Knowledge (XXG)

Ancient Trader

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333:(NPCs). If the player's ship is not docked at a port at the end of a turn, the player can be attacked by an enemy ship or a sea creature. If they are attacked, a card minigame is triggered to decide if the player loses gold to a rival ship or cargo to a sea creature. The player and NPC draw coloured and numbered cards; the highest-numbered card wins each turn, unless presented against a powerful color. The strongest hue receives an attack bonus. The player's following turn starts after the minigame is completed. 1181: 502: 497: 492: 487: 482: 273:, a sea creature called the Ancient Guardian. The player explores the map to gather items, including tea, spices, and fruit, all of which can be found in wrecks. These can be exchanged for gold, which can be used to buy upgrades for the ship. The commodities are stored in the cargo hold, the capacity of which can be upgraded with gold. 575:, but wind-powered and sepia-toned". Like most reviewers, Chick highly praised the artistic design, as well as the game's atmospheric music and vividness of the environment: "It's all ink and vellum and cursive script and layers of lovingly drawn facades drawn on plywood and stacked up for a 19th Century stage production." 588:, it deserved "the opportunity to do business with the big boys rather than risk getting washed away with the shovelware tide". Schilling expressed concern that "a game so elegant and accomplished should have to be dredged up from the depths of Indie Games". Lorenzo Fantoni from Eurogamer Italy awarded 429:
For the Xbox 360 version, the team introduced a feature to reduce the colour saturation in the game and allow players to decide how much colour they wanted to have. Levius acknowledged that this feature "is a big thing for me and Petr as we always wanted to also have a black and white version of the
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studio 4Kids Games. The development team consisted of the lead designer Peter Levius, the artist Petr Vcelka, the game designer Miroslav Petrasko, and the programmer Andrej Vakrcka. The score was composed by Milan Malik, while Jan Ohajsky designed and animated the graphics. The game was developed
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mode allows for several players to simultaneously play the same map, chase the artifacts, and defeat the Guardian. The prices of the artifacts increase as other players buy them. The players can check the wealth and artifacts gained by other players. The game also includes several alternative
277: 34: 405:. Levius and his girlfriend dedicated around two months to test and balance the game's mechanics, gathering groups of friends to play the game "without explaining anything to see if they can understand the rules and controls". He worked with Vcelka to design 1091: 605:
was well worth its price "for its art alone". He praised the game's overall style, "borrowed from centuries-old maps ... more handsome than any other game you'll find in the Xbox Live indie category".
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the same score as Schilling, and explained that "the final result is a quite simple title, which will last long enough to make you feel happy of having invested your money in this indie title".
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s appearance, including paper textures and clouds. He revealed that some of the maps' features came from a scan of an old military map of present-day Slovakia. According to Chris Schilling from
434:'s illustrations". He also commented that several other features, such as more animations and leaderboards, were left out due to a lack of time, but he kept them in mind for a possible sequel. 380:
took around one year to finish; "most of our team members were working hard on other higher priority projects at the same time". The game was submitted for XNA approval on 2 June 2010.
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upon its release. Most critics praised the game's art design and gameplay, but criticized the lack of key elements such as a saving feature and scoreboards. The British magazine
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in its 2010 list of the Best 20 Indie Games available in the Xbox Live Marketplace. They acknowledged that the game was "ambitious, devious and surprisingly hard to fault".
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was unimpressed with the sequel. The magazine awarded it 69 out of 100 and commented that it deviated too much from the original indie game.
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on the map to reveal hidden ports. Sea creatures and enemy ships appear randomly and challenge the player for gold or commodities in a card
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while seeking three artifacts that will help to defeat the game's main antagonist, a sea creature called the Ancient Guardian.
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sea with several islands, wreckage, sea creatures, enemy ships, ports, and whirlpools. The player can sometimes encounter
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At the beginning of the game, the entire map is obscured until explored by the player. The map consists of a
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The ship can be moved horizontally and vertically, but not diagonally. The player makes a set number of
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received a positive response from critics, who praised the art design and overall gameplay. A sequel,
315: 266: 51: 41: 276: 303: 270: 71: 61: 1238: 1208: 1185: 914: 395: 344: 224: 93: 1160: 416:, Vcelka took inspiration from sixteenth and seventeenth-century cartography, as well as from 196: 192: 106: 1024: 596: 417: 152: 1123: 853: 529: 992: 733: 1059: 584: 322: 239: 1197: 369: 250:, was developed by Legendo Entertainment and released in 2012 for Microsoft Windows. 235: 86: 918: 473: 401: 230: 33: 1082:"Fortune Winds: Ancient Trader out now on PC; available on Origin and Gamersgate" 431: 269:. The player controls a ship and seeks out three artifacts to defeat the game's 81: 1015: 211:. The player controls a ship, allowing them to explore the world and engage in 1118: 848: 813: 390: 349: 307: 299: 294:), is triggered with a battle between the player and a non-playable character. 290:) is experienced while playing most of the game. The second, a card minigame ( 219: 1086: 953: 771: 680: 544: 541:
staff called it "a simple, easy entry strategy game suitable for all ages".
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was not as comprehensive and expansive as other Xbox Live titles such as
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gameplay is split in two parts. The first, turn-based strategy mode (
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includes improved AI, new player avatars and a save feature.
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and released in July 2012 for Microsoft Windows and
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Eurogamer's Chris Schilling commented that although
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Archived from 7: 566:Strange Adventures in Infinite Space 450: 947:Fantoni, Lorenzo (10 August 2010). 481: 441: 389:s design was influenced by that of 913:Wilson, Will (16 September 2011). 674:Schilling, Chris (9 August 2010). 617:, was developed by Swedish studio 218:The game design was influenced by 14: 1254:Video games about ships and boats 1219:Video games developed in Slovakia 1094:from the original on 7 April 2014 1032:from the original on 8 April 2014 860:from the original on 26 July 2012 820:from the original on 4 March 2016 778:from the original on 29 July 2017 688:from the original on 1 April 2014 1179: 500: 495: 490: 485: 480: 1214:Turn-based strategy video games 1114:"Fortune Winds: Ancient Trader" 1052:"Fortune Winds: Ancient Trader" 925:from the original on 4 May 2019 234:. The game was developed using 1: 1151:Fortune Winds: Ancient Trader 1014:Mastrapa, Gus (1 July 2010). 879:Levius, Peter (3 June 2010). 615:Fortune Winds: Ancient Trader 248:Fortune Winds: Ancient Trader 885:, finally submitted to XNA!" 716:Chick, Tom (30 March 2010). 376:tools. According to Levius, 188:video game developed by the 1163:. October 2012. p. 92. 844:credits and details for PC" 760:IGN staff (3 August 2010). 325:each turn, after which the 267:two-dimensional perspective 1270: 1020:is a Hidden Xbox Treasure" 983:staff (16 November 2010). 1229:Xbox 360 Live Indie games 454: 451: 265:video game played from a 31: 1090:. 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Index


Developer(s)
Publisher(s)
Designer(s)
Composer(s)
Engine
Microsoft XNA
Platform(s)
iOS
Microsoft Windows
Xbox 360
Genre(s)
Turn-based strategy
Single-player
multiplayer
turn-based strategy
Slovakian
studio
Microsoft Windows
Xbox Live
Xbox 360
iOS
trading
board games
Elite
Advance Wars
Microsoft XNA
graphic design
turn-based strategy
two-dimensional perspective

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