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Post by Aynen on Dec 22, 2015 4:53:48 GMT
Another thought along the Greek God lines and thinking of fun VR God activities... Playing Cupid and shooting a bow and arrow at intended lovers. Charging and throwing lightning bolts. Smashing the ground with your fists to make earthquakes. Jazz Hands.... for your ultimate power! You'd be disgusted how easy those things are to implement. I can currently backhand houses and I could, for example, pluck clouds out of the sky and place them somewhere else. The other thing is throwing houses in the air and catching them again. I was building a system where we'd 'draw' lighting and that would activate the lighting miracle - the particle system, emitter and animations are there, we just need to hook in the gesture recognition. Our work in K4U (plugin for UE4, we made it) allows that to be less complicated than it has to be. We could do jazz hands causes tsunami, I'd probably just need to make a rolling mesh for the waves. Water shader is very robust already. Bit of a tangent I'm going off here, but the whole hand gestures thing made me think how hilarious it would be to see your god do 'the Fonz' or other such emotive gestures. And I think that's actually a potentially great way of letting the game world know what kind of god you are. Emotive gestures.
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Post by Aynen on Dec 22, 2015 5:15:59 GMT
I agree with this, which might call for an animation blueprint manager that would allow for scaling. I was thinking about this last night and the main thought that occurred to me is similar to what I feel 22Cans might have envisioned - scaling complexity through time, progress and content updates, which would allow it to not be too immersion breaking. Thus, maybe a small straw hut hunter/gatherer village would express themselves with a simple set of animations. They're hungry, they're cold, they're dead. I think context here is important - arguably the endeavor for multiple ages is probably one that hamstrings many of these concepts. Progress through size, not by 'age', might be an interesting path to explore. Animation states should ideally work to implement core functions, pawn walking, walking not skating, pawn sits down, idle anim states, maybe rudimentary socketing - pawn has sack, pawn has pick, pawn drops stuff etc. A basic system can be extendable with new functionality. In UE4, we can lerp between animation states, so even with the hand (for example) I literally make a single frame of hand_open, hand_closed and the skeleton is lerped by the engine. So, with bipedal skeletons, it is possible to essentially just make keyframes and lerp for the time being. Is it quality? Not as good as 100% hand made. Does it work? Yes. Is it cheap? Yes. I don't think progress through ages is needed at all. It adds nothing to the experience of being a god, but does indeed cost a lot of time and effort and money to create. People do like to see something progress, but I don't think technological advancement in a godgame should be that thing, especially because it's liniair. I think it would be far more interesting to create assets for different religious factions and such. Rather than to give all your followers a uniform simply because they believe in the player god, let there be different religions with different clothes that may all be worshipping you (or your opponent) but are doing so in their own unique way. This means your assets that lead to a changing game world don't become absolete when a player progresses through the game. You can still use old uniforms if a religion re-surfaces. And there's no liniair progression from one art asset to the next. It's a far better investment, and makes the game characters more interesting to study. What you said about the basic system being extendable is great. This is the right approach for a system as hugely complex as a gameworld that is full of intepretable information for the player. Definitely the way to go. This system would thrive on diversity, so the lerped animations may allow you to make a truckload of content required for that. And you can scale the quality versus quantity by making more frames.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Dec 22, 2015 6:42:14 GMT
Regarding introduction of new in-game systems/processes causing an increasing strain on the entire simulation, you could assign values to each indicating their importance. Once new ones are introduced that makes the sim unworkable you can start ignoring less important ones. You can have the importance change according to the acceptance by the followers. Players with more powerful machines will be able to enjoy more simulation.
