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 Feb 8, 2016 22:11:50 GMT
Update 61 - 26/07/2013Godus Update with Peter and Jack #28Evening folks! The cannery are tired. A good tired. They have been putting all their love into Godus with fantastic results, and we're close to getting some work hammocks! Because of this Peter is very sorry for a short update this week, but wants to reassure you of the steller progress the game is making. The reality is that we are entering a busy part of the development process as touched on in last weeks update. Whilst we understand that many of you will be disappointed with a less detailed update, this is a great sign in the long run! Ultimately, you guys are closer to experiencing Godus for yourself now than ever before We are so excited about the game, and love that it is a truly unique experience. It's a bit unreal to consider how far this game has come since we originally envisioned it: Sculpting your world, building and advancing your civilisation, battling other gods online with the mass carnage of fighting followers and epic god powers, discovering secrets buried in the land, experimenting with the dynamic wind, fire and water of the simulated world, and there's still so much to talk about! As always we are so grateful to you: the backers, the community. You've allowed us to bring godus to life and have stayed with us throughout this amazing project and hope you are still enjoying seeing it unfold. We're glad to see some of you receiving some of the early pledge rewards via twitter and the forums. Don't worry if you haven't anything yet as they're still coming. So in summary, everything is going great!! And we hope to share more with you soon. The cause of all this hard work should be clear in the future, but for now here's a tiny update from Peter and Jack below! Expect a much fuller update next week! Peace and love, 22cans.
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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 Feb 8, 2016 22:58:31 GMT
Update 62 - 04/08/2013Gameflow Godus Update with Peter and Jack #29Hello backers, In this week's update Peter and Jack give you an update on the development of Godus. It's all about gameflow, gameflow, gameflow... Creating a game involves imagination and passion but it's not always easy, as you will learn from this week's update. Someone on the team dropped a bombshell if it comes to multiplayer...and panic kicked in with our designers. Sometimes, programmers and designers live in different dimensions!
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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 Feb 8, 2016 23:01:22 GMT
Update 63 - 11/08/2013Godus Update with Peter and Jack #30Hello everyone, This week's video update starts with an important message from the team, it almost comes across as a Christmas message but we ensure you it's not. Again, we don't show any new features in this weeks update. There's a good reason for that, which Peter explains in the video but we are showing you all the VERY exciting world of Perforce, spreadsheets, balance files, JAM servers and stuff like that. Perforce for example is used by the entire development team to store all the files and versions of GODUS. Peter tells you there have been 2,702 builds of GODUS so far and the game right now is 650.2MB in size (the ALPHA was around 200MB). We also run you through CSV files which allows us to make big, incredible changes to the game on the fly by tweaking tiny little numbers. That's it for this week, as Peter and Jack say, maybe next week or at least the one after that, we will be able to start showing you some game features again, so please stay tuned! -22cans
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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 Feb 8, 2016 23:06:38 GMT
Update 64 - 24/08/2013Godus update from GamescomHello everyone, Yet another rainy day in England but fairly sunny in Cologne, where the biggest European gaming show took place over the course of the last week. Peter's been out there showing the game to a few people and next week, he'll be in Seattle for the Penny-Arcade show. While we aren't quite ready yet to say what that all means, we recorded a message from Peter earlier in the week to give you an update on GODUS. There's a few Tweets from Gamescom about Godus too; one, two, three. We weren't on the show floor obviously (that's expensive and we don't have the money to do that) but a few selected people got to see the game. Have a great weekend everyone, we'll be back next week! 22cans
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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 Feb 8, 2016 23:10:20 GMT
Update 65 - 30/08/2013Special GODUS Beta announcementHello everyone, We are delighted to share some very exciting news with all of you. You can simply read on, or watch this week's video update embedded below... Within the next hour, Peter Molyneux will be taking to the stage at PAX PRIME in Seattle to deliver the opening keynote. You are able to watch it via the TWITCH.TV Stream here (finishes at 11:30 PST). The GODUS Beta will be launching on 13th September 2013 via Steam Early Access. This Beta version includes significant game play enhancements from the Alpha, such as multiplayer mode, new god powers, new abodes for your Homeworld, the start of the story mode and simple AI opponents plus much more. This significant milestone is an important moment for all of us, as we will see more people play the game and obtain valuable feedback from you to make GODUS into a truly great game. On September 13th, you will receive an email from support@22cans.com on your Kickstarter email address with your unique Steam code. If you qualify for multiple keys you will receive several keys at once. Keep an eye out for this email, some email providers might flag it as spam. If you didn’t get your key then please get in touch via support@22cans.com. It helps speed up the process if you include your name, the level you backed at and whether it was via Kickstarter or PayPal. It might also be a good idea to add our email address to your contacts so that no emails get lost in spam folders. For now, read some of the press coverage from Gamescom and PAX which will start to hit in the next few hours . We couldn’t do it without you, so thank you! 22cans
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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 Feb 8, 2016 23:13:24 GMT
