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Post by morsealworth on Dec 25, 2015 14:44:51 GMT
Oh, cool.
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Post by echocdelta on Dec 28, 2015 3:51:44 GMT
Hi morsealworth! Thanks for the amazingly detailed feedback and after distilling this I've managed to broad stroke a number of concept categories as well as technical categories, identifying points that might share commonalities. - snip - I am glad to be of assistance. 6. No, as I said, the whole idea is being unable to control those directly. Somewhat like Creature's spellcasting - you can teach it to the Creature and teach the AI to have vague priorities (obscure to the player which makes it even more fun), but you can't force them to do it. Or like walking and breathing - you can order your spine to start walking, but you do not control the process itself. That, again, plays on AI. 7. While it does contradict (1) in part, it also justifies it for main populace. Think something like Darwinian Officers of prophets. They are the only ones who you can influence while you still are unable to control them completely - part of original idea that I didn't get across was that they are empowered by you, but still can hear only echoes of your divine symphony. 1. Good points. But that's the whole idea of a God game, just as I said before. 3. (I think you refer to 4. in original post) Emergent AI, as I said before, is precisely what God Games have failed so far, and what was the most important. Do you remember what was the best in B&W? It was either teaching the Creature about values and/or the fact that followers grew lazy if you let them relax with your miracles. And yes, just as you said, it's the problem that we have yet to solve, and that's precisely why tapping this problem would be AWESOME. I think I should point you to Tropico series and Evil Genius for inspiration. Also Banished. ANd, strangely, Godus also helps at makes followers build their own houses, at least (The Universim, however, would be even better.). 3,4,5, (I trust you mean 3.#. in my original post) - those are designed (by me) to be one system in the first place. I was just trying to point out importance of Active Pool added to traditional potential/Recovery pools that already exist in may games, from Dune II (health) to Creeper World (Energy). See the (3) for disclamer about energy states. It is close to Mana reserving in Dragon Age and Kingdoms of Amalur, but not quite it. Well, you probably understand it anyway. Concept: NPC art assets change depending on values added or subtracted from miracle usage, NPC's killed by followers or if player actions are connected to NPC deaths - such as flagging 'miracle active' and counting deaths, thus flagging player as an aggressive or evil God. - This is asset swapping, literally based on value tracking. We could even change textures, in-engine (flat color can switch RGB values) and basically make land darker or more vibrant etc. I'd personally shy away from tropes that are cliche (ooooh the evil God makes the land baaaaad) but instead looking at exploring player disposition with color tinting, thus a militant player would have a 'red' land with harsher angles on art assets, whilst the softer gentle God would have greener, curved, assets. I can already see this., the scent of sweet and crispy murder soaring the skies, sweat of first love sizzling on the embers of forgotten freedom and boundless vibrant green of compassion and manic, saliva-flinging communion.Also, let me once again iterate on the side of divine domains. Each time when I think about it, I can't help but think of the fact that one god's role is quire flexible and changes with time as cult grows stronger or weaker. Let us take Osiris, for example. First he was Green-Faced Harvest, the deity that was killed by his followers each year. Then he became the god of wealth and trade, as grain was the main commodity to be used as barter intermediary (money didn't exist and food was the most liquid commodity). And then he also became the god of measurement, as the grain was weighted on scales and, well, it was the most measured stuff (for above reasons). And at last, when he was killed by Seth (hot desert wind), he went to the underworld where he weighted (compared) hearts of the dead to a feather of Ma'at, the Owl-headed Justice. See how one transits into other? Or another interesting example: The Celestial Lady, Bright Mistress Inanna. She came into Existence after the Sky Cow An (the rain was milk from her bountiful udders) turned into a male and separated from the Sky Bull as totem creature (who became An's subordinate) and people of Uruk desperately needed a female deity to have a divine marriage with. And there Inanna, daughter of An (she was also claimed to be daughter of different gods, but that was far later), whose whole role was aforementioned marriage ans as such the divine loli (seriously, she was depicted as a girl at the beginning of puberty/right before puberty, the ideal marriageable age at the time) has no domain herself. And just because of that, her domain was that of Daughter goddess. And she also was Wife goddess. And we know that Daughter-wife is one of the strongest archetypes, Griselda complex, essentially the love itself. And as such, she became the goddess of love and sex, gaining her first meaning and nature. Incidentally, her nature also made her into a spoiled, hysteroid child, but that is a norm for women in the first place (no offence intended, in fact, Qetesh is a prime example with way less "spoiled" part and I personally find her a very nice person), but that was essential in her character depth and made her even cuter (yes, cute goddess, can you imagine that?). And since she was the goddess of sex, she inevitably become the goddess of fertility, right? Yes, she did. And since she was already the goddess of fertility, she became the Mother-Goddess, the deity of safe delivery of birth. And as such, not only she became exact opposites in one person (Daughter AND Mother at the same time), she also grew a kickass rack while not getting any taller (she was depicted older than before, but not far older, about twelve years old). And her cult was so important ot humanity as whole that in Greek mythology there were two goddesses descending from her - Aphrodite through Phoenikians (Astarte) and Akkad (Ishtar) and Hebe through Hurrians (Hebat, Hepa) and Hurrians (Hannahannah, mother goddess derived from Iananna's later aspect). So I believe the change of Divine Domains should not be linear, but instead a kind of associated web-like stuff. 6. As I understand it, this can split on two points, being able to create a building and having an expectant behavior set or understanding that the AI will randomly/on trigger activate the building powers. This might require some more expansion, as it can lead to balancing issues or lack on incentive - even a break in the loop of progress/time/resource investment and expectation of reward. A random throw-back thought is the fire-trees in From Dust, which provide an interesting gameplay mechanic, but I'm not sure how that can translate to man-made structures or places of worship within your territory. As such, how does one explain the construction of a temple or idol that does contrary to your will, when that construct is built by your 'followers'. An interesting hybrid possibility here is recognizing two classes of assets; follower-made and extension of your agency, and organic/pagan/natural that cast/trigger effects outside of your interaction. Examples being that a pagan stone circle might periodically activate or trigger an event, whilst a man-made temple might provide some sort of visual/contextual indicator of unlocked powers or progression. Why am I leaning towards this? Because the system can be scaled up and content can be introduced incrimentally or respond to feedback, without relying on complex systems. A single temple that is built, providing first fire, then lava, then a fire-storm, then a fire-tempest miracle, can be tied into a process that we can template and apply further. What does it provide? Content for the player to consume and expect a reward/consequence. The other, AI-triggered, places of worship essentially provide obstacles, rewards and assets that can be tied into places of interest. But I might be looking at it wrong, I can just see how the very basic implementation has benefits when split. 