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Post by Gmr Leon on Dec 22, 2015 7:29:09 GMT
Hrm...Haven't read too closely what everyone else has said, but I see the usual trends in discussion (AI, followers, development, etc.). Think an interesting perspective not being discussed as explicitly might be relating to Environmental Interaction and Dense vs. Hollow Simulation. Starting with Environmental Interaction, most of this has been built on two basic ideas: -It's there. -It's related to beings. This has been at the base of god games since their inception, but I think it misses some fun that can be had if you dig a little deeper, which is to say that the Environment is not already there, and even if it is, that it may first be a matter of relating to itself than to beings that live on it. What I mean by this is the following: Environmental Interaction rebuilt on two ideas: -It's not yet there. -It's related to itself. What this lends itself to is a smashing together of amorphous matter into what resembles what we're familiar with, land and fluids. The reason for this is simple: it produces a stronger sense of connection with the world (you literally built it) and then can result in some silly emergent effects. Effects like, you left some spot of land too uneven, now it's shaking with however you spun the world and that's causing whatever looser bits of matter you left open swishing away into tsunamis. Meanwhile, some of those loose bits sandwiched together are spewing out of the world as eruptions. Done a certain way, with no real regard for detailed physics simulations, this could create a prebiotic god game in itself of trying to settle the world to a point that it even can sustain life. In a sense, this would be what I refer to as a Hollow Simulation, doesn't work in high detail, only the broad strokes. Similar to how a lot of other games work, creating just enough to give you a sense of a lively world, but without too many of the particulars to sustain it if you stick around too long. This would give you just enough to have a sense of creating the world without all the particulars of complex chemistry or actual physics or anything of the sort. Following it might be the Dense Simulation where some of those particulars start cropping up. Some kind of little dudes with their little civilization or whatever to mess around with. Everyone else has covered this in sufficient detail I feel like, with the only aspect I might add to it being a higher focus on sorting out the details of ideological emergence/divergence, but that too has been covered a little. I think what might be a little more interesting is if you mixed the Environmental Interaction as having a higher impact on the Dense Simulation through what I mentioned above, simply keeping the world held together to give them enough peace to do anything, while at the same time accidentally/intentionally skewing things to alter their development. E.g. oh, I tried to fill in those lava chambers, I never really meant to cause that eruption! =P At the same time, you could also take it in the direction of focusing down more into navigating the Dense Sim elements of nature, but as a god sim, I think dealing more with people takes higher precedence. However on some level, I feel like having the actual world creation, from scratch, involved would give this game another distinctive factor that's pretty neat beyond god game through VR. If you can imagine From Dust, but drawing upon protoplanetary disc matter and compacting it into a planet instead of only new land (or a star), something like that at least for an early stage of the game would be really cool. (Then again, maybe I should go for Universe Sandbox instead for this kind of thing...=O)
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Post by eddiemonsta on Dec 22, 2015 9:04:24 GMT
Marvelous stuff Gmr Leon. Hours could be spent sculpting the perfect vista of cascading waterfalls or tropical beaches purely in the name of aesthetics.
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Post by Qetesh on Dec 22, 2015 9:19:44 GMT
This might sound like a dumb suggestion but how much "FUN" are you planning on putting in the game? How serious versus tongue in cheek, wink wink nod nod, aha moments will you have? Which also asks how much personality can my God have? How many little easter eggs of previous other known cultural and/or trendy actions/events/objects will be allowed?
For instance can my God remain aloof in some ways but pop in a Giant Christmas tree one day or hide magic rocks under special followers gardens to find? Or spike their punch when board ? Can I be like Thor on one week and like Loki the trickster on Supernatural the next? Can I interact with fellow Gods (players online) and barter with my people's lives and worlds like Shepherd and McKay did on SGA? Can I be silly and have my followers wake up one day and have pink hair for a month? Do you plan on my game allowing me to be a complex God with many different sides of myself depending upon, I, the player's moods?
I personally would love being able to have my followers react to my God's daily whims. Watching them make piles of fish on Sundays if I deem it, or have they run and build a theater where they create plays to worship me. They can be made to know to paint their house orange it is snows or all move if it rains five days in a row. There could be endless possibilities that I could create if game functions allowed. How much of actual "playing" while playing God can I expect?
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Post by morsealworth on Dec 22, 2015 9:40:36 GMT
Can I be silly and have my followers wake up one day and have pink hair for a month? Do you plan on my game allowing me to be a complex God with many different sides of myself depending upon, I, the player's moods? I personally would love being able to have my followers react to my God's daily whims. Watching them make piles of fish on Sundays if I deem it, or have they run and build a theater where they create plays to worship me. They can be made to know to paint their house orange it is snows or all move if it rains five days in a row. Wabbajack. Wabbajack. Wabbajack. Wabbajack. Wabbajack. Wabbajack. Wabbajack. Certainly the features I would want. Not easy to implement, though, those will tax memory of simulation and increase trigger checks until sim grinds to a halt. A nice dream for the future, though.
