If you're up against somebody that's actually online, there's a little "online" indicator on the initial matchup screen. If you're currently fighting AI when another player launches an arena fight, it'll pull you out of your current fight, (giving you a victory, though I strongly suspect you only get a fraction of the normal rank points for victory), to fight the new player.

    Incidentally, It's probably kind of strange for a match 3 game, but any thought to having an auto mode for people that don't like match 3 games, but like the art/collecting/building up characters?

  7. #7

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    Quote Originally Posted by Unregistered View Post
    Incidentally, It's probably kind of strange for a match 3 game, but any thought to having an auto mode for people that don't like match 3 games, but like the art/collecting/building up characters?
    Thanks for the suggestions, we'll look into the auto mode for sure and also check out this game you mention



    Here's a little sample of the Hero attack animations we're currently working on. We haven't tweaked timing and layering but you can get a little idea of the direction. Let us to know your thoughts


  8. #8
    Quote Originally Posted by 1Playa View Post
    What's your main site btw?
    I'm also the admin for Iwara.tv

  9. #9
    Unregistered Guest

    H-content

    Hi 1Playa!

    I've been lurking here for a while and the game looks really interesting! I'm 100% sure I'll give it a whirl when it comes out.
    I'm kind of curious how H-content is handled though. Will there be stuff like ''evolving'' that'll feature the girls in more seductive settings in the likes of Osawari Island, Pero Pero Seduction, Harem Heroes etc. or will the focus be on unlocking H-scenes by leveling up your girls?

    Maybe it's a bit of a stretch to expect it, especially with a SFW version being planned but the art of the girls looks really nice and being a sucker for stuff like evolving makes me anxious to know.

    Either way, the game looks awesome and I hope for a smooth launch for you guys in a couple of months!

  10. #10
    Unregistered Guest
    Quote Originally Posted by Unregistered View Post
    Hi 1Playa!

    I've been lurking here for a while and the game looks really interesting! I'm 100% sure I'll give it a whirl when it comes out.
    I'm kind of curious how H-content is handled though. Will there be stuff like ''evolving'' that'll feature the girls in more seductive settings in the likes of Osawari Island, Pero Pero Seduction, Harem Heroes etc. or will the focus be on unlocking H-scenes by leveling up your girls?

    Maybe it's a bit of a stretch to expect it, especially with a SFW version being planned but the art of the girls looks really nice and being a sucker for stuff like evolving makes me anxious to know.

    Either way, the game looks awesome and I hope for a smooth launch for you guys in a couple of months!
    Be very careful when you talk about "evolving". (or liking/wanting it) In a lot of games that means needing multiple copies of a unit to unlock it's evolution which is a horrible design. It scales very badly with the number of units. The more units the developers add to the game, the harder and harder it is to get enough duplicates to evolve them. You end up needing to have a bunch of "generic" evolver units that can evolve any unit, and then you may as well just get rid of the duplicate functionality. (or keep the number of units really really low, which also sucks)

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