7. We're going to have to drill down past the narrative and into the mechanical logic behind the disciples (I like that word), being that with diminished control over them, they provide more of a contrast to the lack of control over followers, which can provide a better level of immersion for the player during gameplay. I think that a lack of direct control over them should be minimal, as this will further highlight the NPC follower 'free-will'. That contrast will translate to game mechanics, as replicating 'creature' AI onto your disciplines is going to fall outside scope. That's probably just being really realistic on the complexities of AI programming. An NPC cluster or settlement, in a settlement 'zone' (Godus does this 'right') is something that can be iterated on and scaled, whilst disciplines will probably have too grand of an impact on your player interaction methods to be left to the whims of half-implemented AI programming. Does this mean that you have 'total' RTS unit control? No, but it does mean that you need to delegate high-level tasks to the player, like telling them to build something in your honor. I do really like the conversion by sword mechanic that was mentioned earlier, so maybe telling the disciple to go be a crusader is a really good target to aim for. 1. That's my belief too. I think that regional, or localized, beliefs might be something that Godus should have implemented instead of empire-wide religious edicts. Like, what the hell do the 'wood' people care about the 'fishermen' people's commandment that 'rocks are sacred'? It's not even something that can translate to gameplay because you don't use trees or stones for anything - maybe if they had 'this sticker is sacred', that would have worked (poorly). Let's take a look at the Vaulters from Endless Legend, who delegate holy resources, there is something there worth looking into. Coastal settlements (in human societies) often always end up idol worshiping the sea or creating animal myths around sea creatures, it's just how that works, so I think the idea here is that maybe we can start to break down these settlements into classes, as clusters, based on their surroundings (maybe a percentage of area within bounds), which might open the field for designing commandments or miracles that are opened up by the belief of people. Once we break this down in mechanics, it kind of simplifies, but it further highlights the need to first tackle 'how' the settlements are seen by the game's logic. On the topic of Emergent/Adaptive AI: Based on some people I've talked to about AI programming, it might be something worth scaling up from basic behaviors - emergent AI is something of smoke, mirrors, illusions and mechanical systems that stat track or wait for triggers. High level decisions are almost always faked or approximated into sets of behaviors. But, I'm going to push on this and there is (thanks a bit to you giving me a bit to talk about) the possibility that we'll get a third member on (who is an AI/Physics programmer and teaches that at university). On the topic of Transitioning Gods/Transformation: I think you're actually iterating on a number of systems, including the idol and miracles, and this is a really good suggestion. It's something that is interesting as it can tie into player progression and physical manifestation. I think that the best example here is looking at mythology, religion and different belief systems - but keeping in mind that they all require unique or tailored player experiences to communicate, justly, their differences. I remember reading, for example, that Christian missionaries who arrived in Nordic lands found that they had great difficulty in converting the local population through assimilation/appropriation of their holy sites/beliefs - because the pagans believes in things like beaches, mountains, rock formations or forests - making the building of churches or incorporation of local beliefs really hard. There is a narrative here that translates to difficulty of diverse gameplay design, in that the Nordic God and the Abrahamic God are completely separate entities with different belief systems with the same entities of followers. I really like the transformation idea and it fits into gameplay experience design, it's something worth talking about more in the frame of 'how would this translate into a God game'. Also sorry morsealworth in the delay getting back to you, a lot of thinking and churning of the ol' brain gears was had.
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Post by echocdelta on Dec 28, 2015 4:02:05 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. It doesn't. Progress through size and belief might be the two key drivers, and I'm starting to really see the idea here that PM had with town centers and monuments/idols rising or falling. The main thing here to hit on is that if used as a mechanism for content delivery and iteration, fine, but for bloat or scope blow-out it's a terrible idea. Ages introduce new mechanics, new mechanics require new systems, new systems will break and deadlines will be dead. There is some interesting directions to explore here, like, how do we communicate progression and strength of belief in a region? Icons, symbols and idol building are all things I'm looking at, and morsealworth's suggestion of idols can translate into avatar selection influencing idol design. The sun god, the goat god, the demon god etc. I think this begins to feed simplification of some high level mechanics, like once we have that a player has an avatar, a goat head, we can socket trade goat-head hats from the believers in a city, and communicate that purple-goat-banners flying over houses signify the strength of belief in that town. If we trade ages for believer variation, like red-snake priests brawling with purple-goat shamans, we might have found an interesting way to visually communicate an immersive diegetic belief/boundary/progress system. I am really in favor of having a settlement cluster be something that is tied to percentage of belief to Gods, slowly taken over in visual assets as purple goat god banners go up - instead of a single obelisk rising/falling or worse, a non-diegetic UI indicator.
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Post by Aynen on Dec 28, 2015 4:23:10 GMT
It doesn't. Progress through size and belief might be the two key drivers, and I'm starting to really see the idea here that PM had with town centers and monuments/idols rising or falling. The main thing here to hit on is that if used as a mechanism for content delivery and iteration, fine, but for bloat or scope blow-out it's a terrible idea. Ages introduce new mechanics, new mechanics require new systems, new systems will break and deadlines will be dead. There is some interesting directions to explore here, like, how do we communicate progression and strength of belief in a region? Icons, symbols and idol building are all things I'm looking at, and morsealworth's suggestion of idols can translate into avatar selection influencing idol design. The sun god, the goat god, the demon god etc. I think this begins to feed simplification of some high level mechanics, like once we have that a player has an avatar, a goat head, we can socket trade goat-head hats from the believers in a city, and communicate that purple-goat-banners flying over houses signify the strength of belief in that town. If we trade ages for believer variation, like red-snake priests brawling with purple-goat shamans, we might have found an interesting way to visually communicate an immersive diegetic belief/boundary/progress system. I am really in favor of having a settlement cluster be something that is tied to percentage of belief to Gods, slowly taken over in visual assets as purple goat god banners go up - instead of a single obelisk rising/falling or worse, a non-diegetic UI indicator. If followers do have different factions, and we go with the idea that a player is always as powerful as they will ever be, then progression isn't the progression of the god as much as it is the progression of the various factions. But this would only feel rewarding to the player if the player could choose which faction to allign themselves with. A 'chosen people'. In this mechanic, I think it would be more interesting if you can change your allegiance. Selecting a people as your chosen people should feel like placing a bet on which people could most closely adhere to your set of commandments (or some such) and if the people stray from those commandments enough within a certain timespan, you lose the bet, which could mean that belief in you across all factions diminishes. Abandoning a chosen people is possible, and is seen by those people as a severe punishment, possibly changing the ideology of that faction greatly. Chosing a people and abandoning them could then be powerful tools for manipulating how the various factions operate, and how popular they become. Approaching the mechanics in this way would mean that a sense of progression doens't have to come from increased powers over time. Having a set of commandments and manipulating your chosen people into adhering to them would be where your sense of progress comes from. So even the size of the faction isn't the most important factor, eliminating the 'more equals better' trap, which leads to repetitive gameplay.