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Post by Spiderweb on Dec 22, 2015 11:08:59 GMT
My idea of a great god game (very specific, but hope you enjoy my idea)...
This is how I imagine a great god game to start and progress
From a black void, I can see and a single shining light bead, it leads me to discover a lone particle, touching the particle explodes it into expanding stars, at the center remain a brighter light, another particle but this time touching it seems to energise it causing it to multiply in my hands till it spills out and creates a large ball or flat landscape floating it the middle of the void, as it grows other lights are attracted from around me (maybe some of the stars), forming water or clouds.
I touch the clouds and it rains, small puddles form. I watch as one of the stars grows larger into a sun to warm the world created before me.
I play with the sand/dirt, I pick it up and drop some, it forms into different shaped golems as I touch the statues and they spring to life (not necessarily human). New specks of light start buzzing around from the space around me as I catch/touch them they become other types of flora and fauna (maybe even seeds) I drop them next to a puddle and create an oasis of life on a very small part of the ball of dirt. I start to name things in my world, trees, grass, dirt. Its fun to give things names, not sure of the point but it give me satisfaction and I get rewarded with more beads.
As the plants grow or the clouds reform, I can collect more of these light particles to spread my oasis. I discover new particles that give me rocks, a rock pile plus a few rains form hills and mountains. The animal are multiplying somehow, one of the animals I'm naming "human" live in caves created from my mountains.
Wow these humans aren't like the other animals for some reason they produce their own beads of light when I make something happen near them (Bonus I don't have to collect these light beads, they flow straight to me!) I like these little things, I think I'll help their numbers grow.
Interesting, they like trees to eat from and water to drink, I'll make more of that, they even eat the things in the water, gonna call them "fish" I like the sound of that too.
Oh now they like to chop down my trees for new places to shelter in, I'm calling them "homes", mmmm never mind I'll help them grow more trees, I got some seeds and can call the rain.
breaking news, some of the humans stop working, they lay down on the ground and stop. Then others dig a hole a pop them in, what a waste, I'm going to name it "dying", don't like it as my light beads stop, but I've no idea how to stop it happening.
mmm now they are eating all my animals, damn I'll make more golems they use a lot of light beads to create but the humans seem worth it, they are difficult little things to keep happy.
Note, don't mix water and trees to much, you end up with soggy ground which swallows these humans right up if they walk on it. Think I'll name that a "Swamp", it has a nice ring to it.
More humans are dying, they seem to eat the animals then lay down and die, not all of them but how do I convince them to not eat the animals, for all I know its the reason they produce the light beads.
Oh no, some of them aren't producing the light beads anymore, they are fine, but really didn't like it when I used lots of rain, too much and it keeps whipping up storms and their little homes are a bit delicate. A bonus is I discovered something I'm calling "lightning" and when I mix lightning with trees or huts I get something called "fire", not sure how useful it will be yet, but the humans are keeping warm with it and they are burning the fleshy animals before they eat them, less of them are dying after meals so that is a positive I suppose.
Some of the unhappy humans have wandered off on their own, they won't last long without me to help so sod them.
I've also noticed the noises the humans make seem to be referring to things in the world almost like they are naming things, funny thing is they are using my words, they say "Water","Fire","Tree","lightning" etc. Its amazing especially as I don't talk to them directly.
The humans have started to manage the crops and animals in buildings think I'll name them "Farms" and trees in buildings I'll refer to as "mills", they've also managed to get special rocks "ore" which they convert to "metal" and they've started building amazing things with it.
I see these pesky "sod-them" humans building, trading and learning from my humans, they seem to be doing alright, almost as if someone is watching over them too.
Right getting a little annoyed with the "Sodems" (their new name), some of my humans left my group and went to theirs, I'm losing more beads, I try impressing some of the Sodems, but they weren't interested, I think I might burn some of their crops with lightning, or create some swamps to swallow them up.