Update 66 - 08/09/2013GODUS Update with Peter and Jack #33Hello backers, Not too long now before we'll be sending out your Beta Keys. Peter, having returned from Gamescom and PAX, updates all of you on what to expect from this version. This is a very focussed time for the team as they try and finish their work items that are crucial for getting the Beta ready for launch on Steam Early Access. You can find GODUS here, feel free to add the game to your wish list until your keys arrive. In unrelated news, the teeshirts order has now been placed so everyone will start receiving theirs in the coming weeks. We hope to post a picture soon. Thank you all, none of this would have been able without your support. 22cans
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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 Feb 8, 2016 23:25:39 GMT
Update 67 - 02/10/2013What to expect from GODUS V1.3GODUS is a-changin' - for example we're changing how and when you can sprog Followers from their Abodes and there's also changes to how Belief is generated, there's a major change in the landscape and also in resources and how you get them. God Powers are being changed, Collectible Cards are changing and oh yes, Treasure Chests and 'clicking' is also changing. All of these changes mean that we have to rebalance the entire game and this takes time. We could release what we have now but the issue we're having with save games would mean that it's a step backwards rather than forwards, so we believe it's wiser to spend the next 48 hours playing through the game (again) and making sure it's completely right and as delightful as it possible can be, before we update the version up on Steam. We have stopped adding new features and now we just have to finish it...it's only going to take a little while longer but it'll be worth the wait. As part of all these upcoming changes you will also notice that your Homeworld looks somewhat different now. You'll be able to see the changes before you are prompted with two options. You will be given the option to re-start your Homeworld after this 'changing event' which admittedly is a frequently requested option by our players. We love all of your feedback and take all of it extremely serious, since without it, we wouldn't be doing anyone any justice. We believe that we can only make GODUS the best it can be by listening to your feedback and suggestions. We've read every forum post, every email, every tweet, every comment, we have watched every Lets Play video and read all the comments on those too. That's a lot of reading by the way. And it's your feedback that has determined what's made it into the first content update V1.3, so…thank you. Below you will find a list of some of the new and improved features, as well as bug fixes to be expected for V1.3. Please keep in mind these are tentative until we release the updated version. GODUS V1.3 some of the new and improved features (tentatively):- Enter the Bronze Age and era of agriculture
- 12 New Bronze age advances including Farming, Politics and Cartography.
- 8 New Resource cards to collect
- 8 New God Cards to collect
- New unlocks to increase your Area of Influence, speed up followers and cheaper settlements
- Unlock a new Farmer Follower and grow your civilisation through agriculture
- Farmers will grow crops outside of settlements for the population
- Crops are gathered to feed your population and advance your civilisation
- Choose the most fertile and efficient land for your crops
- Dynamic weather system where lightning storms will bombard your Homeworld, damaging Abodes not in a settlement
- Sprogging centralised within settlements rather than on individual Abodes
- Sprogging from Abodes only available when the Follower can travel to an available plot or Totem
- Abodes inside a settlement now have second stories (floors) allowing greater capacity and belief.
- Over 60 new chests added to Homeworld
- Entirely rebalanced multiplayer Armageddon mode
- New scrapbook hints
- Felt tents no longer produce belief and instead house more Followers and have faster Follower generation (breeding)
- Faster info bubbles
- New God Power icons
- Followers share their thoughts and needs via Prayers
Also important is making sure we look at your bug and crash reports. What happens is that we receive these via email on support@22cans.com and if you didn't include all the relevant information we would ask you for this before passing it onto our development team. Your emails with your save games etc… go straight into our internal bug tracking software and once it's been confirmed by our internal tester, the issue gets assigned to a programmer to fix. Most of these bug fixes below are direct results from what you've been telling us about. If your issue hasn't been fixed then it's most likely it will be fixed in a future update but feel free to get in touch again, you can find out how on support.22cans.com. We'll post more information about which bugs are fixed when we release V1.3.
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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 Feb 8, 2016 23:49:30 GMT
Update 68 - 04/10/2013GODUS Beta V1.3 now availableAnd with that...GODUS V1.3 is now available on Steam, just load up your Steam client and it should automatically download the latest version. You can find GODUS on Steam Early Access, obviously. 1.3 New and Improved Features- Flow completed recrafted, much less meaningless clicking
- Enter the Bronze Age and era of agriculture.
- 12 New Bronze age advances including Farming, Politics and Cartography.
- 8 New Resource cards to collect
- 8 New God Cards to collect
- New unlocks to increase your Area of Influence, speed up followers and cheaper settlements
- Unlock a new Farmer Follower and grow your civilisation through agriculture
- Farmers will grow crops outside of settlements for the population
- Crops are gathered to feed your population and advance your civilisation
- Choose the most fertile and efficient land for your crops
- Dynamic weather system where lightning storms will bombard your Homeworld, damaging Abodes not in a settlement
- Sprogging centralised within settlements rather than on individual Abodes
- Sprogging from Abodes only available when the Followers have a job
- Abodes inside a settlement now have second stories allowing much greater capacity and Belief.