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Post by echocdelta on Dec 28, 2015 4:25:50 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. Honestly, optimization in VR still brings it to within the reach of mid to high level machines, meaning that we have a fair bit of room on simulation power. Our bottlenecks are GPU and draw calls, but the recent 4.11 update to UE4 has made some sweeping performance upgrades. We're still not sure how big of an impact it'll have but, as far as I know, it'll halve draw calls - on our bigger company game project that was the main bottleneck on performance. I think any game with simulation or simulation-lite mechanics that are introduced over time are good models to follow; Banished, Rimworld, DF, Maia etc. Technically speaking I'm not sure, I'll have to run it past Alex on the front of discarding mechanics or preferential core systems for followers - you might find that it might not even be necessary, that the underlying systems (as long as they're designed well) might overlap too much to selectively pick and choose. I don't think we can do modular game mechanics, but maybe off-load some things to asset classes - like warriors/farmers/fishermen etc.
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Post by Aynen on Dec 28, 2015 4:33:26 GMT
There is some interesting directions to explore here, like, how do we communicate progression and strength of belief in a region? I'm a big fan of 'showing it as it is', with which I mean that if a certain belief is popular around an area, you see more people there wearing the uniforms that correspond to this. Your idea of the animal heads combined with colored banners or robes works great for this, since you can easily tell which god, and which flavor of worship by just looking at the people walking around. If you have to use abstract GUI elements in order to show information, it very quickly takes you out of the experience, especially with VR, I suspect. So perhaps less precise information of just observing the world (using the idea of the masks and colored banners) and requiring the player to make a rough estimation on that visual context, is preferable to precise information through a GUI.
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Post by echocdelta on Dec 28, 2015 4:38:11 GMT
It doesn't. Progress through size and belief might be the two key drivers, and I'm starting to really see the idea here that PM had with town centers and monuments/idols rising or falling. The main thing here to hit on is that if used as a mechanism for content delivery and iteration, fine, but for bloat or scope blow-out it's a terrible idea. Ages introduce new mechanics, new mechanics require new systems, new systems will break and deadlines will be dead. There is some interesting directions to explore here, like, how do we communicate progression and strength of belief in a region? Icons, symbols and idol building are all things I'm looking at, and morsealworth's suggestion of idols can translate into avatar selection influencing idol design. The sun god, the goat god, the demon god etc. I think this begins to feed simplification of some high level mechanics, like once we have that a player has an avatar, a goat head, we can socket trade goat-head hats from the believers in a city, and communicate that purple-goat-banners flying over houses signify the strength of belief in that town. If we trade ages for believer variation, like red-snake priests brawling with purple-goat shamans, we might have found an interesting way to visually communicate an immersive diegetic belief/boundary/progress system. I am really in favor of having a settlement cluster be something that is tied to percentage of belief to Gods, slowly taken over in visual assets as purple goat god banners go up - instead of a single obelisk rising/falling or worse, a non-diegetic UI indicator. If followers do have different factions, and we go with the idea that a player is always as powerful as they will ever be, then progression isn't the progression of the god as much as it is the progression of the various factions. But this would only feel rewarding to the player if the player could choose which faction to allign themselves with. A 'chosen people'. In this mechanic, I think it would be more interesting if you can change your allegiance. Selecting a people as your chosen people should feel like placing a bet on which people could most closely adhere to your set of commandments (or some such) and if the people stray from those commandments enough within a certain timespan, you lose the bet, which could mean that belief in you across all factions diminishes. Abandoning a chosen people is possible, and is seen by those people as a severe punishment, possibly changing the ideology of that faction greatly. Chosing a people and abandoning them could then be powerful tools for manipulating how the various factions operate, and how popular they become. Approaching the mechanics in this way would mean that a sense of progression doens't have to come from increased powers over time. Having a set of commandments and manipulating your chosen people into adhering to them would be where your sense of progress comes from. So even the size of the faction isn't the most important factor, eliminating the 'more equals better' trap, which leads to repetitive gameplay. Aha! This is an interesting take on it, what if the religions or factions existed before you arrived in nature/physical idol worship? I think we're touching on a very interesting direction that might even address the idea of removing control from the NPCs or, even more radically, disassociating the player from the NPC followers even further. For the sake of simplicity we'll keep addressing them as Purple Goat faction and Red Snake faction. I really like the idea, even from a design lens and a game enthusiast lens, that you arrive on the scene without a people and you begin essentially adopt whatever faction you think aligns to you, the player. This is starting to set the groundwork for a number of mechanics, simple ones, as well as art direction for visual assets. Now, the challenge here is identifying the loops without predicting the user stories when there are no mechanics - for example, we currently don't have a clear direction on feedback representation in UI, if there is a UI or if the player is completely immersed. I think, personally, that minimal UI is key here because we might want to keep pushing the 'macro' design over trying to simulate the thoughts of individual villagers - so we're going to have to look at why the player would adopt a people, what the obstacles are, what the rewards are, what the tasks are, the resolution to gameplay loops and how we can create incentives or punishments without creating repetition or worse - predictability. It might fall into having to create you, the player, as an entity separate to the NPC system - being that the first iteration of the game might prototype NPC's doing NPC stuff like farming/fishing/building and then saying that if settlement has 40/60 Goat/Snake ration, we change their clothing to match that, then we start looking at rolling the dice on behaviors/anim plays as they interact with each other. For example, what higher systems drive factions? Are there even higher systems? Do factions have 'home' settlements? Do 'home' settlements always convert neighboring settlements? Do these settlements contain things we can use for player progression? Are these things perhaps faction specific miracles? Do factions specific miracles require factions to be 'absorbed' or worshiping player? Are factions always pagans? Do pagans see player's chosen people as enemies at a threshold? Does this open the door for combat/crusades/holy war?