Something strange is going on, my swamps got removed, I saw it happen with my own eyes, something threw dirt into the swamp and it dried right up, I'm beginning to think I'm no longer alone in this place, something similar to me has been attracted by the light beads and has taken the sodems under its wing, I new these beads were to good to be true, I've attracted something else like me, worse thing is its still stealing my humans.
So the question is do I wipe out the Sodems somehow, I've found some interesting mixtures of beads that could help with that;
I already know lightning, but I've also discovered...
lots of storms produce swirling winds that really caused a lot of (uncontrolled) destruction, calling it a "tornado".
tornado and storms produce a "hurrican", all uncontrollable unfortunately and can randomly damage my humans too.
Storms and rock in the same area made flaming rocks fall from the sky (fire and brimstone), too much brimstone and it causes the ground to shake, I'm calling that an "Earthquake".
If I make a mountain too high I found it produces hot liquid rocks for some reason that sets fire to everything, I'm calling that one a "volcano".
All these cost a hell of a lot of lightbeads and are very random in where they hit (got some of my followers learning how they work).
I know I like their light beads (wow these things are "addictive", thats what I call wanting more of something). So having them die is a real waste of beads, I could continue trying to convince them my care is better or just try to get by with my humans I have? I found some mixtures that really make humans happy. If I rain alot on plants, they grow really big and make the humans very happy. If I rain alot on a mountain it make a "river" that they also seem to like.
Eureka, I caught some of this happiness and can make it from beads, it really helps converting the Sodems.
So up to me how I go with the Sodems, but it will be interesting to make the decision.
The humans continue to develop, they made something called a "wheel", they travel quickly now and have something called a road. Their buildings keep changing, getting bigger and taller, they knock old ones down and replace them with the latest ones, I find it hard to keep up.
The last of the Sodems now follow me, I'm glad how it all turned out, but I won't go into details of the whole affair, needless to say I'm the only one left the Sodems are no more.
OK so they made a thing called a telescope, I looked through it and can see other balls of dirt, maybe that is where the Sodems deity came from, my humans are happy here, maybe its time I move on. Maybe I should start over on another ball of dirt, maybe there will be other things to discover. Now I know there are other balls of dirt I think I know a way of getting to them but that is another story I think I'll call it "DLC", no idea why.
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Edit clarifications -
Light beads are the only currency I have as a god.
This is very hands off, no micromanaging, more suggestive or attracting your humans to what you'd like them to do. Shape the land convince them to do certain things if you can.
I want to be able to discover then mix powers, once you discover them, they become available to you in a kind of discovery tree. There was a good iOS game (doodle god) that required mixing discoveries to combine and create other things. So this goes back to my brushes idea. You brush a short lasting rain on the land (which will move randomly), you do a few times again, and it creates a storm, you identify the storm, it becomes named and is available at the cost of the rains, you paint some storms which again move randomly, you discover wind and lightning creation .... etc.
I would like brushes to attract humans to do certain things in certain areas, maybe discover the humans doing something like farming, discover the conditions you need to recreate to suggest farming to them in a particular area.
All brushes wear out, all humans autocollect light beads, all humans live and die.
All your humans die you lose (possibly allow you to create more animal golems to restart).
Sodem Deity would require AI, but you have the choice of defeating the deity, it only reacts aggressively if you start it. Maybe a kind of defcon level to its aggressiveness. If you show kindness to the sodems it rolls back the defcon, try to destroy them and stir up a bees nest.
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Post by morsealworth on Dec 22, 2015 11:36:05 GMT
Sounds pretty fun, but, from follower's perspective, how do you know which god did this?
Hence an important mechanic: The only things that impress non-followers should be things that other god cannot do (due to difference in domain). If the domain of divine influence is the same with their current god, they believe it is their god who did it.
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Post by Spiderweb on Dec 22, 2015 11:41:47 GMT
Sounds pretty fun, but, from follower's perspective, how do you know which god did this? Hence an important mechanic: The only things that impress non-followers should be things that other god cannot do (due to difference in domain). If the domain of divine influence is the same with their current god, they believe it is their god who did it. mmm interesting point. I suppose you could say the follower heart would tell them (bit of a cop out), but what tells anyone that your deity is doing it and not a deity from another persons religion. Tough one. Its what the individual chooses to believe.