- Multiplayer balanced so that enemy followers will not fight each other as you plan dominance
- New scrapbook hints
- Felt tents no longer produce Belief and instead house more Followers and have faster Follower generation Faster info bubbles
- New God Power icons
- Followers share their thoughts and needs via Prayers
- Beam added to Shrines within Area of Influence
- All battle maps quicker to fight
- Totem rebalanced to reduce number of Followers
- Finger of God is now more effective
- Townlife is now more meaningful
- New gem seams added to Homeworld
- Rebalanced trees and rocks
1.3 Bug Fixes- Various crash fixes including crashes on startup for both Mac and Windows
- Fixes for crashes related to Settlements
- Beautified land will remain beautified after exiting the game
- Previously used Resource Cards given back for removed Advance Cards
- Followers will no longer walk slowly on land that was previous blighted
- Temple of Fertility statue is now actually on the temple
- Settlements will always generate Belief
- Settlement roads will re-draw after Abodes are moved
- Followers on fire will die even when on Beautified land or in a Settlement
- New opening flyover
- Shrines are now more distinctive
- Belief gain modified to be slower when game is shut down
- God Power icons crisper
- Villagers will recover correctly after being in water then rescued
- Crash when attacking a Castle in Story Battle fixed
- “FULL” from Abode info no longer getting stuck on screen
- Belief musical chain “fail” will not play after collecting only one Belief bubble
- Collecting Belief from a Settlement will continue the musical chain Bach’s First Prelude now plays in full
- Shrubs on Statue of Settlement shadow fixed
- Statue of Settlement no longer floating
- Statue of Settlement destruction crash fixed
- Statue of Settlement door is blue in Homeworld
- Statue of Settlement flag will be striped with sprogging is available
- Fix for odd behaviour of Followers from Settlement sprogging
- Mining is now more significant to Followers
- Z-fighting on Settlement base fixed
- Flag SFX will play on Settlement
- Failsafe against Armageddon being usable in Homeworld
- Shrines will continue to build after exiting the game
- Totem number will not remain on screen when Totem is deactivated
- Card descriptions on Felt Tents and Permanent Abodes changed to reflect new functionality
- Fixed lighting on Abodes and fences
- Fixed Followers getting stuck at Totem
- Belief and Follower info dialogue removed on Abodes in a Settlement
- SFX volume cannot be set to NULL
1.3 Known Issues- Sometimes the Mac version will hardlock after 30 minutes of inactivity
- Shrine cards look duplicated
- Land expansion shrine has no scaffolding
- Difficult to see if Farms are selected to be moved with Town Planning Lens flare from beams remains on
- Shrines Special Followers will sometimes play female Follower sprog sound FX
- Named Followers are randomly assigned a gender
- Some VFX are not affected by nighttime
- GODUS icon is low resolution
- The final paragraph in the scrapbook does not fade in
- Cannot quit game when cards are on-screen
- Wheat is static in the wind
- Roads to farms do not always appear
- Statue of Speed FX can appear overblown
- Sometimes there is an audio bug when returning to Homeworld mid-Multiplayer battle
- Info bubble for a Settlement will sometimes not appear if the info bubble is already open on another Settlement
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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 Feb 9, 2016 20:33:34 GMT
Update 69 - 25/10/2013GODUS Beta update with Peter and Jack #34Hello everyone, It's been an extraordinary month! We've launched GODUS on Steam Early Access and since then we've released five updates (1.2.1 which saw bug fixes, 1.3 which was a content update and the remaining 1.3.1 updates have been more bug fixes). We've been diligent in working through your feedback. Our forum moderators and administrators summarise the feedback from the 22cans and Steam forums. Our harpies send in analytics about how you play the game, when you play and how long for. Our support agents have been reading pretty much all emails (we still have a small backlog of about 250 emails to go through) and of course we've been reading your feature suggestions, ideas and feedback on this page. Oh and we've been watching more Lets Play videos too. . . it's only with all of this feedback taken into account that we add new features, change existing features and also fix bugs and crashes you've been so diligent in reporting to us. The last couple of days we've been trying to do regular updates on Twitter in a series we're calling GODUS DEV SAYS, they're only small snippets of information but they do give you an insight into the daily routine of developing games. You can find them on Twitter. Jack and Peter are back with a video; Feedback on Feedback (keep in mind these are now also being seen by Steam Early Access people, hence why he does a little intro). Enjoy and have a great weekend!
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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 Feb 9, 2016 20:47:24 GMT
Update 70 - 13/12/2013Godus (Video) Update 35We released GODUS on 13th September 2013 after organizing a successful Kickstarter campaign in December 2012. The following blog-style updates will narrate the daily going-ons of the development team, they are written by Sam.DARKNESS FALLS - 12th DecemberAt this time of year, the sun sets at four in the afternoon in the South-East of England. There’s a certain dreariness about the entire situation when it gets dark this early but what makes up for that is working on one of the most popular games on Steam Early Access. These updates are written for you, our community of players and fans. On Monday when the sun had already set and I could feel a slight tremble set in from the excessive amounts of coffee drank that day, Peter and I sat down in one of our cozy yet spacious meeting rooms. The topic of discussion were updates, or rather the lack thereof. Our last video update #34 was from 25th October and we’d gone pretty ‘dark’ since. The team have been sending in short updates about their work on Twitter (GODUS Dev Says) but not everyone sees those all of the time so it wasn’t a viable solution to our communication with you. It’s not that we don’t want to release an update but it’s just so damn hard. So hard to