EWA preview: XP and gold

Filed under EWA Preview on February 1, 2008
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In the last Eternal Warlords preview, I talked about a unit’s secondary attributes, which included Level and Cost. The level of a unit is a general gauge of its power. The higher the level, the more powerful the unit.
A unit’s level also helps determine how much experience the player gains. The difference in levels between [...]

EWA preview: more on units

Filed under EWA Preview on January 25, 2008
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I revealed the primary attributes of the EWA units on Wednesday. Today, I’m going to talk about their secondary attributes.
Now that I have the spreadsheet in front of me, I see that I forgot a couple primary attributes: Area and Fatigue. Area is the area of effect a unit’s attack has. Fatigue is the number [...]

EWA preview: the units

Filed under EWA Preview on January 23, 2008
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On Monday, I talked about the different game interfaces for Eternal Warlords: Arena. I’m going to split the discussion of the units into two parts. Today, we’ll talk about the eight primary attributes of a unit.
Let’s start with a definition of what I mean by a unit. The unit is the principle game piece of [...]

EWA preview: part 1

Filed under EWA Preview on January 21, 2008
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I can’t tell you how excited I am that we are less than 3 weeks away from finishing the alpha development cycle for Eternal Warlords: Arena. We have been working on this game since October 2006. It’s been hard keeping tight-lipped about the details of the game itself, but I feel like it’s time to [...]

It’s alive!

Filed under Design Diary on January 17, 2008
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We are now officially 3 weeks from an alpha release of Eternal Warlords: Arena. Chris (Wan Gai’s secret identity) finally triumphed over our rebellious Suse Linux Enterprise server this weekend. We hooked it up in the colo data center yesterday–and had a brief moment of panic when we couldn’t ping the gateway before we realized [...]