(08-16-2025, 01:19 AM)Olorin Wrote: He is indeed getting help re-coding it. But that takes time, a lot of time. As in there are thousands of lines of code to check and re-do. In the meantime balancing the various Kingdoms and brigades will take a few days, the reinforcements,summons and companions adjustments a few weeks, and probably about the same for spells.
And I agree with Charles that the game interface needs to be used in the rewrite of the rulebook showing examples of use. Or a fast introduction showing same. I think an "Intro to Alamaze" showing an example turn being filled out with an explanation would be invaluable to a beginning player.
The above statement regarding, "...brigades will take a few days, reinforcements a few weeks, probably the same for spells."
This is exactly how NOT to roll out a new release. You don't see major corporations like Microsoft, IBM, and others say, "Hey, we're going throw in a few changes, see how they work out, then go from there." That's a recipe for disaster, and very haphazard-like and chaotic. It's sounds like a mess.
As a product manager, I'm in favor of waiting for a well-polished release.
In the past, wasn't that how it was previously handled (referring to the Uncle Mike's Corner posts). New releases were designed, fully tested, and well documented prior to implementing those changes to the players. Players weren't whiplashed over a multitude of changes over the course of a few weeks/months.
I know players want new things, so do I, but phasing in a multitude of changes over an extended period is going to be terrible. What will it be like for the players?
Brek mentioned that when he removes the Revelation spell, or make another change to brigades, it'll be immediate. However, what if I'm working towards developing that goal? Develop a wizard high enough to cast that spell, then all of a sudden, surprise you don't get it. Or, doing the same for recruiting companion brigades then all of a sudden, sorry, you don't get those either. Then after a while, say, whoops, we need to tweak that even further because it wasn't fully vetted, so get ready for a whipsaw-like action playing your kingdom. That'll suck and it gives the wrong impression that you're a player-friendly game.
I really prefer to wait for a well-polished, and fully tested release before rolling anything out. As a product manager, it'll be a disaster otherwise.
As for the introduction to the game, as a new player, I can say that the tutorial and rulebook were quite helpful in learning how to play the game. I don't understand all of the negative comments in this post.
There are helpful notes throughout the rulebook (and Help Guides page) on how to play the game with its interface, and tips to be better. For example, I'm in a game currently playing the Sorcerer and the Elf kingdom moved his main group at my capital. I followed the tip listed under the rulebook's "Quick Start Guide (Sample Turn 1 Actions)" to cast the death spell, and it ripped his group apart.
In the same turn, he attacked my capital that has a castle fortification that caused 54% damage to his weakened group. The Elf player really needs to read the rulebook to pick up on its tips. I did, and it just saved me in a game.
So, I disagree that the intro to the game isn't any good, and that the rulebook is lousy. Sure, improvements can be made in just about everything, but I feel that it was one of the better aspects to the game (compared to others). Alamaze is very complex, providing tips on the behind the scenes that new players wouldn't know about, is a great aid and makes the game that much more enjoyable.
Going back to this thread's topic, hopefully, after reading this some players may agree and feel that waiting for a well-polished and fully tested release would be better for the whole community.