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Post by morsealworth on Dec 22, 2015 12:13:32 GMT
Sounds pretty fun, but, from follower's perspective, how do you know which god did this? Hence an important mechanic: The only things that impress non-followers should be things that other god cannot do (due to difference in domain). If the domain of divine influence is the same with their current god, they believe it is their god who did it. what tells anyone that your deity is doing it and not a deity from another persons religion The religion itself does. And that's the whole point: there is nothing that tells you the opposite, that the miracle is not your patron deity's doing. Of course, the problem does not apply when your divine messenger is seen doing your bidding and casting the miracle, or when the nature of the miracle itself (aforementioned unique domain or visions, for example) does not allow for such mistake.
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Post by Spiderweb on Dec 22, 2015 12:58:59 GMT
what tells anyone that your deity is doing it and not a deity from another persons religion The religion itself does. And that's the whole point: there is nothing that tells you the opposite, that the miracle is not your patron deity's doing. Of course, the problem does not apply when your divine messenger is seen doing your bidding and casting the miracle, or when the nature of the miracle itself (aforementioned unique domain or visions, for example) does not allow for such mistake. I'd like to think the follower inherently knows or is pulled to the religion causing a particular miracle. As I said a bit of a cop out, but if both deities had the same abilities you'd never know who did what. Not that its the same thing but I had a discussion on abode placement vs follower AI building, who is to say if I laid the footprint for a building down (as a god) and my follower completes it, is this game a city builder or did I just put the thought in the head of my follower to go and build at that footprint and its still a god game.
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Post by morsealworth on Dec 22, 2015 13:35:17 GMT
I'd like to think the follower inherently knows or is pulled to the religion causing a particular miracle. As I said a bit of a cop out, but if both deities had the same abilities you'd never know who did what. Precisely. A cop-out, an excuse, a dismissal of the problem. And that's why I argue for the sake of proper deities that have nature and meaning in them. That's why I mentioned goshintai, rather than some kind of humanoid avatar, as echocdelta called it. The idea was to inhabit an object, to have a meaning and nature since the beginning. I was talking about giving the player an identity to play as, not just some faceless, "omnipotent" and tasteless being. Remember when people tried to compare themselves to actual Gods as an example? Most often they mentioned either Greek or Norse gods, not only because they are well known, but also because they are much, much more interesting than abrahamic Eahim, and, most importantly, have identity. For example, if I talk to you about a one-eyed hunter who uses two ravens to scout and wields spear that never misses when thrown and a bow that turns one arrow into ten when drawn, you'll name me that deity in seconds. And if I tell you about a deity who tried to warn someone before flooding the shit out of all humanity, it'll be Enki, not some cheap knock-off. Now if I even try to describe Ahura-mazda to you, I'll be describing story of apolitical struggle, not a deity. Why? Because he has nothing else. Not that its the same thing but I had a discussion on abode placement vs follower AI building, who is to say if I laid the footprint for a building down (as a god) and my follower completes it, is this game a city builder or did I just put the thought in the head of my follower to go and build at that footprint and its still a god game. In B&W workshop resolved the problem by direct interaction with the world without an interface (or rather, with the interface that doesn't feel as one, which was far superior to B&W 2). That's why I mentioned in in my first post in the thread (which is the first reply in here) as a very first thing. It really deserves to be thought about to iterate on the idea. Remeber Supcom FA's interface? It was awesome because there was very little of it.
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Post by gillburt on Dec 22, 2015 13:56:10 GMT
I'd like to think the follower inherently knows or is pulled to the religion causing a particular miracle. As I said a bit of a cop out, but if both deities had the same abilities you'd never know who did what. Precisely. A cop-out, an excuse, a dismissal of the problem. And that's why I argue for the sake of proper deities that have nature and meaning in them. That's why I mentioned goshintai, rather than some kind of humanoid avatar, as echocdelta called it. The idea was to inhabit an object, to have a meaning and nature since the beginning. I was talking about giving the player an identity to play as, not just some faceless, "omnipotent" and tasteless being. Remember when people tried to compare themselves to actual Gods as an example? Most often they mentioned either Greek or Norse gods, not only because they are well known, but also because they are much, much more interesting than abrahamic Eahim, and, most importantly, have identity. For example, if I talk to you about a one-eyed hunter who uses two ravens to scout and wields spear that never misses when thrown and a bow that turns one arrow into ten when drawn, you'll name me that deity in seconds. And if I tell you about a deity who tried to warn someone before flooding the shit out of all humanity, it'll be Enki, not some cheap knock-off. Now if I even try to describe Ahura-mazda to you, I'll be describing story of apolitical struggle, not a deity. Why? Because he has nothing else. Not that its the same thing but I had a discussion on abode placement vs follower AI building, who is to say if I laid the footprint for a building down (as a god) and my follower completes it, is this game a city builder or did I just put the thought in the head of my follower to go and build at that footprint and its still a god game. In B&W workshop resolved the problem by direct interaction with the world without an interface (or rather, with the interface that doesn't feel as one, which was far superior to B&W 2). That's why I mentioned in in my first post in the thread (which is the first reply in here) as a very first thing. It really deserves to be thought about to iterate on the idea. Remeber Supcom FA's interface? It was awesome because there was very little of it. Morsealworth... just trying to see if I understand you correctly..... (so excuse me if I get it wrong, your knowledge in this area surpasses mine), are you suggesting that the player "god" exists without physical form, but can then take on the physical form of pretty much anything in the world. So one day you could take on the form of a burning bush, then a hairbrush, and then a cloud? Or that you inhabit an object and that becomes your form? Would we then co-exist in the same world alongside other gods? I'm off to read up on this now.... you've stirred my intellectual curiosity! And 3 days before a hijacked pagan festival too! Oh, the irony... Edit: fixed some typos.
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Post by mindless on Dec 22, 2015 14:04:11 GMT
i kind of like terry pratchets concept (from the disc world books) for how God's manifestation is dependant upon the amount of belief from the followers they have. in the book small gods, one of the Gods has so few followers he can only manifest as a one eyed turtle. and for other gods that loose all their followers they fade into incoporeal spirts that roam the world trying to tempt people into believing in them again.
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Post by morsealworth on Dec 22, 2015 14:05:18 GMT
No, it is, rather, that you are not a god before you reside in an object and that's object's true nature (for example, a teapot that makes purifying salt) becomes your first divine domain and your powers grow accordingly. So you start as a minor deity, the spirit of an object (in aforementioned case, a tsukumogami), any kind of object, and grow from there. I'm talking Ainu Kamui or Inupiat Sila.
Here I'll even give you a nice word for such divine domains: me (plural mes). It's a word Sumerians used for divine attributes:
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Post by Deleted on Dec 22, 2015 16:58:53 GMT
Re-reading the OP and musing over modes of transportation... A mini-map might be helpful for those waging war or managing multiple areas at a time. I can imagine dragging yourself or walking back and forth over and over again might become tedious over the course of a prolonged game session. Possibly another area of self-evolution aka travel becoming easier for you as you grow more powerful.
Also, a suggestion for another mode of transport that might be wildly popular if implemented well.
Flight al a Ironman:
Place your palms down and hover around the map, increasing your velocity in a given direction via the angle of your hands. With the option of clamping your hands shut and landing on your target with force. Could be fun.
Anyway, I best be off, you know us dispicable awful no-good terrible-human-being Godus backer types. Always ruining an online community somewhere.
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Post by morsealworth on Dec 22, 2015 17:00:06 GMT
Or just zoom out-zoom in, B&W/SupCom style.
And hey, there's no need for spite. Yet.
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Post by Deleted on Dec 22, 2015 17:07:06 GMT
No spite intended where a bit of cheek will do. My bad, Let's stay OT.
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Post by echocdelta on Dec 25, 2015 13:23:45 GMT
Hey peeps! I'm back on station tomorrow, we've had some big wins on engine front with 4.11 and I've been back/forth with Alex the engineer (he has done all the technicals so far). I believe our performance footprint just got halved and there is a fair bit of testing we have to do now. I'll be going over the forum and updating/communicating everything accordingly!
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