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Post by echocdelta on Dec 28, 2015 4:41:38 GMT
I'm a big fan of 'showing it as it is', with which I mean that if a certain belief is popular around an area, you see more people there wearing the uniforms that correspond to this. Your idea of the animal heads combined with colored banners or robes works great for this, since you can easily tell which god, and which flavor of worship by just looking at the people walking around. If you have to use abstract GUI elements in order to show information, it very quickly takes you out of the experience, especially with VR, I suspect. So perhaps less precise information of just observing the world (using the idea of the masks and colored banners) and requiring the player to make a rough estimation on that visual context, is preferable to precise information through a GUI. Aynen you're on fire today. Immersion is key. The current iteration of the prototype game is so powerful because you feel like you, as in your physical space, manifests into the game world. Any UI can immediately begin taking that away. Quick key thing to note: We have good relationship with Valve and have access to their on-site (at Valve) testing for stuff like VR, in terms of technical/usability testing. Benefit of being the people with the most SteamVR kits in Australia. We can also conduct on-site/off-site testing that will give us an idea about UI intrusion with the help of Exertion Labs at RMIT University or Swinburne University. That's probably stuff I can actually get hard figures on usability tests and report back on in time.
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Post by Deth on Dec 28, 2015 4:53:52 GMT
It doesn't. Progress through size and belief might be the two key drivers, and I'm starting to really see the idea here that PM had with town centers and monuments/idols rising or falling. The main thing here to hit on is that if used as a mechanism for content delivery and iteration, fine, but for bloat or scope blow-out it's a terrible idea. Ages introduce new mechanics, new mechanics require new systems, new systems will break and deadlines will be dead. There is some interesting directions to explore here, like, how do we communicate progression and strength of belief in a region? Icons, symbols and idol building are all things I'm looking at, and morsealworth's suggestion of idols can translate into avatar selection influencing idol design. The sun god, the goat god, the demon god etc. I think this begins to feed simplification of some high level mechanics, like once we have that a player has an avatar, a goat head, we can socket trade goat-head hats from the believers in a city, and communicate that purple-goat-banners flying over houses signify the strength of belief in that town. If we trade ages for believer variation, like red-snake priests brawling with purple-goat shamans, we might have found an interesting way to visually communicate an immersive diegetic belief/boundary/progress system. I am really in favor of having a settlement cluster be something that is tied to percentage of belief to Gods, slowly taken over in visual assets as purple goat god banners go up - instead of a single obelisk rising/falling or worse, a non-diegetic UI indicator. If followers do have different factions, and we go with the idea that a player is always as powerful as they will ever be, then progression isn't the progression of the god as much as it is the progression of the various factions. But this would only feel rewarding to the player if the player could choose which faction to allign themselves with. A 'chosen people'. In this mechanic, I think it would be more interesting if you can change your allegiance. Selecting a people as your chosen people should feel like placing a bet on which people could most closely adhere to your set of commandments (or some such) and if the people stray from those commandments enough within a certain timespan, you lose the bet, which could mean that belief in you across all factions diminishes. Abandoning a chosen people is possible, and is seen by those people as a severe punishment, possibly changing the ideology of that faction greatly. Chosing a people and abandoning them could then be powerful tools for manipulating how the various factions operate, and how popular they become. Approaching the mechanics in this way would mean that a sense of progression doens't have to come from increased powers over time. Having a set of commandments and manipulating your chosen people into adhering to them would be where your sense of progress comes from. So even the size of the faction isn't the most important factor, eliminating the 'more equals better' trap, which leads to repetitive gameplay. I personally would not like to see the ability to switch from a chosen people. I think you should have to stick with your starting people and win or lose as a god/goddess that is who you have to work with and grow. Though the goat-hats verses the snake hats brought tto might it might be interesting to have co-op pantheons where you work with other god/goddess to grow a city together or pantheon vs pantheon play. Speaking of Evil Genius earlier reminded me of Dungeon Keeper, both great games. Which reminded me of War for the Overworld. They have what is called veins of evil. They are different paths of powers. I would love for there to be different paths of power a god could follow. Go deeper down a tree and gain stronger power or select different trees and be more generalized in power.
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Post by Aynen on Dec 28, 2015 4:59:56 GMT
Let's tackle these ones first: For example, what higher systems drive factions? 1: their own set of commandments (which can be influenced by the player, the antagonist, and sometimes NPC authorities, like kings) 2: Each faction will have to make a threat assessment towards other factions around them, based on how both they, and the other factions, treat expansion of their numbers. If a faction recruits new members aggressively, they are seen as more of a threat by more factions. 3: The other faction's commandments. If another faction's commandments oppose their own too much, the other faction will be seen as demonic, and therefor enemy) 4: corruption. A faction that's been around for a while gains a wealthy leadership unless this is prevented through the right use of commandments from the player, or miracle interaction. Corruption makes a faction more resiliant to changing their commandments, even if the player wants them to change. Are there even higher systems? answer: see above. Do factions have 'home' settlements? answer: corrupt ones do. The younger a faction, the more 'homeless' it is. Nomadic even. Do 'home' settlements always convert neighboring settlements? answer: yes, since a 'home' signifies an older faction with a wealthier, more corrupt leadership, they will tend to start recruiting more aggressively. Do these settlements contain things we can use for player progression? answer: The player can either stimulate corruption as being part of their own commandments, or attempt to overthrow it. Home settlements would play a key role in this mechanic. Are these things perhaps faction specific miracles? answer: I wouldn't recommend faction specific miracles under any circumstance, as it leads to players choosing their 'chosen people' based on which spells they want access to. That works for some games, but not for this. Do factions specific miracles require factions to be 'absorbed' or worshiping player? answer: see above. Are factions always pagans? answer: It might be more interesting to have splinter religions, who worship the same god, and are seen as an off-shoot of the same religion. This creates a more diverse political landscape for the player to analyze. Do pagans see player's chosen people as enemies at a threshold? answer: yes, the threshold would be what is described under what higher systems drive factions. Does this open the door for combat/crusades/holy war? answer: abso-flippin'-lutely!