make all these systems that the programmers have build, work together. Peter agrees that we need to post more updates to our players that aren’t necessarily him standing on a soap box...not only do those take quite a bit of time for Jack, Peter’s focus is mostly on doing what a designer his calibre does best; designing. There’s also only so much you can cramp into a short video. We’ll continue to do them but to a lesser extend. So what we agreed is that I’m going to keep my finger on the pulse in terms of what’s going on and post my impressions, the latest gossip and drama right here (hopefully with images). Heck, we might even get guest developers blogging too! Peter and Jack spoke in the last video update about how they want to completely revamp the timeline and Follower behaviour. The latter is especially significant seeing how it’s what makes the idea of a living, breathing world a reality. It’s pretty sad right now when you build a beautiful land in GODUS, allow for some wicked city- planning, and then none of your Followers do anything with it. There has been so much talk on the forums about what Followers could do and obviously the team has always been planning to expand this part of the game. That’s where Dimitri comes in. He’s a part Greek who codes like there’s no tomorrow. He’s also renowned for being a complete menace! Even though he’s our resident HR representative, when it comes to Health&Safety it’s a completely different matter. Let’s just say he’s quite liberal if it comes to that but I wouldn’t be fair if I also didn’t mention he’s a highly focussed programmer. According to Gary, our Lead Programmer, Dimitri owns this problem completely and couples it with his open mind that’s required to ask questions and utilize other people’s experience. These two elements are essential when tackling the big problems in game development. He also mentioned some expletives which aren’t really fit to be repeated so I’ve omitted those... However, as Gary puts it, simulation software is inherently complex and GODUS is no exception. Getting the behaviour to feel real but be controllable and not too expensive (in terms of memory) is an enormous task, with many situations where these conflicting goals collide in often bewildering ways but if anyone is up to the task it’s Dimitri. Luckily for us he’s up for taking on crazy complex code. Doing this is not for the faint hearted, after one of the most intensive and far reaching coding tasks of the entire project, shortly after video update #34 was shot and released, Dimitri checked in a container full worth of code, which completely revamps and reinvents the simulation of all living things in GODUS. It was so exciting, everyone gathered around Dimitri’s desk, anticipating how this new world would look and feel alive. He compiled the game, booted it up, we all watched as the first two Followers were born. They raised their heads, looked around, and then promptly fell flat on their faces and died. It turned out that the balance variables that drive the world were not balanced with this new system. Now that Dimitri’s system is in we started to realise its full potential and the guys have been working on that non-stop. The designers have now a world that is full of Followers that react to situations around them, and that have basic wants and needs (or at least in the code). This AI is akin to the AI that drove the creature in a game called Black&White (personal favourite of mine) but instead of working on one character it works on thousands. The knock-on effect of such a powerful system is huge. Tim our animator is working hard to make the animations show off such complex behaviour, Russell needs to go back and re-author all follower SFX, Code wise there’s a lot of systems that plug into this system, and test... well, just how do you test such a diverse world? The reason why we haven't released GODUS since V1.3.1 is simply that the new system is so far reaching that it affects every aspect of the game and the guys need more time to get it ready. There’s also been a tidal wave of feedback that we’re looking into as well as analyzing game analytics. We thought we’d get V1.4 out with the new Followers and Timeline but it wasn’t meant to be. Like I said, it’s pretty hard getting all these systems to work together and there’s no point releasing a version we know is going to cause more hardship than pleasure. The forums would be fuming! So it’s heads down for the team, to get it to a state where Peter, Jack and Jamie can start playing again. There are loads of new Follower types and how they look in the works, and our art director Paul with the help of Sara have been drawing concepts for Followers throughout the different eras. I’ll save those and their animations, 3D models etc...for a separate blog entry but will leave you with this nice teaser image for now. I’ll be back with more updates on the development of GODUS and hopefully some more gossip on the team too, so stay tuned. If you want to learn more about the Followers and their simulation then read the following Q&A or video update #35 with Peter and Jack; Sam: Dimitri, what are you coding and why?Dimitri: I am implementing a brand new system which drives, animates, networks and persists followers. The followers have gone through many iterations and the existing system has been refactored many times to work with these iterations. However, the point came where it was not able to give us the functionality and robustness we were after. Knowing now how the followers will interact with and react to the world we took the decision to design and create a new system which is dedicated to supporting this behavior. Q: Why is the Follower simulation such an amazing system?A: The new system is attractive for several reasons, followers will feel more real, they will react to anything that happens around them, and how they react will depend on several factors like their ethnicity and more importantly how much stamina they have left. The other key advantage of this new system is that it is completely data driven. This gives the designers and animators the speed and flexibility they require when balancing and testing new game features. The new system also concentrates on performance, and the ability to have many more people simulated in the world. Q: Can you tell me some of the behaviours players can expect from this new system they didn't already see in previous iterations?
