The Sinister Design Forums

Games => Telepath Tactics (2015) => Topic started by: CraigStern on February 27, 2013, 01:57:52 PM

Poll
Question: What stretch goals should Telepath Tactics have in the upcoming Kickstarter campaign?
Option 1: mobile ports (iOS / Android) votes: 18
Option 2: a desert tileset votes: 5
Option 3: a shadowling city tileset votes: 8
Option 4: a dungeon tileset with traps, openable doors, scripted levers and buttons votes: 28
Option 5: randomized battlefield generation votes: 25
Option 6: extra NPCs with animated sprites votes: 13
Option 7: extra character classes with animated sprites votes: 36
Option 8: voice acting for the main campaign votes: 4
Option 9: an extra branch in the main campaign votes: 21
Option 10: professional, original sound effects votes: 8
Option 11: other (list below) votes: 7
Title: Telepath Tactics stretch goals: come vote!
Post by: CraigStern on February 27, 2013, 01:57:52 PM
The Telepath Tactics Kickstarter Campaign begins on March 14th. Pick your top 3 stretch goals representing stuff you want to have in Telepath Tactics!
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: StromIV on February 27, 2013, 02:59:41 PM
I picked these:
a desert tileset
a shadowling city tileset
a dungeon tileset with traps, openable doors, scripted levers and buttons

I am more of a fan of extra areas to work in.  I don't think the mobile version should be a big deal though.  That is something that could come after the initial release.  I would rather funding go into adding as much stuff into the original game as possible, and then once the title is released and funds start coming in, then work on additional platforms.

If I had to choose an order for other things I would vote like this (highest priority to lowest):
an extra branch in the main campaign
extra character classes
extra NPCs
randomized battlefield generation
voice acting for the main campaign
professional, original sound effects
mobile ports (iOS / Android)
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: CraigStern on February 27, 2013, 03:01:17 PM
Got it. Thanks for weighing in! ;)
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: Danceman on February 27, 2013, 03:03:58 PM
I selected
randomized battlefield generation
mobile ports (iOS / Android)
and Other

My other would be a score system (ex: rtype tactics) for a challenge campaign, just battles of each level of the AI with a global score boardPOGFDW
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: Blackstaff on February 27, 2013, 03:22:26 PM
I'm for

Dungeon tile set
Extra character classes
Extra branching campaign

More choice -------> Better game  :)
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: CraigStern on February 27, 2013, 03:26:43 PM
Got it. Thanks, guys!
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: Ertxiem on February 27, 2013, 05:01:23 PM
I agree that more choice means that the game has more potential to attract more people.

I chose in decreasing order:
- A dungeon tileset with traps, openable doors, scripted levers and buttons;
- Extra character classes;
- And randomized battlefield generation - a good generation can bring us to play again.

Thanks for hearing us (once more), Craig.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: ArtDrake on February 27, 2013, 05:09:32 PM
I only chose Other, since while it's not a comparable amount of work to doing three of the goals, I am very much in favor of continuing to lend support to game modification and campaign creation. If you were going to keep going as you were with that anyway, well, there's really naught more I'd want anyway.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: bugfartboy on February 27, 2013, 07:00:11 PM
Other: I think it would be interesting to see more interactions between battles and dialogue: i.e. Certain attacks triggering specific conversations (A special "Talk" attack to use in maps designed for exploration: Such as in attempting to recreate TRPG2 and possibly TSoG.)

Second to that I voted for the dungeon tileset, followed by the mobile port- I mean extra NPC Character sprites.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: SmartyPants on February 27, 2013, 08:36:32 PM
I want to see more tiles and more character spirtes, so we can see more variation in storytelling and gameplay.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: SmartyPants on February 28, 2013, 12:41:17 PM
What do you mean by "extra NPCs"?  Does that just mean more characters in the game?
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: CraigStern on February 28, 2013, 01:11:45 PM
Thanks for the feedback, guys!

Quote from: SmartyPants on February 28, 2013, 12:41:17 PM
What do you mean by "extra NPCs"?  Does that just mean more characters in the game?

Well, yes: but it also means more animated sprites that can be used for NPCs in campaigns. (Think various civilians of differing ages and genders, children, different types of shadowlings and lizardmen, etc.)
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: SmartyPants on February 28, 2013, 07:45:07 PM
If I had known that, then I would have voted for "extra NPCs". :(

I thought you just met more NPC characters using the sprites you already have available.  Maybe you should change the name to "extra NPC animated sprites" to avoid more confusion.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: CraigStern on February 28, 2013, 10:21:40 PM
I just updated the wording; you can change your vote if you like.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: borsook on March 03, 2013, 03:50:55 AM
I have a feeling too many of the goals are stuff that's appealing to modders, but not necessarily to people who just want to play the game...
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: SmartyPants on March 03, 2013, 02:10:58 PM
I think the extra resources including extra sprites and tiles will be of help to the original developer as much as the modders.  Extra tiles will ensure more vairation in the Campaign and Multiplayer maps, while more sprite animations will ensure more unique characters and better storytelling.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: the_question on March 13, 2013, 10:23:49 AM
my votes:


-a dungeon tileset with traps, openable doors, scripted levers and buttons
-*Different difficulty levels (maybe 3??)
-Extra resources to create character classes and sprites (specifically in the *execution style of Telepath Tactics, not to be confused with copying other artists work)

little fond of the last one
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: CraigStern on March 13, 2013, 11:01:15 AM
Quote from: the_question on March 13, 2013, 10:23:49 AM
-Extra resources to create character classes and sprites (specifically in the style of Telepath Tactics)

Interesting. So, templates and such? Or were you thinking an actual program?
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: the_question on March 13, 2013, 08:29:13 PM
Thanks for staying sharp and continuing to check this Craig!

Quote from: borsook on March 03, 2013, 03:50:55 AM
I have a feeling too many of the goals are stuff that's appealing to modders, but not necessarily to people who just want to play the game...

That is because Telepath Tactics is unlike any other tactics game, it has the ability to be customize in a way that fans from other series could only dream of.  Just take a look at this site: 
http://ffhacktics.com/ (http://ffhacktics.com/)
They have been practically in love with a game for like a decade; however, the work around is really not meant for "non-modders" simply due to the difficulty required in the learning curve.  Especially the lack of resources made, given that Square Enix does not want them modding. 

So as a player I think you would be happy to have a modding community that would invite you to be a playtester or have added content that "keeps on rolling out". 


Quote from: CraigStern on March 13, 2013, 11:01:15 AM
Quote from: the_question on March 13, 2013, 10:23:49 AM
-Extra resources to create character classes and sprites (specifically in the style of Telepath Tactics)

Interesting. So, templates and such? Or were you thinking an actual program?

I was thinking of maybe a tutorial that shows us how you edited the coded or got a character class to function the way it is in your game.  I know this goes hand in hand with the sprite animations/sprites, so a explanation of this would be really helpful as to how you put it all together. 

As far as program goes idk, most sprite editing can be done in any paint program.  So maybe an explanation of simply how you take .gif (animations) and plug them into your program...   Oh and idk if it really matters if the sprite style clashes given that you artist probably want to take credit for their work.   So maybe emphasizing to probably credit other people would be gr8! 

Does that help?

*edited vote choices above*
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: CraigStern on March 13, 2013, 08:53:33 PM
Oh, yeah, of course! I'm actually including a reference for modders in the game manual--it's still in progress, but you can see portions of it already in the current draft: http://sinisterdesign.net/Downloads/Telepath%20Tactics%20Manual.pdf (http://sinisterdesign.net/Downloads/Telepath%20Tactics%20Manual.pdf)

Once the game's features are more settled, I'll probably produce a series of videos like this (https://www.youtube.com/watch?v=JrlcplUfqvI) and this (https://www.youtube.com/watch?v=mx7zbkKcZq4) going step by step through how to mod in content. ;)
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: JPP on March 14, 2013, 08:42:08 AM
This game would be perfect on a tablet so a mobile port is a must!

