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'Wizard Ops Tactics' Needs You! [Async, Multiplayer, Turn Based Strategy Game]

04-09-2013, 06:44 PM
#1
Joined: Aug 2011
Posts: 63
'Wizard Ops Tactics' Needs You! [Async, Multiplayer, Turn Based Strategy Game]

Beta is finished because the game is now live in the App Store! Thanks to all of those who participated and provided feedback!

Visit the Launch Thread to further discuss the game

Here's a quick Overview of the Game:
  • The game is a Turn based, Strategy game (similar to Final Fantasy Tactics and Disgaea)
  • It is Asynchronous Multiplayer (similar to Words with Friends)
  • It does not have a Single Player campaign
  • It is a Free 2 Play game and does have IAP

Reveal Trailer:


Gameplay Trailer:
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Last edited by Justin@PhykenMedia; 05-02-2013 at 08:37 AM. Reason: Game is now live!
04-10-2013, 06:58 AM
#2
Joined: Oct 2011
Location: Sweden
Posts: 174
You had me at Wizards, gonna try right away, looks awesome, and i love me some turnbased gamed.

EDIT: First impressions, love the fact its asynchronous multiplayer, and that i can have more then one game running at a time. Second, was really excited to see you could combo the moves together in one turn, for a more "cinematic" feel. Also the graphic style and humour (Crab Crossfire, really? ) makes this game a winner already to me.

GC - Eldyth

Last edited by AceWizard; 04-10-2013 at 07:15 AM.

04-10-2013, 07:36 AM
#3
Joined: Jul 2010
Location: Manchester, UK
Posts: 638
I can't install Unity on my work laptop so cannot beta test unfortunately. However can I just request that you implement a variable timer for the asynchronous. It seems to be an omission from every async game that comes out for some reason and leads to so many unfiinished games where people just give up if they're losing.

Gamecentre ID - .P0tshot. Playing - Final Fantasy 9, Hearthstone, Blood Bowl, Magic Puzzle Quest, Crashlands Wanting - Xcom 2, Blood Bowl 2, Resonance of Fate!
04-10-2013, 07:39 AM
#4
Joined: Oct 2011
Location: Sweden
Posts: 174
Yeah would be nice to either be able to pick a set time, 1 day, 3 days, a week.

Ive played some games that have that option and its nice, if you know you want a quick play then just have 1 day or a few hours for turns, and then if you play with a friend or know you can play it for months then have a week or something as a choice for the time per turn.

GC - Eldyth
04-10-2013, 08:22 AM
#5
Joined: Aug 2011
Posts: 63
Quote:
Originally Posted by AceWizard View Post
You had me at Wizards, gonna try right away, looks awesome, and i love me some turnbased gamed.

EDIT: First impressions, love the fact its asynchronous multiplayer, and that i can have more then one game running at a time. Second, was really excited to see you could combo the moves together in one turn, for a more "cinematic" feel. Also the graphic style and humour (Crab Crossfire, really? ) makes this game a winner already to me.
Glad to hear that you like the game so far!

Quote:
Originally Posted by grenadedodger
I can't install Unity on my work laptop so cannot beta test unfortunately. However can I just request that you implement a variable timer for the asynchronous. It seems to be an omission from every async game that comes out for some reason and leads to so many unfiinished games where people just give up if they're losing.
The variable timer is a great idea! For our random matching the first thing we take into account for pairing up players is how often they play but a timer would definitely help to ensure games get finished (or at least they'll expire quicker so the player who wanted to keep playing gets their Gold and EXP).

Do you have any games that you know of that have implemented such a timer. I would love to check them out and see how they implemented it.

Quote:
Originally Posted by AceWizard
Yeah would be nice to either be able to pick a set time, 1 day, 3 days, a week.

Ive played some games that have that option and its nice, if you know you want a quick play then just have 1 day or a few hours for turns, and then if you play with a friend or know you can play it for months then have a week or something as a choice for the time per turn.
I'm not sure I fully understand what you all are saying (without seeing an example of it) so here are my thoughts on it, and you let me know if I'm going in the right direction.

So looking at this I think a variable timer could work in this way. During match creation you would select the time length each player has to submit their turn (1 day, 3 days, 7 days, etc). Your opponent would be given notice of the timer [Let's say in this example you pick 1 day] when they accept your challenge. So each time it is your turn in that battle you would have 24 hours to respond or the battle expires and your opponent is declared the winner. We could also have the game notify you when your battle is a few hours out from expiring (that should also help ensure players play out a whole battle rather than forgetting about it and the battle expires on them).
04-10-2013, 08:25 AM
#6
Joined: Oct 2011
Location: Sweden
Posts: 174
Quote:
Originally Posted by Justin@PhykenMedia View Post
Glad to hear that you like the game so far!



The variable timer is a great idea! For our random matching the first thing we take into account for pairing up players is how often they play but a timer would definitely help to ensure games get finished (or at least they'll expire quicker so the player who wanted to keep playing gets their Gold and EXP).

Do you have any games that you know of that have implemented such a timer. I would love to check them out and see how they implemented it.



I'm not sure I fully understand what you all are saying (without seeing an example of it) so here are my thoughts on it, and you let me know if I'm going in the right direction.

So looking at this I think a variable timer could work in this way. During match creation you would select the time length each player has to submit their turn (1 day, 3 days, 7 days, etc). Your opponent would be given notice of the timer [Let's say in this example you pick 1 day] when they accept your challenge. So each time it is your turn in that battle you would have 24 hours to respond or the battle expires and your opponent is declared the winner. We could also have the game notify you when your battle is a few hours out from expiring (that should also help ensure players play out a whole battle rather than forgetting about it and the battle expires on them).
Thats exactly how i mean it. Good to know you're already thinking about it.

GC - Eldyth
04-10-2013, 08:49 AM
#7
Joined: Jul 2010
Location: Manchester, UK
Posts: 638
Quote:
Originally Posted by Justin@PhykenMedia View Post

So looking at this I think a variable timer could work in this way. During match creation you would select the time length each player has to submit their turn (1 day, 3 days, 7 days, etc). Your opponent would be given notice of the timer [Let's say in this example you pick 1 day] when they accept your challenge. So each time it is your turn in that battle you would have 24 hours to respond or the battle expires and your opponent is declared the winner. We could also have the game notify you when your battle is a few hours out from expiring (that should also help ensure players play out a whole battle rather than forgetting about it and the battle expires on them).
Pretty much exactly this. You create your game choosing the length for each turn, people then search for games and get a list of available games and how long the timer is set for each turn for that particular game, you want quick, set it to/pick 30 mins, you want leisurely, set/pick a week, or anything in between. The end turn starts the clock for the opponent (push notifications pretty much essential) and they can see it on their screen counting down, if you don't move by the time the clock runs out then you forfeit and lose.

I believe two that implemented it (one at least following requests from TA members) are Ascension and Summoner Wars.

Gamecentre ID - .P0tshot. Playing - Final Fantasy 9, Hearthstone, Blood Bowl, Magic Puzzle Quest, Crashlands Wanting - Xcom 2, Blood Bowl 2, Resonance of Fate!
04-10-2013, 12:27 PM
#8
Joined: Aug 2011
Posts: 63
Quote:
Originally Posted by AceWizard
Thats exactly how i mean it. Good to know you're already thinking about it.
Quote:
Originally Posted by grenadedodger View Post
Pretty much exactly this. You create your game choosing the length for each turn, people then search for games and get a list of available games and how long the timer is set for each turn for that particular game, you want quick, set it to/pick 30 mins, you want leisurely, set/pick a week, or anything in between. The end turn starts the clock for the opponent (push notifications pretty much essential) and they can see it on their screen counting down, if you don't move by the time the clock runs out then you forfeit and lose.

I believe two that implemented it (one at least following requests from TA members) are Ascension and Summoner Wars.
Cool! Thanks to both of you! I checked out Summoner Wars to see how they implemented it and it's definitely a cool feature. We'll be discussing this in the office to see what changes we would need to make to the game to implement that feature fully.

Please keep the feedback coming! We want to make this the best game that it can be and the only way to do that is to listen to the players!
04-11-2013, 12:41 AM
#9
Joined: Aug 2010
Posts: 143
Quote:
Originally Posted by Justin@PhykenMedia View Post
Cool! Thanks to both of you! I checked out Summoner Wars to see how they implemented it and it's definitely a cool feature. We'll be discussing this in the office to see what changes we would need to make to the game to implement that feature fully.

Please keep the feedback coming! We want to make this the best game that it can be and the only way to do that is to listen to the players!
What if 2 players started a game and 1 of them deleted it? Would that automatically count as automatic win?
04-11-2013, 08:04 AM
#10
Joined: Aug 2011
Posts: 63
Quote:
Originally Posted by wuzmaname View Post
What if 2 players started a game and 1 of them deleted it? Would that automatically count as automatic win?
I think the best way to handle this is to only award a win to a player if their opponent has accepted the battle and taken a turn. That way you couldn't spam a bunch of users with battles that have 24 hour time limits, knowing that some of them wouldn't respond in 24 hours, and within a day you have a bunch of wins.

Of course there may still be better ways to handle this but that's the first thought that came to mind.