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Post by echocdelta on Dec 28, 2015 5:04:53 GMT
If followers do have different factions, and we go with the idea that a player is always as powerful as they will ever be, then progression isn't the progression of the god as much as it is the progression of the various factions. But this would only feel rewarding to the player if the player could choose which faction to allign themselves with. A 'chosen people'. In this mechanic, I think it would be more interesting if you can change your allegiance. Selecting a people as your chosen people should feel like placing a bet on which people could most closely adhere to your set of commandments (or some such) and if the people stray from those commandments enough within a certain timespan, you lose the bet, which could mean that belief in you across all factions diminishes. Abandoning a chosen people is possible, and is seen by those people as a severe punishment, possibly changing the ideology of that faction greatly. Chosing a people and abandoning them could then be powerful tools for manipulating how the various factions operate, and how popular they become. Approaching the mechanics in this way would mean that a sense of progression doens't have to come from increased powers over time. Having a set of commandments and manipulating your chosen people into adhering to them would be where your sense of progress comes from. So even the size of the faction isn't the most important factor, eliminating the 'more equals better' trap, which leads to repetitive gameplay. I personally would not like to see the ability to switch from a chosen people. I think you should have to stick with your starting people and win or lose as a god/goddess that is who you have to work with and grow. Though the goat-hats verses the snake hats brought tto might it might be interesting to have co-op pantheons where you work with other god/goddess to grow a city together or pantheon vs pantheon play. Speaking of Evil Genius earlier reminded me of Dungeon Keeper, both great games. Which reminded me of War for the Overworld. They have what is called veins of evil. They are different paths of powers. I would love for there to be different paths of power a god could follow. Go deeper down a tree and gain stronger power or select different trees and be more generalized in power. Narrowing it down, we might be able to find a base ground that followers should have visual indicators to show their belief/faction/alignment, such as clothing or hats, and that as a God/Goddess you have the option to either adopt or start with a chosen people. Arguably, the middle ground here is actually the idea of adopting, and sticking with, a chosen people. Ideally, and this is far outside scope and reach, it'd be to assign players persistent people/faction that they can incrementally grow over multiple play sessions. I'm actually surprised as to why this is a mechanic that hasn't been explored further, maybe because linear progression would create balancing problems - might be worth looking into horizontal spread of belief/faction effects over vertical tiered progression. Thanks for mentioning the War for the Overworld - I haven't played it but have heard good things. The only main question with the idea of articulating paths is providing the user interface feedback on such systems, for example how do you communicate that there are branching paths of power? Does a menu come up? Is there a prompt? If there is a prompt for that, could we then have prompts for more stuff? Does this begin opening the door for more UI elements? Are the paths mutually exclusive? How does a path reset? Do they carry over to new games? Would balancing be an option? Would paths to power be elemental or based on alignment?
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Post by echocdelta on Dec 28, 2015 5:18:20 GMT
Let's tackle these ones first: For example, what higher systems drive factions? 1: their own set of commandments (which can be influenced by the player, the antagonist, and sometimes NPC authorities, like kings) 2: Each faction will have to make a threat assessment towards other factions around them, based on how both they, and the other factions, treat expansion of their numbers. If a faction recruits new members aggressively, they are seen as more of a threat by more factions. 3: The other faction's commandments. If another faction's commandments oppose their own too much, the other faction will be seen as demonic, and therefor enemy) 4: corruption. A faction that's been around for a while gains a wealthy leadership unless this is prevented through the right use of commandments from the player, or miracle interaction. Corruption makes a faction more resiliant to changing their commandments, even if the player wants them to change. Are there even higher systems? answer: see above. Do factions have 'home' settlements? answer: corrupt ones do. The younger a faction, the more 'homeless' it is. Nomadic even. Do 'home' settlements always convert neighboring settlements? answer: yes, since a 'home' signifies an older faction with a wealthier, more corrupt leadership, they will tend to start recruiting more aggressively. Do these settlements contain things we can use for player progression? answer: The player can either stimulate corruption as being part of their own commandments, or attempt to overthrow it. Home settlements would play a key role in this mechanic. Are these things perhaps faction specific miracles? answer: I wouldn't recommend faction specific miracles under any circumstance, as it leads to players choosing their 'chosen people' based on which spells they want access to. That works for some games, but not for this. Do factions specific miracles require factions to be 'absorbed' or worshiping player? answer: see above. Are factions always pagans? answer: It might be more interesting to have splinter religions, who worship the same god, and are seen as an off-shoot of the same religion. This creates a more diverse political landscape for the player to analyze. Do pagans see player's chosen people as enemies at a threshold? answer: yes, the threshold would be what is described under what higher systems drive factions. Does this open the door for combat/crusades/holy war? answer: abso-flippin'-lutely! Now let's dilute these concepts into mechanics, or at least, systems that we can drain the fun out of and look at in a design-ey way. 1. Factions are defined as NPC clusters that are linked by commonality, a class, and thus all share a behavior set. Would need examples of commandments, what is a commandment, how do they influence the NPC behavior or logic, how would multiple commandments interact, how does commandment conflict resolve and most importantly - are NPC classes set to being a faction or not, as opposed to incrimental belief into factions. That might be desirable, as we start treating settlements of NPC's as an entity, with the indicators of its details show through followers. Even, maybe, commandments can be shown by visual indicators so that the player, by abstraction and interpretation, guesses what the commandment of the people is. 2. I'll get back to you on this with AI consultation - it's high level systems that require tracking. In games, as far as I know, AI isn't really treated as separate entities with independent logic but instead systems that convince the player of intelligence. Assessment, therefore, is basically based on maths/thresholds and such. 3. Yes. This relies on 1. being fleshed out. This is the basis of player driven narrative or contextual conflict. None of this weird story-telling stuff about Astari, instead lets opt to create a believable conflict based on the absurdity of religious conviction. People kill each other on disagreements of the meaning of words. That's an interesting system to capture. Purple Goat worships animals, Red Snake worships hunting, they now have a driver for conflict that you can believably communicate to the player because it makes sense. 4. This needs to translate into a system rather than a high level concept. Maybe instead of corruption, because that might indicate the presence of economic resources/exchanges/systems, we might call it hubris or devotion. Something to indicate the fortification of a belief in a settlement cluster population - the biggest banners, the biggest Purple Goat hats. As we start crushing these high level ideas down into systems, we try to overlap them and see where things begin to 'work' together - all of these for example start indicating an interesting world that is starting to present mechanics/functions/user stories that are definitely within what we can scope over development time.
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Post by Aynen on Dec 28, 2015 5:45:18 GMT
Corruption (or whatever name we end up giving it) is, as I see it, a pretty straight forward mechanic. The older a faction is, the more drastic player interaction needs to be in order to change their commandments. And the older a faction is, the more it converts non-faction and enemy faction npcs to it's ranks. And lastly, the older it is, the likelier it becomes that other factions declare war on it. So if both the player and the antagonist do nothing, eventually all factions will be at war with each other, have a home system, be very difficult to influence, and will recruit anyone around them who is neutral, or isn't being recruited with a stronger value by another faction. This means that removing faction leaderships (by eliminating the home town entirely, for instance) keeps the political landscape fluid, and more easily manipulatable.
Commandments are much harder to design. Each commandment would need to be paired with a commandment that opposes it. ('Thy shalt not kill' versus 'Kill all infidels' for instance) But they also all need to modify faction behavior in a clearly visible way. So not eating unclean meat would be quite difficult to visualy show. (you'd have to run that by your artists) I'd suggest a brainstorming session with your art team to come up with commandments that they can clearly show to a player looking at a village from some distance away. But it may come down to more absurd commandments, like what colors are forbidden, or having to walk backwards instead of forwards or sideways, simply because you can show those easily. The total amount of possible commandments in the game dictates how many commandments make 1 complete set, but I think the aim should be that many factions can have a full set where not enough of the other faction's commandments oppose their own. Otherwise conflict without corruption might become too common, negating the corruption mechanic entirely.
I think visually, for commandments the right ballance needs to be struck so that a player will want to study NPCs up close, but once they familiarise themselves with what the various commandments look like, they will become able to recognise them from further away. If there are enough commandments in the game, then the desire to study settlements up close sticks around longer, which I'd think is a good thing. It has to last long enough to create a bond between the player and the NPCs of the game world.
I suspect the game can function with a set of about 10 to 20 commandments, which would put a set of them at about 3 per faction, but it would definitely be worth investing in adding more of them over time, to eventually have a great pool of commandments to draw from. That would then allow you to increase the number that makes for a set of commandments. the bigger the number for a set, the more diverse the factions become, and thus more personalised.
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Post by morsealworth on Dec 28, 2015 12:11:18 GMT
6. As I understand it, this can split on two points, being able to create a building and having an expectant behavior set or understanding that the AI will randomly/on trigger activate the building powers. This might require some more expansion, as it can lead to balancing issues or lack on incentive - even a break in the loop of progress/time/resource investment and expectation of reward. A random throw-back thought is the fire-trees in From Dust, which provide an interesting gameplay mechanic, but I'm not sure how that can translate to man-made structures or places of worship within your territory. As such, how does one explain the construction of a temple or idol that does contrary to your will, when that construct is built by your 'followers'. An interesting hybrid possibility here is recognizing two classes of assets; follower-made and extension of your agency, and organic/pagan/natural that cast/trigger effects outside of your interaction. Examples being that a pagan stone circle might periodically activate or trigger an event, whilst a man-made temple might provide some sort of visual/contextual indicator of unlocked powers or progression. Why am I leaning towards this? Because the system can be scaled up and content can be introduced incrimentally or respond to feedback, without relying on complex systems. A single temple that is built, providing first fire, then lava, then a fire-storm, then a fire-tempest miracle, can be tied into a process that we can template and apply further. What does it provide? Content for the player to consume and expect a reward/consequence. The other, AI-triggered, places of worship essentially provide obstacles, rewards and assets that can be tied into places of interest. But I might be looking at it wrong, I can just see how the very basic implementation has benefits when split. 7. We're going to have to drill down past the narrative and into the mechanical logic behind the disciples (I like that word), being that with diminished control over them, they provide more of a contrast to the lack of control over followers, which can provide a better level of immersion for the player during gameplay. I think that a lack of direct control over them should be minimal, as this will further highlight the NPC follower 'free-will'. That contrast will translate to game mechanics, as replicating 'creature' AI onto your disciplines is going to fall outside scope. That's probably just being really realistic on the complexities of AI programming. An NPC cluster or settlement, in a settlement 'zone' (Godus does this 'right') is something that can be iterated on and scaled, whilst disciplines will probably have too grand of an impact on your player interaction methods to be left to the whims of half-implemented AI programming. Does this mean that you have 'total' RTS unit control? No, but it does mean that you need to delegate high-level tasks to the player, like telling them to build something in your honor. I do really like the conversion by sword mechanic that was mentioned earlier, so maybe telling the disciple to go be a crusader is a really good target to aim for. 1. That's my belief too. I think that regional, or localized, beliefs might be something that Godus should have implemented instead of empire-wide religious edicts. Like, what the hell do the 'wood' people care about the 'fishermen' people's commandment that 'rocks are sacred'? It's not even something that can translate to gameplay because you don't use trees or stones for anything - maybe if they had 'this sticker is sacred', that would have worked (poorly). Let's take a look at the Vaulters from Endless Legend, who delegate holy resources, there is something there worth looking into. Coastal settlements (in human societies) often always end up idol worshiping the sea or creating animal myths around sea creatures, it's just how that works, so I think the idea here is that maybe we can start to break down these settlements into classes, as clusters, based on their surroundings (maybe a percentage of area within bounds), which might open the field for designing commandments or miracles that are opened up by the belief of people. Once we break this down in mechanics, it kind of simplifies, but it further highlights the need to first tackle 'how' the settlements are seen by the game's logic. On the topic of Emergent/Adaptive AI: Based on some people I've talked to about AI programming, it might be something worth scaling up from basic behaviors - emergent AI is something of smoke, mirrors, illusions and mechanical systems that stat track or wait for triggers. High level decisions are almost always faked or approximated into sets of behaviors. But, I'm going to push on this and there is (thanks a bit to you giving me a bit to talk about) the possibility that we'll get a third member on (who is an AI/Physics programmer and teaches that at university). On the topic of Transitioning Gods/Transformation: I think you're actually iterating on a number of systems, including the idol and miracles, and this is a really good suggestion. It's something that is interesting as it can tie into player progression and physical manifestation. I think that the best example here is looking at mythology, religion and different belief systems - but keeping in mind that they all require unique or tailored player experiences to communicate, justly, their differences. I remember reading, for example, that Christian missionaries who arrived in Nordic lands found that they had great difficulty in converting the local population through assimilation/appropriation of their holy sites/beliefs - because the pagans believes in things like beaches, mountains, rock formations or forests - making the building of churches or incorporation of local beliefs really hard. There is a narrative here that translates to difficulty of diverse gameplay design, in that the Nordic God and the Abrahamic God are completely separate entities with different belief systems with the same entities of followers. I really like the transformation idea and it fits into gameplay experience design, it's something worth talking about more in the frame of 'how would this translate into a God game'. Also sorry morsealworth in the delay getting back to you, a lot of thinking and churning of the ol' brain gears was had. Okay, renumbering for conveinience: 1. (6) I was thinking about something closer to Tree planter from Anno 2070 or Mutagen Pump from Maelstrom. The kind of semi-passive/periodic/triggered ability that works better if you don't control it yourself, manually. Trust me, it would be even cooler than all those manual-triggered Wonders. But I love the idea of competition making those as well, including minor AI deities. Maybe even a chance to make them into your subordinates/friends, like hero Gilgamesh (the illegitimate En who refused Inanna) befriended demi-god Enkidu? 2. (7) Again, I was thinking more along the lines of Tropico Builders/Teamsters or Majesty Heroes. You know, the kind of people who are special, react to the tasks you place on the world, having their own priorities in choosing such tasks, all while influencing the commoners around them to help those commoners notice and focus on the task, completing it efficiently. 3. (1) Precisely. That's why "Transformation" mechanic is so important in the vision I'm trying to show you - people believe in ideas, quite abstract one, and you can't entice a fisherman by a god of agriculture. But the moment god of agriculture tuns into a deity of abundance... or vice versa. 4. (AI) Nice to know, That's really something to look forward to. As long as computational power is enough. 5. ("Transitioning") I gave you those examples precisely because I want gods to be: A) Different from each other and have personality instead of some cookie-cutter plagiat, B) I want the game progression to start from one seingle little divine power that grows and grows from there. I even linked an ability web to show how it can be implemented, for fadoodle's sake. So yes, I completely agree this particular mechanic can be a blast. So to gain one me you should gain another me connected to it and have enough worshipper diversity (or crooked enough priests in their political squabbles) to let such a transition happen. 5.1. Small correction of your example, not Abrahamic god, but Akkadian/Sumerian way of worship of gods. As I said, Abrahamic god himself has nothing of his own. 6. (Let me join you in talk about factions)Let's see how I think it might work: 6.1. The factions should not be exactly religious without a god. Religious factions should be defined by gods they worship, however NPC factions may be: political, class, caste, profession, gender (gender-specific gods influence different genders differently, hence the detail), gens, etc. 6.2. Different factions should have different weight over each particular member. And the same faction should weigh on different members differently. 6.3. Each member will always try to spread his personal beliefs (not necessarily religious) against al his factions. The more member and faction align, the bigger weight they cause on each other. The less they align, the less weight and the higher chance of the member to drop from the faction and possibly create a new faction. 6.4. The original factions depend on the gens, familia and profession. Everything else comes naturally. 6.5. The only way to join a faction except from creating one is to have a member that is a member of the same faction as the subject in question, introducing the subject to faction. 6.6. Factions can consolidate if majority are members of both factions and have strong enough weight (matter of balance, non-trivial task). 6.7. Gods themselves can give weight to the "worshipper" faction directly by making the members witness miracles. 6.8. Member that has alignment with a god's value system (close to commandments, but not quite, it's closer to mes the god accumulated and what it represents) has his worship weight fall towards that god's religious faction. However, he must be introduced to that faction first through either 6.5, 6.6 or 6.7. 6.9. Religious factions are always misaligned if gods are hostile to each other. If both religions of gods hostile to each other have the same values, those particular values are ignored by the system. As for miracles, see my previous posts.
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Post by Deth on Dec 28, 2015 18:37:47 GMT
Narrowing it down, we might be able to find a base ground that followers should have visual indicators to show their belief/faction/alignment, such as clothing or hats, and that as a God/Goddess you have the option to either adopt or start with a chosen people. Arguably, the middle ground here is actually the idea of adopting, and sticking with, a chosen people. Ideally, and this is far outside scope and reach, it'd be to assign players persistent people/faction that they can incrementally grow over multiple play sessions. I'm actually surprised as to why this is a mechanic that hasn't been explored further, maybe because linear progression would create balancing problems - might be worth looking into horizontal spread of belief/faction effects over vertical tiered progression. Thanks for mentioning the War for the Overworld - I haven't played it but have heard good things. The only main question with the idea of articulating paths is providing the user interface feedback on such systems, for example how do you communicate that there are branching paths of power? Does a menu come up? Is there a prompt? If there is a prompt for that, could we then have prompts for more stuff? Does this begin opening the door for more UI elements? Are the paths mutually exclusive? How does a path reset? Do they carry over to new games? Would balancing be an option? Would paths to power be elemental or based on alignment? I like the idea of multiple play through with the same group of peoples. Maybe this could be a way to build a one player pantheon. Each time you go back to this group you can build on your pantheon with a new god/goddess. Your old gods/goddess being played by the computer. As for a path GUI, I like The Universim research path which is a pretty standard orb in the middle with lines leading off, each for it on set of upgrades. Personally I would like a mix of linearity and free choice of upgrades. I.E. I can see having to buy Fire, before Fireball, before Meteor. But also say skip fireball/Meteor for say lava flow/volcano. I do not think starting down one path should exclude another. Paths is probaly a bad name Spheres of control might be better, drawing on my D&D terminology. Where a god/goddess has, normally, multiple spheres of control and they are not even related some times. Such as Lolth: Goddess of Drow, spiders, darkness, chaos, evil, assassination. Spiders, Darkness and assassination are not that related really. For some reason what comes to mind is a "solar system" with you as the god at the center as the sun and spheres of control spinning around you. I think it would be cool if as you select spheres they form and start to orbit you and as you upgrade each sphere it moves closer to you and/or maybe becomes a bigger "planet". But thinking about this, it could also be used to represent you different groups/worlds you have people on. Which if you advanced people far enough and you build space travel into the game could have your people cross into other of your worlds. It might be interesting to see how your different groups inter act. I would say that at some level of over all belief or population, most likely a combination at both the payer gets a audible and visual effect. I.E. a choir singing and flashing boarder or maybe your followers doing some form of celebration. Once you see this then you access something to get to the upgrade screen. Maybe you click on the sun to take you to your "inner sanctum" where you can upgrade your spheres of control or switch between groups/planets and do other self related stuff. I could see the spheres being reset. That fits in well with a god/goddess taking on different forms, which could work with Aynen wanting to switch peoples. I would say when you do such a switch that you become a "different" god/goddess. Going back to D&D they have Lathander and Amaunator who they portray as different versions of the same god at different times in the god's "life". Lathander is the god of spring, dawn, birth, youth, vitality, athletics, but as he "grew older" and the need for a different god formed he faded away and Amaunator the god of bureaucracy, law, order, the sun, came into being and "took over". Recently in the D&D world Lathander has returned because they have reset the world and with the birth of a new age the younger god took over. So having different faces of your god/goddess might fit several different play issues/styles? Though I think each face should have it's own levels as each is worshiped by a different group. Of course I think balance would be an option. I could see rankings among the gods could be possible. Demi, Lesser, god, greater could be used as base ranks if that was needed. I could also see the god/goddess of (sphere(s)) being added as a descriptor and for knowing what kind of opponent you are facing. The basic elemental paths would be required I would think, but I would love to see more alignment based spheres as well. I think it would add a layer if depending on what spheres you gain you can unlock combo powers. Say Fire and Earth might unlock volcano, or Water and Life unlock rain of Purity. For me flavor wise I am heavily influenced by D&D and how they do their gods and goddess. So I think a lot more of the fluff side of things rather then the crunch/technical side. Which I know all the fluff I would love to see is not possible.
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Post by morsealworth on Dec 28, 2015 19:34:34 GMT
Narrowing it down, we might be able to find a base ground that followers should have visual indicators to show their belief/faction/alignment, such as clothing or hats, and that as a God/Goddess you have the option to either adopt or start with a chosen people. Arguably, the middle ground here is actually the idea of adopting, and sticking with, a chosen people. Ideally, and this is far outside scope and reach, it'd be to assign players persistent people/faction that they can incrementally grow over multiple play sessions. I'm actually surprised as to why this is a mechanic that hasn't been explored further, maybe because linear progression would create balancing problems - might be worth looking into horizontal spread of belief/faction effects over vertical tiered progression. Thanks for mentioning the War for the Overworld - I haven't played it but have heard good things. The only main question with the idea of articulating paths is providing the user interface feedback on such systems, for example how do you communicate that there are branching paths of power? Does a menu come up? Is there a prompt? If there is a prompt for that, could we then have prompts for more stuff? Does this begin opening the door for more UI elements? Are the paths mutually exclusive? How does a path reset? Do they carry over to new games? Would balancing be an option? Would paths to power be elemental or based on alignment? Such as Lolth: Goddess of Drow, spiders, darkness, chaos, evil, assassination. Spiders, Darkness and assassination are not that related really. I disagree, they are connected through fear.
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Post by Deth on Dec 28, 2015 20:02:49 GMT
True. I am sure for any thing you can find some relation, but you get the idea. It basically comes down that I do not think any path/sphere should be excluded for taking another.
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Post by Aynen on Dec 29, 2015 1:18:31 GMT
2. I'll get back to you on this with AI consultation - it's high level systems that require tracking. In games, as far as I know, AI isn't really treated as separate entities with independent logic but instead systems that convince the player of intelligence. Assessment, therefore, is basically based on maths/thresholds and such. In it's most rudamentary form, threat assessment may look like this: (going with a commandment set of 10) If 5 or more commandments are opposite those of the assessing faction: go to war unless a commandment forbids it. If certain specific commandments are found in the assessed faction: go to war unless a commandment forbids it. If some player miracle tells the faction that the assessed faction needs to be destroyed: go to war. If the assessed faction is recruiting from the assessing faction with more strength than the assessing faction can recruit: go to war unless a commandment forbids it. If war is prevented by a commandment, this can be overruled if corruption is at a certain threshold.
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Post by morsealworth on Dec 29, 2015 6:44:43 GMT
True. I am sure for any thing you can find some relation, but you get the idea. It basically comes down that I do not think any path/sphere should be excluded for taking another. And I gave you real life examples of gods that only benefit from having an actual, consisted personality. All of the domains of god must be connected for consistency, otherwise we risk ending up with some really meaninglessly weird shit. Nota Bene: The connections I'm thinking of are two-way street, so if you take a node of the web of mes, all adjacent nodes should become available to be unlocked. And I repeat, mes should not be excluded just because other god has the same ones. They just don't count towards faith leverage as much.
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v0id
One Hit Wonder
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Post by v0id on Dec 30, 2015 17:57:39 GMT
I'm working on a small scale god game myself, so this is an interesting read for me, too. (I cannot tell if this will ever be finished, as I'm starting a fulltime job before I estimate to have a "complete" game) A pro argument for an avatar, that can walk the streets, is the following: With VR you could see through that avatar's eyes while walking through a village. If people believe in you strongly, they would humbly bow down in front of you. Maybe they cheer at your avatar. If they dislike you, you could see more restrained reactions or desinterest. This would be a heavy emotional reward for a caring player. This fits with how I would implemted such a system: An undefined "crowd" with slowly shifting believes that represents the major amount of inhabitants. These believes are affected by the weighted sum of special individuals' believes. (Weighted with the persons popularity or importance... The mayor of that town versus a young and lower rank military commander). But this is only rational if the amount of inhabitants is sufficiently large. If a town has the scale of Godus' settlements it's too small. I'm thinking more of an island in an Anno game or a town in Patrician 3 (Which is the biggest inspiration for me). Maybe I come along with more ideas. Need to regenerate after reading all 4 pages at once Edit: One more thing: It seems to be the general oppinion that your people should be able to do stuff without your divine interaction. This fits to an observation in game design that I like: Many good games are "toys". Even if you did not have gameplay, you could play around with it: It works in GTA and to a high degree in Minecraft. In god games you also have this opportunity: If people behave smart, you can watch them like an aquarium or an anthill. Even without interaction this would be a relaxing view. Spiced up with godpowers used as you like, it's a toy. This should of course be further supplemented by "real" gameplay, but you have fun foundation already.
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