I strongly recommend you aim for Android first because the submission process is a LOT easier and you can update the game anytime you want.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: CraigStern on March 14, 2013, 02:33:04 PM
Thanks for the feedback. ;)
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: Recknar on March 14, 2013, 09:40:08 PM
I would tend to agree that the game would be successful on tablets. But I think the priority should be getting as much gameplay related stuff and content out.

Voted for extra branch of campaign, character classes and dungeon tileset. After that I would go for the other 2 tilesets, sound effects and NPC's.

Out of curiosity, will this game have optional sidequests like in Fire Emblem? On one hand their being optional always seemed to be mostly pointless because of course I was going to accept them! But on the other hand, I feel they did add something to the story with the extra bit of character development/background information they offered and the feeling that I COULD choose to refuse them.

Was just thinking that the extra branch of the campaign could be added in this way, additional missions along the way, optional but with their own story.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: ArtDrake on March 14, 2013, 11:11:41 PM
[I hope it's okay for me to respond a little bit here, even though this isn't really a discussion thread]

The issue of optional sidequests' optionality being mostly pointless is interesting -- I would think the crux of the issue is that in most games, there's zero opportunity cost for taking on a sidequest. If there is, it's because it's one of the central, well-thought-out elements of a game. But even a little opportunity cost, like time lost, or losing the chance to recruit a character, or angering one group because you were seen assisting another, would be nice in games that have those optional sidequests, so it's actually a practical choice rather than a decision between experiencing more content or missing out on it.

[Note: I'm not here to demand that you do this, Craig. By the very fact that this thread is about stretch goals, I can tell you're, well, stretched. Although, should you happen to choose to have sidequests, I feel that a legitimate opportunity cost to undertaking them would be yet another interesting element in this already unconventionally awesome game.]
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: Recknar on March 15, 2013, 01:06:41 AM
Well its somewhat relevant to stretch goals, maybe.

With the sidequests being optional, I was only thinking of Fire Emblem at the time where I literally could see no point to not taking the sidequest. Unless someone wanted to get the game over and done with? But then I'd say the TBT genre while not exactly niche, is a genre where it's very easy to know if you enjoy games in it or if you don't. So the number of people who would skip sidequests that have no opportunity cost would be very small.

So yes you're right, implementing opportunity cost in the way you've suggested is something that sounds enjoyable. Choice in video games, almost always a plus, also creates a reason to replay the game.

But I was talking specifically about the extra branch in the campaign. If its something heavy with story content than it maybe isn't something you'd want to have a large opportunity cost. But having a series of optional missions along the way telling this additional story in pieces is maybe one way to do this extra campaign branch. It would create the opportunity to extend the campaign and possibly be more interesting to write/read because more details about the world and characters could be revealed. As opposed to just having a fork in the road, having the choice of following one characters trek through haunted forest or another's charge through enemy territory for example.

Title: Re: Telepath Tactics stretch goals: come vote!
Post by: ExplodingBanana on March 15, 2013, 05:43:29 AM
Hello. I voted for tilesets and NPCs, because I'm most interested in the modding aspects of the game.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: CraigStern on March 15, 2013, 07:25:03 AM
Thanks for the feedback, guys. ;)

I know of exactly one Fire Emblem game that had a branch like that, Recknar; Fire Emblem: The Sacred Stones. The campaign forked about 1/3 of the way through, then came back together something like 2/3 of the way through. It was a little weird, because it actually served double duty as a sort of difficulty selection. (You were told up-front which way would be harder.)
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: EllTee424 on March 15, 2013, 10:51:28 AM
Mobile (android) would be great.  Even better would be if the game would sync status between PC and android ;)

Tactics games like this would be perfect for the mobile "pick up and play a little bit whenever you can" that seems to limit my gaming these days.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: Lukez on March 15, 2013, 11:24:19 AM
My first choice is more classes. I would also argue AGAINST voice acting as good voice acting is very expensive and alot of work, while bad voice acting can really ruin an experience.

Also these forums are a lot of work. I have to answer 3 non bot questions every time I post??
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: protheonX on March 15, 2013, 12:49:20 PM
Quote from: Lukez on March 15, 2013, 11:24:19 AM
I would also argue AGAINST voice acting as good voice acting is very expensive and alot of work, while bad voice acting can really ruin an experience.

I second this. I think voice acting will cause too many headaches for you Craig. Once its recorded you can't change your mind on what's going on in that part of the campaign unless you cut the voice work or repay to get it recorded. Also if you do port it to mobile it could make the download a lot bigger.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: malcolmm on March 15, 2013, 01:20:52 PM
I backed the game on the new Kickstarter campaign, really looking forward to it. Glad to see the new Kickstarter is going so well. Hopefully you can get the word out as much as possible - have you tried Evil Avatar, they often post info about Kickstarter campaigns.

My favourite stretch goals seem to match what others have voted for, a dungeon tileset and more classes. I would also like improved sprite animation, not that what you have isn't fine.

Hopefully the switches, buttons etc. in the dungeons wouldn't be too convoluted. This sort of thing isn't what I play strategy games for. Interesting and varied traps would be great.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: Edias on March 15, 2013, 01:28:23 PM
Two things that I would like to see are male/female models for each class, and a class system which allows humans (at least) to progress through each class and learn different skills/abilities. Each is likely to be costly and/or time consuming, but they're things that I would like to see happen if enough funds are raised.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: Quixzlizx on March 16, 2013, 11:21:33 PM
I voted for mobile ports, the dungeon tileset, and a scoring system.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: bloodwars on March 17, 2013, 12:31:20 AM
1. upgraded artwork!
2. android
3. modding tools/support

I would vote against voice acting or spending a lot of effort on sound FX.  this is the kind of game i'd generally play on silent anyways, and unless you can afford REAL actors (not b listers), the voice acting will just be annoying.  I click through most of the dialog as fast as humanly possible anyways.

will there be any overland exploration type stuff (ala shining force and it's ilk), or is the entire game fight -> dialog -> fight -> dialog like the demo?

thanks! looking good so far.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: CraigStern on March 17, 2013, 01:34:10 AM
Hey bloodwars, to answer your question: there is no exploration mode planned, as there wasn't much interest in the idea when I floated it in the initial campaign, and adding it would be kind of a pain.
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: StrawmanMatt on March 17, 2013, 02:16:14 AM
Hi, just discovered this game from the Delver's Drop update and pledged yesterday. Been wanting a tactical turn-based fantasy game like this for a while, good to know one's being made!

Sad to hear about the lack of exploration mode - this sort of highly involved tactical stuff I always find particularly fun with a small (3-6) party travelling over an extended, continuous world.

My picks:
randomized battlefield generation
a shadowling city tileset
extra NPCs with animated sprites (+other: of both genders and a few nonspecific ones you could use for either/neither/both)EDIT: the current sprites work just fine for that I'd say, so I'd assume future characters would be along similar lines. EDIT2: except I suppose that the swordsman and crossbowman both have visible boobs... anyway, extra NPCs with animated sprites remains my choice.

Honourable mention:
other: extra resources to create character classes and sprites (specifically in the style of Telepath Tactics)
professional, original sound effects
a dungeon tileset with traps, openable doors, scripted levers and buttons
mobile ports (iOS / Android)
extra character classes with animated sprites

I'd rather not if they took any resources whatsoever away from anything else:
a desert tileset - don't really see the point unless we're talking about new environmental features, status effects, effects on injury (humidity, infection, fatigue), etc., in which case this would be bumped up to honourable mention
an extra branch in the main campaign - I'm usually not too keen on the main campaign in any game, would rather play a short main campaign and a lot of mods
voice acting for the main campaign - too risky, also puts up too much contrast with any mods
Title: Re: Telepath Tactics stretch goals: come vote!
Post by: CraigStern on March 17, 2013, 10:26:01 AM
Thanks for voting, everyone! We now have our stretch goals (http://www.kickstarter.com/projects/1426761469/telepath-tactics-a-strategy-rpg/posts/430203). :D