A: Followers can gain jobs and during their jobs they may become tired and decide to go home to rest. Once rested they will return to their job and carry on working. Depending on a Followers fear level they may choose to run over and help put out a fire, however, they may just not have the energy to tackle the fire in which case you will see them run away to safety. Q: How do you approach coding something like this?A: Getting a full understanding of exactly what the designers where looking for in the system was the most important step. After this I was able to spec it out and identify any core issues. Once this was done and corrected I was able to build the basic framework and test it, and from there I took each portion of the system and implemented it. Q: When and where do you code best?A: Afternoon/evening time, either at home where its quiet or using music to drown out the loud voices around me. Q: Is there anything else you can say about coding the Followers behaviour?A: Its a rather large system and it cobwebs out to just about every other system and so there are always new problems to face, but it is very exciting, especially when the followers transform into fully animated characters (for a few weeks the team will have to put up with followers that are rendered as a dot, an arrow and text describing the action they are doing)
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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 Feb 9, 2016 21:25:04 GMT
Update 71 - 21/12/2013Godus (Video) Update 36The following blog-style updates will narrate the daily going-ons of the development team, they are written by Sam.THE RUN UP TO CHRISTMASThis is the last update for 2013 and what a year this has been. It’s common to make up an end-of-year list and I’m no different. This time last year we were moving into the final hours of our Kickstarter campaign and my stress levels were finally able to return to normal; both backers and pledges were still coming in thick and fast. We posted an open invitation to everyone in the neighborhood and beyond to come down to the studio for a small celebration (which we ended up broadcasting live for the world to see [ link skip to 11 minutes 30 seconds]). In January we came back to the studio and each got given our own obsessions to focus on and after the prototype we built the development of GODUS started in earnest. Then only a mere five months later we released our first Alpha to our Alpha backers and the feedback we received from that was invaluable. While our Alpha was around 200MB to download, the Beta which we announced at PAX and launched on 13th September came in at 650MB. That’s a mere nine months after development started in earnest! While there is still a lot of work left to do (Followers, Living World, Connected Worlds, God Powers, the list goes on and on) we’re pretty happy with how it’s gone and despite popular belief, your feedback does get taken into account by all of our designers. No doubt 2014 will be just as crazy and exciting, with new updates to GODUS for PC and Mac, a mobile and tablet version that will be going into Beta and of course the LINUX version at some stage. And don’t forget Bryan once the ‘Connected Worlds’ become active. A year ago today some of you joined us for the Kickstarter countdown.The team has been working on and finishing their latest sprint this week, which focusses on polishing existing features and of course expanding on the Follower behaviour, the new timeline and Leash. Earlier this month, we all took the afternoon off and met up at Peter’s place, where he had cooked us a truly lovely Christmas lunch. I have to also admit that some of us enjoyed a little tipple before we made our way there, but it just made everyone very jovial. Gary, Russell, Paul, Peter, Tim, Jemma and Peter (there’s two of them!) were the cooks for the morning but unfortunately not one of them had realized that a turkey needs quite a bit of time in the oven and so lunch was delayed by a tiny two hours. They should have had a spreadsheet with it all planned out on there, nevertheless the turkey that was served was absolutely delicious and very moist. Something had gone wrong with Peter’s (in)famous bread-sauce though as it resembled more of a gooey slop-mix and so wasn’t served. Brussels sprouts, carrots, red cabbage, perfectly roasted potatoes and of course gravy plus cranberry sauce (without strawberries) were put on the table. This time last year more than half of the people at the table were there enjoying a Christmas lunch together and it was absolutely amazing to do it again and with a few new faces too! It was pretty cosy around the table.The team are still working tirelessly on the game (Sprint 5 finishes today) but yesterday when the power went out for a brief two and a half hours everyone remained (in a dark office) waiting for everything to be sorted out. Card games came out, candles came out and overall the mood was quite jovial. Then when the power came up everyone stormed back to their desks to continue coding, making art assets and generally doing what a developer does best. When the power went out we resorted to candles.Now, I was keen to continue this update talking about the new Follower system and the animations that go with it, unfortunately Dimitri (code) and Tim (animation) have both started their end of year break so that’s a no-go. However, one new piece of information I’ve learned is that the Leash which was shown in video update #35 actually replaces the Totem! Let me go into a little more detail about it; While the Leash serves the same purpose as the Totem it does behave in a very different way. Firstly, you hold the left mouse button and then drag it it onto a Follower or Abode which will activate the Follower Leash. If you continuously drag it then you will draw a path which will fade off shortly behind the drag point. Upon releasing the Leash at any point, all affected Followers will immediately travel to that destination where they will look for something to do, similar to how the Totem worked. The line disappears once the mouse button has been released. Now if the Leash is released on an activity such as a building plot or farm field, then that activity will glow or show to indicate an objective. Otherwise the end destination of the line will glow as a small circle. Followers who are traveling to a destination while under the spell of a Leash will have a unique glow effect so they can be easily distinguished from other Followers. Clicking on one of them will make them snap out of the Leash mode and they shall look for a job applicable to them before going back to their previous behaviour. Shaking the mouse pointer will deactivate the Leash completely which is very akin to how it worked in Black&White and just feels great. A very early WIP concept of the LeashHolding on an Abode (felt tent etc...) as it’s Leashed will display the occupancy slot in that specific abode, combine that with Follower types and behaviour I spoke about in a previous update and you can to see that Builders, Farmers, Miners, Traders and Breeders for example all will react differently to possible scenarios that this offers. If you then throw in the items of the world such as trees, rocks or belief bubbles and combine it with the Leash behaviour and Follower behaviour you can see how much gameplay this offers all of a sudden... No doubt we will be sharing much more detail about the Leash (and more) in January 2014, for now all of us developers are returning to our families (abroad and in the UK) to spend some quality time together and look back at the year gone by where we’ve laughed, cried but most importantly were able to release GODUS on Steam Early Access and receive so much great feedback to work with in 2014 that GODUS is going to be the game of the year, next year, I believe!
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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 Feb 9, 2016 21:27:02 GMT
Update 72 - 23/12/2013It's the seasonIt's time to wrap up 2013 and look forward to 2014. The team wish you all a very merry Christmas and a Happy New Year!
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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 Feb 9, 2016 21:36:31 GMT
Update 73 - 12/03/2014GODUS Beta v2.0 UpdateGood things come to those who wait…Dear backers, Jack from 22cans here. Firstly, thank you for being so patient with us. We’re aware that we’ve been quiet for a long long time, but there’s a good reason for this. When we released GODUS Early Access, the amount of feedback we received was overwhelming. We took it on board too. We continued to release updates every couple of weeks but whilst this new content was welcomed there was an underlying problem. The key issues were not cosmetic or about the additional content. They were about the foundations of the game itself. What this meant was that whilst we were putting our efforts into small updates, the main problems with GODUS persisted. We had to make a tough choice - either keep updating the game in little, often cosmetic chunks, or to open up the hood and get down to fixing the guts of the game. We chose the latter. Your feedback consistently highlighted the most crucial, deep-seated issues, though and that gave us a roadmap. But game development being what it is, this would make the game unplayable for months. In fact in many areas the game would actually get worse before it got better. We released a video update explaining the new direction we were going in, but since then there’s been nothing new to report on other than the continuing steady progress of the team. Owing to the volume of work our small team of 22 passionate individuals would have to take on, it also made it hard for us to maintain the same amount of contact that we have had with you, the backers, up until the last release. We even hired 5 additional experts to help us get the game in good shape. We’ve come to a point now where we feel that we have completed some huge, fundamental changes. GODUS is very playable again and there’s significantly more to it. As mentioned previously, the emphasis has been on the foundations rather than just additional visual content, so while the new features may not be initially apparent, you will unquestionably feel a significant difference to how GODUS plays. To enable us to deliver this new version, it means that previous saves are no longer compatible. We do apologise for this inconvenience but we know it was the best decision for the overall game. Here’s a breakdown of the top 10 general improvements, which we are posting on Steam: Wonderful new interfacing with the world (LESS CLICKING!). Every interaction with the world has been rethought to be more fluid and less frustrating. You can now hold and drag easily to interact with trees, rocks and belief. Improved Sculpting. Moving the land is much more accurate and more responsive. You’ll be able to move further and with more control. And rest assured, sculpting will continue to improve even more! No more repeated clicking - you just hold and drag in any direction, at any speed. Introducing the Leash. We’ve waved goodbye to the clumsy totem power. Now you can hold on any number of Followers or occupants, then drag towards a destination in the world and release on it to send them there. It’s a big advance and feels lovely! Complete redesign of the cards system. Now players discover cards across a timeline and unlock them by applying stickers that are found in the world. You choose which cards to unlock and thus your people’s advances will be unique to you. As time goes on each player’s civilisation will become very different from the others. Brand new GUI implementation. Much sweat and many tears have gone in to a more intuitive and beautiful interface with which to play the game. Voyages of Discovery. A brand new game mode where you must guide your Followers across uncharted lands against the clock. There are special rewards for successful voyages! Explore a new Homeworld. Start your Followers on a new journey, with a completely re-authored landscape to explore. New God Powers. Put out fires and increase the beauty of trees with the Rain of Purity, or customise your world by planting trees with the God Seed power. Reengineered Follower Behaviour. We’ve implemented a much more intelligent Follower system that gives unique attributes to each follower’s brain and makes them react to the world. Countless redesigns, gameplay tweaks, and bug fixes. Months of hard work has gone into improvements to the experience. There are so many that we couldn’t start to list them, but you’ll feel them throughout. What’s NOT in the latest build? We’ve taken out the aspects of the game that we feel aren’t quite up to the quality of the new refinements. We’re still working on these, though, so rest assured they will return/appear in the future. - Story mode
- Battles
- Meteor
- Hubworld
- Extra ages
- Extra Settlements
As you’ve just read, we’ve been hard at work. The nature of game development is such that it’s taken time to prepare this major improvement package. However, in doing so, we’ve learned that listening to our wide and dedicated base of supporters works well, and we thank you for directly influencing us and helping to make, and now to improve, the entire GODUS experience. We look forward to your next round of feedback, and will use it to continue moving GODUS along the path towards greatness. Peter and I have also prepared a video below to talk through all the changes we’ve been making to the game. Thank you once more for bearing with us and we hope you’ll now try this new, improved GODUS for yourselves! Peace and love, Jack @jakamofo
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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 Feb 9, 2016 21:39:25 GMT
Update 74 - 19/03/2014GODUS Update with Peter and Jack from GDCHi everyone, This is a quickly made video as the design duo have been running recklessly around San Francisco showing off Godus and the latest addition of Hubworld. When they are back home safely there will be response to the thoughts of the community. ... And here is the new GODUS trailer! We hope you enjoy it. Thanks again for your continued support! Keep playing GODUS and submitting your feedback to support.22cans.com. And while you're at it, check out our new website, www.22cans.com.
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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 Feb 9, 2016 21:44:06 GMT
Update 75 - 04/04/2014New Build! and New Video Update!Another update of GODUS on steam heading your way! The team have been fixing hundreds of bugs and are continuing to do so thanks to your bug submissions so keep them coming! We’ve been experimenting with opt-in branches of the game on steam allowing anyone who wishes to test out some unstable builds as we’ve prepared for this latest update. Now we’re releasing these refinements in an official build. We’ve completely redesigned the home world which is playable for anyone who wishes to restart their game or hasn’t played before. If you prefer to stay in your current world then that won’t be affected although you may not get access to a lot of the new content. This is thanks to a new bit of branching tech we have which means we can prototype different worlds in the future without losing anyone’s progress! Peter’s been playing with a new pacing for the new world too. On top of that there are a couple of secrets hidden in the land, which are new additions for your to discover! There’s also been tons of tiny updates across all departments. We have updated and new art assets, some of which are functional, some cosmetic, and others help to convey the rules of the game clearer. Russell has been adding new sound and music cues, tweaking reverbs, optimising the Wwise project (our lovely audio middleware), and fixing audio bugs. Of course bug fixes as well as a ton of optimisation that is still ongoing in the code department who have been plugging stuff in and also coding up new trinkets. In Design we’ve been balancing, re-authoring gameplay, and getting designs ready for our future releases so that the team have more to move onto next! To discuss this update here's a video from Peter and I: Peter and I also did an AMA on Reddit earlier this week and tried to answer a lot of questions and concerns that you guys have been having about the game, but there were so many questions! So afterwards we recorded a half-hour video (our longest yet) to try and catch some more that we missed in the initial AMA. You can watch that here: That’s it for now! Thanks for your support and keep on playing and keep those bugs and suggestions coming in thick and fast! See you in the next update!
Peace and love, @jakamofo
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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 Feb 9, 2016 21:59:30 GMT
Update 76 - 08/05/2014Godus Update 2.0.5 Released Today & New JoinersHi everyone. My name’s George and, along with Bruno Tavares and Lin Lin Li, we’re the newest members of the 22cans team! Bruno is our Lead Server Architect, responsible for all our game client to server networking needs; Lin Lin is our resident analytics expert, responsible for sharing insights about how you play to the team; and I’m the new Community Chap, aka The Guy In The Online Asbestos Suit (full credit to Matt Soell for that epithet). INTRODUCTIONSI’m not going to spend lots of time telling you how thrilled I am to have joined the team here in Guildford (although I very much am) and how excited I am to now be working on project I first got involved with as a Kickstarter backer (very excited, since you ask). Instead, I’m going to tell you about the kind of things I will be working to implement so that the community has a greater sense of involvement and awareness about what’s going on with Godus. - First up, I’m working with Peter and Jack to publish a features roadmap – hopefully this will give you much clearer insight as to how Godus is shaping up and the direction in which it’s moving. I’m hoping to publish this before the end of next week, barring any unforeseen eventualities.
- Secondly, I’m looking to implement some processes to enable us to gather, filter and implement community feedback (i.e. issues and suggestions) more effectively. First step – familiarise myself with you, the game and your outstanding concerns.
- Thirdly, I’ve been aware that we need to update the info on Godus’ store page on Steam so that it better reflects the content that’s currently in-game, as well as the direction of future content. That’s something I’d like to do this month.
v2.0.5 PATCH INFOToday, however, we are updating the Steam Early Access build to version 2.0.5 – we believe that this build isn’t quite ready for primetime, so we’ll be releasing it to the Opt-In branch on Steam. You may experience issues carrying your existing saved game across to the new version, so we recommend you delete your existing save to take advantage of all the new features and changes in this build. Click here for instructions on how to delete your save games. For information on how to access the opt-in developer builds, please follow this link. Peter and Jack have recorded a video update where they talk about the release of version 2.0.5 and some of the work that went into it, which you can find at the top of this update. In future, we’ll probably save full-blown video updates for larger content updates, as we’ll be able to update you more frequently on the comings and goings of Godus via words and pictures on this blog. v2.0.5 PATCH NOTESPlease find below the change list for the v2.0.5 update. As always, please be sure to report any bugs and issues to Support@22Cans.com or Support.22Cans.com and feel free to discuss features for future updates on our forum here. FEATURES:- Storms now have a chance to replenish chests in your world within your area of influence
- Settlements have been redesigned to feel more like settlements instead of a sprawl
How Settlements Work Mining ore and farming for wheat now occurs as a variable rate depending on how many mines and farms you build; how many workers are in a mine or farm; any buffs applied to the mine or farm and/or its workers; and proximity of a mine or farm to a settlement (i.e. how far miners or farmers have to commute to work), as opposed to specific amounts of ore and wheat gathered over time. The resource bar now correlates to resource generated per hour instead of a total amount of the resource collected. - The more fields/mines you have, the higher your per hour rate will be. For example, building additional mines/farms will increase the overall rate at which you generate ore/wheat. The more mines/farms you build, the faster you will level up.
- Fields and mines further from the Settlement are less efficient than those within a Settlement
- Fields, mines and abodes built inside a Settlement do not cost any resources to build however if you build outside a Settlement, it costs resources. The cost is displayed on the empty plots.
- Various balance improvements, including reduction of time it takes to complete building
FIXES:Crash on start up: Players were that the game will crash at the splash screen, which should now be fixed in this version. If the problem persists, please refer to the workaround here. Crash when hitting "return to home" on voyages: Players were reporting a crash every time they select "return to home" on a voyage, which should now be fixed in this version. Finger of God causes red graphic issues: Players were reporting a graphics issue of red squares whenever using the Finger of God, which should now be fixed in this version. Return to Civilization button disappears upon abandoning challenges: Players were reporting the red message "Map Preview" at the beginning of each challenge, if not closed, caused the Return to Civilization button to disappear. That should now be fixed in this version. Additional fixes:- Sculpting tutorial responsiveness fixed
- Keyboard hot keys updated to reflect new configuration
- Memory optimizations since version 2.0.4, increasing responsiveness and stability
- Buried chest graphical effects should no longer disappear
KNOWN ISSUESFor the full list of known issues feel free to read through our Known Issues thread.Freeze upon quitting: The most consistently reported bug is that the game freezes upon quitting and has to be closed via the Task Manager. This is due to a middleware issue and a workaround is being investigatedand a workaround is i. Meteor will sometimes leave behind small pieces of land: When a meteorite strikes it can leave behind a small square of land that can’t be removed by sculpting. The Belief button will appear faded out at the beginning of the Tutorial before unlocking Belief: This bug affects the Mac build only. That’s all from me today and I’m looking forward to familiarising myself with you further over the coming days, weeks and months. N OTE: Want to read all about the changes that were introduced in our initial 2.0 release? Click here to check them out. Also, if you have a bug to report or some feedback to submit please take a look at the Submitting Feedback and Bug Reports thread. Lastly, for more information on opting in to developer builds feel free to read here. Thanks everyone!
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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 Feb 9, 2016 22:15:40 GMT
Update 77 - 22/05/2014Not one, but two Godus updates!Good news, everybody! Today we're releasing not one but two updates: - Firstly, we're releasing v.2.0.5.122 onto the main branch of Steam (at last!).
- Secondly, we're releasing v2.0.5.165 on to the Opt-In branch.
For people that are completely new to v2.0.5, follow this link to find out what's new and even find a guide to the new Settlement Mechanics. New Developer BuildThe new Opt-In build will officially be labelled as v2.0.5.165 in the Options screen, this update is primarily a small bug fix that will squish a couple pesky bugs. For information on how to access the opt-in developer builds, please follow this link. Please find below the change list for the v2.05.165 update. As always, If you find any new bugs or issues please be sure to send a report to Support@22cans.com or Support.22cans.com and please feel free to discuss features for future updates on our forum. Fixes: - Speed up button in the Voyage of Discovery missions has been temporarily disabled until the feature can be properly implemented.
- Timers will only appear over building site when you have selected them.
- Storm Chests should spawn in your area of influence.
- Shrines will now only buff abodes.
- Trees will no longer show buffs over field.
Known Issues:For the full list of known issues feel free to read through our Known Issues thread.- Maximum number of Monuments that can be placed is 36.
When you get to a certain point in the game, you will start to notice that you can't place any more Monuments and that it will still cost you Belief.New Video Update From Our Design TeamWe also grabbed some time with Peter and Jack earlier today to talk about the design process behind Godus (as well as all of Peter's previous games) and respond to some of the most recent comments from the community. Check it out to discover fresh details about what we've currently got in production, some of the upcoming content that will soon be playable and what the future holds in store for Godus. Quite exciting, we are getting closer to a major update where new features will be released! That's all for now, rest assured we'll keep you posted of all the latest developments right over on our official blog. - The team at 22cans
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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 Feb 10, 2016 23:27:37 GMT
Update 78 - 29/05/2014Godus Roadmap - where are we headed?22cans has an iterative, suck-it-and-see approach to Godus’ design, where new features are designed, implemented, improved and refined in sequence after extensive play testing. Whilst this practice may appear a bit over-adventurous and unstructured when exposed so openly with the nature of Steam Early Access, this is a legitimate development practice that has aided innovative designers such as Peter Molyneux throughout his entire career in creating bold, unique experiences. With Godus, we’re focused on delivering a creative experience with intuitive, clean gameplay for both core and casual gamers that connects people together and provides a consistently surprising and ever-expanding tail-end of the game. We really want players to treat Godus like a hobby, where they will be so proud of the results of their time spent in the game that players will want to show off the results to their friends, families and peers. There is still a long way to go with the development of Godus. For those who felt that the game has yet to meet their satisfaction, let us reiterate that the average development cycle for a modern game can be between 2 and 4 years! Godus was released a shy 9 months into development on Steam via Early Access, far ahead of the average Kickstarter first-playable turnaround. So the build you can play today is still very much on the way to becoming a truly great PC game. Currently, the team’s current focus is polishing the iOS version for a casual audience based off how that audience plays the game. It’s worth remembering that the first ten months of Godus’ development focused entirely on the PC version of the game and it’s only been in the last few months that we’ve given the mobile version the care and attention it deserves. Rest assured that our focus will return to the PC version at the end of summer/beginning of autumn. 1. ProductionMaintain increased build release frequency- Updates to Opt-In branch of Steam will be regularly delivered every week; updates to the Release branch will be delivered on a monthly basis.
- Builds on the Opt-In branch may be unstable and require you to delete your existing save game; builds to the main branch will be more polished and include all the bug fixes and new features found in the previous Opt-in builds.
2. Introduction of HubworldIn Hubworld, you will meet three other gods (i.e. players) in one of many connected provinces and help each other progress through the game by trading. o Each player will start with their own new Settlement, unique to Hubworld, oriented towards their own point-of-view of the landscape. - Hubworld will bring you to the Jupiter-sized planet we described in this video – What is GODUS?eeee
- Hubworld will bring Godus to 51% completion and mark the release of v2.1.
Near future – less than a month:Meet new Gods- Hubworld will introduce the ability for Godus to connect players together. Initially we will be connecting PC – > PC players and mobile – > mobile players.
- Cross-platform implementation will come later (no ETA as yet) and allow trading between players of Godus, regardless of their platform of choice.
Ability to trade with other cultures- The more you trade, the more you advance your own civilisation.
- Trade is its own statistic – you don’t micromanage the trade of individual resources such as ore, wheat or population.
- Trade is conducted by a new Follower class, the Merchant, who travels between your own Settlements and that of other players.
- Leashing from your Settlement to another player’s Settlement will cause a Merchant to travel from one to the other and initiate trade.
Simultaneous multiplayer sculpting- Players will be able to re-shape their Hubworld together in real-time, so as to remove any obstacles and create effective trade routes.
Simultaneous multiplayer discovery- Players will be able to discover hidden items secreted away around Hubworld that will further their individual and collective progress. If any chests are found, their contents will be shared between players.
Medium term – +/- three months: Rise up through the ranks of Hubworld- