Lord Ba'al
Supreme Deity
Posts: 6,260
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
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Steam: stonelesscutter
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Post by Lord Ba'al on Jan 10, 2016 12:13:53 GMT
Oh and quick note, on paper prototyping the question came up of 'well, how the hell do we choose a people?' Great question that, because how do we do that? If you impress one village enough, and they believe in you, isn't it weird that they somehow know who/what you are? We tend to make Gods from mythology or perceived signs. Two tracks of solutions came up- Player selects chosen people and thus selects 'avatar' or faction based on miracle casting -OR- Player's idol comets down into the world at start of play - player grabs their idol, walks over to the town they want to adopt and smashes their idol on the top of the old idol. Everyone in town takes that as a sign of 'TRUE GOD MOTHAF---RS' and immediately become your people. They get really into being your people, hence the interactions always being 'have you heard the word, friend, of our lord and savior Purple Monkey God?' The second system is something we could prototype immediately after NPC managers, even rudimentary, are in. Also we can scope that out for things like progression on your 'idol' and your believers building around your idol to represent their character etc - like dumping weapons around your Purple Monkey God idol. It's basically NPC cluster updates state because an object is brought to an area. Boom, banner colors update (I assume maybe an RGB node value) and everyone in little peaceful village is now Purple Monkey fo' lyfe. Am I correct to assume that you are viewing this idol that's being dropped down as sort of a civilization center? If so, perhaps the idol could have special properties. Such as for example it offers an unlimited supply of fresh drinking water and it makes the immediate surrounding area extremely fertile so that bountiful crops can be produced, thus making this a super attractive spot for people to settle down around.
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Post by echocdelta on Jan 10, 2016 12:36:48 GMT
Oh and quick note, on paper prototyping the question came up of 'well, how the hell do we choose a people?' Great question that, because how do we do that? If you impress one village enough, and they believe in you, isn't it weird that they somehow know who/what you are? We tend to make Gods from mythology or perceived signs. Two tracks of solutions came up- Player selects chosen people and thus selects 'avatar' or faction based on miracle casting -OR- Player's idol comets down into the world at start of play - player grabs their idol, walks over to the town they want to adopt and smashes their idol on the top of the old idol. Everyone in town takes that as a sign of 'TRUE GOD MOTHAF---RS' and immediately become your people. They get really into being your people, hence the interactions always being 'have you heard the word, friend, of our lord and savior Purple Monkey God?' The second system is something we could prototype immediately after NPC managers, even rudimentary, are in. Also we can scope that out for things like progression on your 'idol' and your believers building around your idol to represent their character etc - like dumping weapons around your Purple Monkey God idol. It's basically NPC cluster updates state because an object is brought to an area. Boom, banner colors update (I assume maybe an RGB node value) and everyone in little peaceful village is now Purple Monkey fo' lyfe. Am I correct to assume that you are viewing this idol that's being dropped down as sort of a civilization center? If so, perhaps the idol could have special properties. Such as for example it offers an unlimited supply of fresh drinking water and it makes the immediate surrounding area extremely fertile so that bountiful crops can be produced, thus making this a super attractive spot for people to settle down around. We've decided that whatever the idol is, if the idol is in, it'll be tied to something you pick at the start of your game and tie with your avatar hands. Purple Monkey God will have purple monkey hands, etc. The 'oh that was really easy, lets iterate and extend scope' goal would be to allow people to have varying degrees of customization. Maybe, fish idol, scaly hands, can't cast fire miracles but strong affinity to water...or madness. Regardless, idol we feel is your physical connection to the game and it's not unrealistic to test how mechanics would work in variation to that - moving your idol, building on your idol, augmenting powers by adding things on etc. Right now, barebones, I just know that the idol falling from heaven feels like a good 'starting' point to spawn the player, and if that works as intended, the one we'd like is player choosing their God idol/avatar.
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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 Jan 10, 2016 12:51:46 GMT
We've decided that whatever the idol is, if the idol is in, it'll be tied to something you pick at the start of your game and tie with your avatar hands. Purple Monkey God will have purple monkey hands, etc. The 'oh that was really easy, lets iterate and extend scope' goal would be to allow people to have varying degrees of customization. Maybe, fish idol, scaly hands, can't cast fire miracles but strong affinity to water...or madness. Regardless, idol we feel is your physical connection to the game and it's not unrealistic to test how mechanics would work in variation to that - moving your idol, building on your idol, augmenting powers by adding things on etc. Right now, barebones, I just know that the idol falling from heaven feels like a good 'starting' point to spawn the player, and if that works as intended, the one we'd like is player choosing their God idol/avatar. So the idol is a static thing right? Meaning it drops down from the sky and then it sits there perhaps having some kind of influence. Then there's an avatar as well? I'm sorry, with all the work I've been doing lately I haven't really had the time to follow all the comments in depth. You are speaking about the physical appearance of the player's hands being tied to the idol. I'm interested what the idea of the idol is in the game. What effects are you considering it to have right now? I mean effects that are affecting the NPC's rather than the player, if any at all.
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Post by morsealworth on Jan 10, 2016 13:02:37 GMT
Oh and quick note, on paper prototyping the question came up of 'well, how the hell do we choose a people?' Great question that, because how do we do that? If you impress one village enough, and they believe in you, isn't it weird that they somehow know who/what you are? We tend to make Gods from mythology or perceived signs. Two tracks of solutions came up- Player selects chosen people and thus selects 'avatar' or faction based on miracle casting -OR- Player's idol comets down into the world at start of play - player grabs their idol, walks over to the town they want to adopt and smashes their idol on the top of the old idol. Everyone in town takes that as a sign of 'TRUE GOD MOTHAF---RS' and immediately become your people. They get really into being your people, hence the interactions always being 'have you heard the word, friend, of our lord and savior Purple Monkey God?' The second system is something we could prototype immediately after NPC managers, even rudimentary, are in. Also we can scope that out for things like progression on your 'idol' and your believers building around your idol to represent their character etc - like dumping weapons around your Purple Monkey God idol. It's basically NPC cluster updates state because an object is brought to an area. Boom, banner colors update (I assume maybe an RGB node value) and everyone in little peaceful village is now Purple Monkey fo' lyfe. I believe in the third option - they choose you, not you choose them. As in, the god you are is created by them based on what you do. Not easy to explain, that sounds much better in my head. And hence, no introduction needed.
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Post by Aynen on Jan 10, 2016 14:42:30 GMT
There are two things going through my head right now:
1: If there is no gameplay statistic that sigifies which people are 'your people', it'd be the player's own sense of affinity that makes a people 'your people'. Does the game really need to signify it any further, and if so, what if that was a choice available to the player as an alternative? I mean, you could choose to feel an affinity with a faction in the game, or you could actually use gameplay mechanics to claim a peoples (wether those people like it or not). And which option of the two you choose has consequences. This then becomes another layer of 'what kind of god are you?'.
2: With idols, I think largely in the direction of 2001: Space Odessey's monolith, which was used to 'uplift' homo sapiens into a technologically advanced species by influencing their ideas. (it influences the apes at the start of the story to come up with the idea of using tools) In that sense, monoliths aren't so much a tool of claiming ownership as it is a tool of influence. But if there's only one idol per player, wouldn't a sense of ownership naturally come forth from having to choose which faction to use it on?
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Post by echocdelta on Jan 11, 2016 11:46:12 GMT
Ok! Today was a busy day, we've been hashing out the team composition. Because nothing is finalized right now, it's nothing worth going into too much detail, but couple of good fronts on the project will be that we will be deploying to PC/non-VR platforms as well. It's my personal goal to make sure we can get people here into QA/stable test builds once Phase 1 (NPC Pawns, NPC village manager and God avatar prototypes) are in. We had another discussion about mobile and it is conclusively ruled out. Just, you know, nostalgia.
On the topic of idols, we're going to experiment with a range of prototypes on paper and in engine. The idea I had was; player spawns into the world, that spawn is signified by some sort of avatar stone or entity, and they see the world as NPC villages doing their things and displaying their behaviors. We want that stage to be observation and decision on your part (so that you are not assigned a 'people'). The rationale, in terms of gameplay, is that we'd like to not force the player to a pseudo emotional attachment to NPC pawns that you don't identify with - for example, in BW2, the 'Greeks' call on you during the Aztec invasion and you spawn, becoming forced into an 'emotional' investment to save them - but what if you don't care? What if Aztecs seem like your cup of tea?
We could, however, scrap that idea entirely - but it provides a good testing point for user experience and game loops. Idol spawns, moved to village, village is chosen people, if idol is destroyed or desecrated, player 'loses'. If there is a loss state, but that's up in the air.
My initial plan was that the player could basically not have their own people and instead float from town to town, essentially sandboxing the entire NPC interaction process and seeing what happens - a type of 'try to make these idiots co-exist with each other' or enforce dominance of one people over another with less game based mechanics. That is something we'll know more during prototyping. My only concern there is trying to have a sense of goal assignment or 'something to do' for the player that would allow for emergent goals during gameplay.
I'm heavily leaning on the idea of your adoption or domination of a people, or your passive approach, being valid forms of gameplay. Maybe that one 'idol slam' onto the town center type of adoption is the precursor to a militant God archetype - which leads to a new design consideration I've been looking at, God archetypes and their gameplay implications.
The third option of them choosing you is one that might be interesting to experiment with, but could prove to be frustrating for lack of choice - what if the NPC pawns you explicitly didn't want choose you? It's something that I'm keen to experiment with, but I can foresee that there will be technical issues (like everything else).
Aynin, the monolith idea is one that resembles that initial outlook I have, which is essentially replicating the validation of their pagan beliefs by a burning bush type miracle, or establishing a holy site. The main thing we're looking at here is choice for the player, the initialization of gameplay after spawn and creating the conditions of win/loss/resolution for gameplay elements.
The tightest loop of this is 'player spawns, player watches, player interacts, player adopts, player is now involved in gameplay, player influences NPC pawns, player has obstacles, player attempts obstacles, player resolves, resolution equals failure/success, gameplay session concludes'. The variation of this, including just general sandbox play, are definite design goals, but I wanted to better explain how we are looking to prototype these loops in order to facilitate experiences by developing mechanics.
For example, having a loop that demands the creation of mechanics of an idol or avatar you define by actions (maybe your idol changes with your gameplay type, thus influencing your people) allow for experiences that the players can have which can be contextually moved across different states of play; from round based sessions, to persistence in multiple sessions, to pure sandbox experimental play.
On the topic of signifying any statistics, our main design pillar (and aesthetic pillar) is moving away from the use of UI or any immersion breaking elements - thus maybe relying on visual indicators is going to be a permanent design decision; food stocks, size of a town, use of color on assets, animation set swaps etc.
I think a significant part of this discussion is that if we can establish the point of spawn and start of objective driven gameplay, we can prototype different loops/variations of that progression in gameplay. So, idol slam is one, but what about healing the town? What about raining fire onto a village? What about building a forest between a contested spot? (grading from low complexity to high complexity).
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Post by Aynen on Jan 11, 2016 12:11:59 GMT
Well, if the player can't be motivated to guide a people because they come to feel some affinity for them, then there's a problem. Thing is, creating an adversary basically won't work because as a god, you're just too powerful. If you weaken the player to deal with this, then you lose the sense of being a god, and if you give him the power that makes him feel like a god, then any adversary is easily dealt with, making the game easy if the adversary is what provides a sense of purpose to the player.
So it's the weakness of the chosen people that dictates the pace of progress. It's those people's progress that should feel like the player's progress. So destroying everything except for the chosen people should feel like a failure. Perhaps if the player does this, then the people surrender their free will, which creates a fail-state.
Perhaps the spawnpoint can be generated by letting the player choose his own set of commandments before play (a character creation type of thing) and those commandments are used to find a starting location for the player near 2 different people, one of those has very opposing commandments, the other has less opposing commandments. But should the player want to, they can explore further and ignore those two peoples.
I actually have more difficulty with a win-state. Let's say you get a people to match your own commandments, and they worship you and have no current enemy left near them. You could use this as a win state, but it feels a bit like the win-state of a Total War game, where they then give you the option to keep going instead of ending the game there, and it always feels more fun to keep going.
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Post by gillburt on Jan 11, 2016 12:20:55 GMT
Oh and quick note, on paper prototyping the question came up of 'well, how the hell do we choose a people?' Great question that, because how do we do that? If you impress one village enough, and they believe in you, isn't it weird that they somehow know who/what you are? We tend to make Gods from mythology or perceived signs. Two tracks of solutions came up- Player selects chosen people and thus selects 'avatar' or faction based on miracle casting -OR- Player's idol comets down into the world at start of play - player grabs their idol, walks over to the town they want to adopt and smashes their idol on the top of the old idol. Everyone in town takes that as a sign of 'TRUE GOD MOTHAF---RS' and immediately become your people. They get really into being your people, hence the interactions always being 'have you heard the word, friend, of our lord and savior Purple Monkey God?' The second system is something we could prototype immediately after NPC managers, even rudimentary, are in. Also we can scope that out for things like progression on your 'idol' and your believers building around your idol to represent their character etc - like dumping weapons around your Purple Monkey God idol. It's basically NPC cluster updates state because an object is brought to an area. Boom, banner colors update (I assume maybe an RGB node value) and everyone in little peaceful village is now Purple Monkey fo' lyfe. I believe in the third option - they choose you, not you choose them. As in, the god you are is created by them based on what you do. Not easy to explain, that sounds much better in my head. And hence, no introduction needed. I agree - the people should choose you. This adds an element of complexity to the game, as not only can do I get people whose attributes mean they are attracted to what I do, but I also get their attributes that I might not desire. So, an element of unexpected consequencies. Over time this can then manifest within your "people" as internal conflict leading to schisms, internal revolts, divisions etc. I would also like to see some form of "genetic code" (if I may use the term very loosely), which could be used to cover both nature and nurture so that we see populations evolve over time as they breed with different peoples
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Post by morsealworth on Jan 11, 2016 14:01:27 GMT
Maybe that one 'idol slam' onto the town center type of adoption is the precursor to a militant God archetype - which leads to a new design consideration I've been looking at, God archetypes and their gameplay implications. I think a significant part of this discussion is that if we can establish the point of spawn and start of objective driven gameplay, we can prototype different loops/variations of that progression in gameplay. So, idol slam is one, but what about healing the town? What about raining fire onto a village? What about building a forest between a contested spot? (grading from low complexity to high complexity). Now that you put it that way, it sounds awesome. It almost makes me want to help you develop this game full-time. Almost. (Yeah, here I am saying it as if someone needs someone like me at all, haha)
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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 Jan 11, 2016 14:04:32 GMT
How about this. Player can choose an initial spawn center that is somewhere within a certain radius from the exact center point between various NPC settlements. Spawning causes some kind of effect that attracts npcs. Npcs rush to spot. First one that takes it to their settlement adopts you as their god. When rival npc captures the idol and brings it to their settlement control switches over.
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Post by Spiderweb on Jan 11, 2016 14:40:47 GMT
How about this. Player can choose an initial spawn center that is somewhere within a certain radius from the exact center point between various NPC settlements. Spawning causes some kind of effect that attracts npcs. Npcs rush to spot. First one that takes it to their settlement adopts you as their god. When rival npc captures the idol and brings it to their settlement control switches over. How about lots of different factions that want you to be their god and the game is to try to get to the right group for you. So your power idol is taken by a Faction with certain commandments (A,B & C) by you want to have (a faction with) A, F & Z, so somehow you need that faction to come get you, or move you somewhere closer to where you want to be, by making yourself more attractive\unattractive with miracles. Once with your desired faction you try to increase that influence to take over the others.
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Post by morsealworth on Jan 11, 2016 15:00:16 GMT
You're getting too stuck on the word "commandment". The teachings of a deity are the extension of the nature of said deity, so they either worship you and your nature or you're not the one whom they worship in the first place.
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Post by Gmr Leon on Jan 12, 2016 3:40:57 GMT
This isn't immediately related to what's been posted lately, but as I've been diving in and out of some low end VR stuff recently (I picked up a Google Cardboard headset, in particular the ViewMaster VR, for anyone interested), I felt like I might be able to better contribute some edge case stuff. It's already been mentioned that the aim is to avoid heavy menu use where possible, which is definitely a good way to go from what I've been seeing. However, you will have to have some menus somewhere. I don't know in what ways this has been considered so far, but I seriously hope that right at your feet has been thrown out. That has to be the worst, most awkward placement for menu items I think I've ever seen. Wanna exit a level? Okay, first stare at your feet. Tweak options? Feet stare. It just feels way off. For that matter, "focus" interaction for selecting the menu options also feels a little too loose. I think if you're going to use that option, it should be accompanied by some gesture or physical switch pull/press to better connect the interaction. To my surprise, the base ViewMaster VR apps actually had a fairly clever idea with this, which won't apply to the Vive as much but might still be useful in some regard, which was to employ taps to the screen (in Vive's case, perhaps taps to regions of space?) to lock/unlock stuff like the camera movement. Nothing too outlandish, sure, yet something I've not noticed too many other Cardboard apps taking advantage of, despite many kits coming with magnetic/capacitive buttons. Coming up with some means to lock view over a region probably isn't too much of a concern with the positional tracking though, now that I think about it, but if you ever wanted to stretch the player's presence somehow, that might be something to think about...Although I don't think that would work all that well. More I think about it, the less I think what I observed may be valuable depending on how many buttons are available with the Vive controllers. Many of the headset minus positional tracking problems are easily resolved with controllers and tracking. Guess maybe the only one that might not be as much is the jump from the game to non-VR desktop, but even that's resolved through lifting off the headset to look at your monitor sooo... Regardless: -Wherever/however you implement menus, please no looking straight up/down. -To a degree, lock in view on that menu once it's opened if you can. Yes, it's cool to be able to look around the menu, maybe the first few times, but after that, it just feels unwieldy. -Avoid focus selections for stuff without accompaniment of trigger pull or button press, as it feels too loose. (Or provide a toggle for this method.) -Consider view position lock in through gesture/tapping of space to better orient self around focus area/object or otherwise "stretch" presence. -Gracefully bridge jump from game to non-VR environments however possible. Edit:
More to the recent post: Here's a curious idea, what if you create a compromise of people selection? Similar to Lord Ba'al's and morsealworth's ideas of they select you or you're placed in the middle for them to fight over, what if instead you weren't an idol, but a totem? The trick being that, as they fight among themselves thinking they've the right deity backing them, they're in reality dealing with aspects of you as a player, making it so that in some sense you're fighting yourself as you try to sift between them. This could in turn create a "win" state of trying to recompile your powers, albeit in an augmented state. A destructive deity would come out with a wrathful victory as their powers were reshaped into more insidious means as your actions incited more volatile beliefs between the people (in particular, what's meant here is that you integrate even disbelief abilities with successful conquest of an enemy people). A more benign deity would come out with essentially the opposite, and a balanced deity would create a stalemate or diplomatic peace with a peculiar balance of the two, just as a few examples. "Lose" state might be a matter of balancing out belief/disbelief, so that if any aspect is thoroughly overwritten with disbelief abilities, it locks itself from being reclaimed creating a particular challenge in approaching other peoples (i.e. using direct intervention or indirect intervention through letting peoples wipe each other out). Maybe even make this a basis for the emergence of fully opposing deities, which then compete to wipe you out from recompiling completely? Biggest idea basically being: -All opposing deities are in reality aspects of the player deity, i.e. totems. -"Win" state is the recompilation of those aspects/totems. -"Lose" state is the lockout of multiple aspects/totems via disbelief.
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Post by morsealworth on Jan 12, 2016 6:09:18 GMT
This could in turn create a "win" state of trying to recompile your powers, albeit in an augmented state. A destructive deity would come out with a wrathful victory as their powers were reshaped into more insidious means as your actions incited more volatile beliefs between the people (in particular, what's meant here is that you integrate even disbelief abilities with successful conquest of an enemy people). A more benign deity would come out with essentially the opposite, and a balanced deity would create a stalemate or diplomatic peace with a peculiar balance of the two, just as a few examples. Almost what I meant here. Though It's again bases itself off the idea that the deity is a part of objective world as opposed to collective subjective.And that is exactly the notion I don't like. Because if you just let go of it, everything will instantly click in place, including me progression system.
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Post by Spiderweb on Jan 12, 2016 8:48:22 GMT
You're getting too stuck on the word "commandment". The teachings of a deity are the extension of the nature of said deity, so they either worship you and your nature or you're not the one whom they worship in the first place. Commandment was not what I meant, sorry I used the wrong word what I meant it more to indicate a set of your values as a god like kind, benevolent, peaceful or unkind, cruel, violent etc. not "thou shall not be violent".
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Post by morsealworth on Jan 12, 2016 11:39:50 GMT
Then the problem is not as big as you think since their values should get closer to yours as your influence grows. See, echocdelta ? New emergent mechanic!
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Post by echocdelta on Jan 12, 2016 12:46:11 GMT
You guys move really fast!
Ok firstly Aynen, what you said in that first sentence is a critical question and one I've been trying to keep within sight the whole time. The method of motivation that I keep seeing on that front is that the player can spend time at their own pace watching the factions and react accordingly
Exactly - adversity as a God is a weird exercise without going into God-Battle tropes. Which is where I wanted to split the gameplay loops of NPCs and Avatar (you) so that we could create an 'adversary' in the NPC-NPC interactions, whilst essentially looking at ways that a different loop addresses your gameplay as a God. The thing is, I instinctively believe that God vs. God gameplay is just not that engaging and feels like forcing a type of gameplay system on players who might not necessarily find that compelling. Remember that Jupiter was supposed to have opt-in combat? I think this is a point that 22Cans had early on designed to facilitate too.
The creation of fail-states are actually not as rigid as we assume here - the idea is that we can define partial failures, subjective failures, contextual failures or instead delegate that term to resolution: B, C, D for outcomes of tasks/objectives/obstacles. I might be floaty on this because it is still premature, with closed gameplay loops, or mechanics, those fail/success states become adjustable or can be scaled.
On the topic of commandment picks before play, that's the general 'extension of scope' I want to aim for by including an idol. The visual representation of an idol, or the customization before start of gameplay session, can open the field for a number of these concepts to be considered. The spawn point picking between two people, however, becomes an interesting design/technical challenge - how do we get the AI to pathfind the idol to a position between two factions on separate islands? Would this provide one AI an advantage that is outside of the player decision making process? What if we had 4, 6, 10 villages? What if the idol is spawned into a location where no NPC pawn can pathfind? - this isn't a process of shooting that idea down, but instead stress testing it and giving some idea of the decision making trees I considered with the original idea of player-driven placement.
The 'win' state is something that is bothering me - I'm in favor of starting the build development with sandbox play and fleshing content/depth out. A win state can be something that we work towards as we identify what, if anything, people like doing in the game. Otherwise, trust me on this, I'm a sandbox player. On Total War, I've never finished a campaign and absolutely love starting them over and over again.
Addressing gillburt's comment, I can see that suggestion a fairly bit more clearly. Adding any degree of complexity into the game is never an easy feat, but I think if I can start thinking about how each population is defined by rules for reference in AI systems, we can start prototyping them. NPC archetypes, God archetypes, things start fitting together. Just ironing out the process of adoption will be key. Maybe, if you wait long enough, someone does choose you? That could be a valid form of promoting both types of progressing gameplay.
morsealworth - we're definitely going to do the Skype call with people thing. I do a fair amount of work outside of work hours, so for me it could be chatting with people and figuring out a good time to do some community chats. It'll be really good for us to even do share-screen paper prototyping stuff. So far the entire exchange here has been super rewarding and surprisingly not as intimidating as I first thought it might go (everyone has an idea of a God game, but we all have an idea of a God game, so we're trying to find our idea of a God game). Also your ideas have been rad.
Lord Ba'al - I purposefully shied away from picking the start spot, I think I'm leaning on the Civ method of 'roll for spawn' but wanted to be forgiving on being able to just up and relocate. The rest of your idea, I'm actually doing some thumbnail painting of because the idea of you being the spark of conflict or rivalry is a fantastic way to start the game. Almost too fitting to how your presence, by existence alone, is a disruption to the people there.
Spiderweb - I think we're starting to find some overlapping agreement on NPC archetypes and God archetypes. I've been chatting a bit with one of our developers who has advised ways of setting out the design of the NPC manager and also definitions of NPC behaviors, the types of rules they use and their logic. An example he provided was the food one; if I have food, I must check that I have X wood, if I have X wood, I will spawn a house and NPC pawn etc. The behaviors that govern the execution of that logic might be variations of that. I'm doing some language reading on AI programming theory tomorrow, so I'll be able to write it in the right... syntax and rule? Blackboard rules? If anyone here does AI programming, feel free to step in.
Gmr Leon - Cardboard is awesome! My boss actually did a talk here in Australia at GCAP this year on VR best practices and integration of human psychology. Best practices in VR don't... really.. call for menus to be at your feet what the f- ? I'm not 100% sure why that is a thing, but it's not really anything by what I would consider good UX design. One of the things we do in our office is experimental mechanics practices in VR, so developing new interaction methods, testing different movement/tracking/avatar actions etc. Today, for example, I got to bounce around a room in VR in micro-gravity, including pushing off walls and launching myself using my arms. It's just a part of tech development. GenesisVR, for example, was first a movement and interaction prototype that wanted to test a good/comfortable method of navigating over villages on an island using motion-tracked controllers in VR. It has worked resoundingly well, and I was really pissy about people speculating on the gameplay elements of it until I got to do something like this with a community first. I wanted to repeat that we will be aiming for a non-VR release/PC release as well. I'm straight up not going to promise or scope anything on par with something like Universim, but I can say that mouse/keyboard and gamepad controller will be interaction methods we've decided to implement. Also the messed up thing in coincidence is that the locked view on menu thing is something in a prototype test we're looking at for diegetic UI displays in VR (like, focus on your menu on your arm, the view is locked as you navigate items, we had that discussion this morning). Whatever track of VR analysis you are doing by trying these things out, keep at it!
--on totem idea; I think if I understand here that there is a composition of beliefs that are indicated by physical assets (totem/totem parts) and your actions begin to align these into certain directions? I think there is something interesting here, but it'd have to be balanced by the proposition that there are no enemy Gods. I do understand though, that your 'parts' are essentially embodied by NPC AI behavior sets across the island.
The entire game is an emergent mechanic (especially because of this forum), all games are combinations of mechanical prototypes proving to be fun working in concert with each other without catching fire. Or fire if desired.
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Post by gillburt on Jan 12, 2016 18:57:45 GMT
I don't know if this is any help as a metaphor, but I have often mused on the "logic rules" behind how birds flock, or fish swim in shoals, as the base for a highly complex god game. In other words, there are a few basic fundamental rules that govern behaviour, but the interaction of numerous factors lead to complex and almost limitless visualisations of those simple behaviours.
Just something I wanted to share, as often I see games designers trying to design in complexity, when often, designing in simplicity is potentially the answer.
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Post by Gmr Leon on Jan 12, 2016 20:49:44 GMT
This could in turn create a "win" state of trying to recompile your powers, albeit in an augmented state. A destructive deity would come out with a wrathful victory as their powers were reshaped into more insidious means as your actions incited more volatile beliefs between the people (in particular, what's meant here is that you integrate even disbelief abilities with successful conquest of an enemy people). A more benign deity would come out with essentially the opposite, and a balanced deity would create a stalemate or diplomatic peace with a peculiar balance of the two, just as a few examples. Almost what I meant here. Though It's again bases itself off the idea that the deity is a part of objective world as opposed to collective subjective.And that is exactly the notion I don't like. Because if you just let go of it, everything will instantly click in place, including me progression system. The thought I have here, though, is that sounds like it risks integrating the god aspect into the simulation, which while it may be entertaining to watch, loses part of the game in the process. Then again, I think you may have covered this exact point earlier in the conversation and I've overlooked it. Might be also that you dissolve the whole god part into the people with your interactions and their use/the occurrence of divine abilities basically representing you without them being directly employed by you, only sown through however you've guided the situation up to that point. Extremely hands off, but not leaving everything to be simulated, if that's what's sort of being aimed at. Also flows with Aynen 's earlier mention of feeling "your" progress through the people's progress. Stuck at what might characterize the player's interactions at that point, but may just need to review earlier posts to see what's been said on that. Gmr Leon - Cardboard is awesome! My boss actually did a talk here in Australia at GCAP this year on VR best practices and integration of human psychology. Best practices in VR don't... really.. call for menus to be at your feet what the f- ? I'm not 100% sure why that is a thing, but it's not really anything by what I would consider good UX design. One of the things we do in our office is experimental mechanics practices in VR, so developing new interaction methods, testing different movement/tracking/avatar actions etc. Today, for example, I got to bounce around a room in VR in micro-gravity, including pushing off walls and launching myself using my arms. It's just a part of tech development. GenesisVR, for example, was first a movement and interaction prototype that wanted to test a good/comfortable method of navigating over villages on an island using motion-tracked controllers in VR. It has worked resoundingly well, and I was really pissy about people speculating on the gameplay elements of it until I got to do something like this with a community first. I wanted to repeat that we will be aiming for a non-VR release/PC release as well. I'm straight up not going to promise or scope anything on par with something like Universim, but I can say that mouse/keyboard and gamepad controller will be interaction methods we've decided to implement. Also the messed up thing in coincidence is that the locked view on menu thing is something in a prototype test we're looking at for diegetic UI displays in VR (like, focus on your menu on your arm, the view is locked as you navigate items, we had that discussion this morning). Whatever track of VR analysis you are doing by trying these things out, keep at it! --on totem idea; I think if I understand here that there is a composition of beliefs that are indicated by physical assets (totem/totem parts) and your actions begin to align these into certain directions? I think there is something interesting here, but it'd have to be balanced by the proposition that there are no enemy Gods. I do understand though, that your 'parts' are essentially embodied by NPC AI behavior sets across the island. The entire game is an emergent mechanic (especially because of this forum), all games are combinations of mechanical prototypes proving to be fun working in concert with each other without catching fire. Or fire if desired. Yeah...They were free games, so chances are it's some devs throwing stuff at the wall to see what sticks and fits. That...Definitely does not. Might be worth tossing an email those devs' way to point that out, come to think of it, hopefully they'd dig it. Also, doh about the non-VR release version, I had double checked the OP for what control interfaces you were using and noted no mobile release, but didn't catch that part. That should make things...Interesting. That already expands things to require two distinct control schemes, but if handled well, shouldn't be too problematic. As to pinning menus to virtual space, it figures, that's something I imagine many, many VR devs will be/are figuring out around now, especially as some are likely going to target around the Rift launch for their releases to get in on early adopters' (and their own) ignorance of what makes a good/great VR experience. As to totems: essentially, yes. If you were to think of each totem as representing a box of divine qualia, whatever those may be (e.g. aggression/peace/wisdom/etc.), they're divvied up by the people somehow and how you guide each affects them in different ways. The balance emerges as you fight with yourself to become however you/they envision you to be while perhaps denying the complete loss of full realization or emergence of other gods. It's a very rough idea at best, especially as the whole fight with yourself idea is mainly exposed through the people's conflicts with each other, as the idea is that in the same fashion that your interactions affect them, their behavior reflects you (and your interactions). Probably the most peculiar notion there is the possibility for the arising of a more typical enemy deity, which could just as easily be scrapped for something else.
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Post by morsealworth on Jan 12, 2016 22:24:21 GMT
Almost what I meant here. Though It's again bases itself off the idea that the deity is a part of objective world as opposed to collective subjective.And that is exactly the notion I don't like. Because if you just let go of it, everything will instantly click in place, including me progression system. The thought I have here, though, is that sounds like it risks integrating the god aspect into the simulation, which while it may be entertaining to watch, loses part of the game in the process. Then again, I think you may have covered this exact point earlier in the conversation and I've overlooked it. Might be also that you dissolve the whole god part into the people with your interactions and their use/the occurrence of divine abilities basically representing you without them being directly employed by you, only sown through however you've guided the situation up to that point. Extremely hands off, but not leaving everything to be simulated, if that's what's sort of being aimed at. Also flows with Aynen 's earlier mention of feeling "your" progress through the people's progress. Let me explicitly explain this aspect of my model. First, let me use the ideas of Alexander Romanovich Luria: Let us imagine that god's available mes consist of two zones, analogous to abilities of a child. 1. The zone of actual development is already a part of your official faith and is recorded in both oral and literal tradition. Those are the powers you can use freely and what you're already are a god of. 2. The zone of proximal development, however, is very unstable. It consists of all the proximal nodes that are connected to your zone of actual development and are things that you also can use, but with support and much less freely than your actual developed mes. And as you use the abilities from your proximal zone, you make rumors about you using those abilities. And as rumors grow, the mythos are created based on those rumors and those abilities become part of your actual zone. Another emergent mechanic based on real world and it certainly does integrate into the simulation while giving the player enough freedom. Second, let me remind you that the ideas of ascendants and magical objects I mentioned in the very first reply to this thread are, in fact, influentable and creatable, but not directly controllable. For the former I personally thought that Majesty-like indirect tasking would be best. So your miracles could certainly happen, and some of them may even be directly controlled, but it also would be strongly connected to your followers. Did I mention that my idea of miracles requires the presence of the followers on the scene? That, and the fact I heavily prefer the sustained-type area miracles like Forest, Rain and Shield from B&W to the one-time use ones like Fireball and Create Wood. I just feel that they are better because they are less direct in nature.
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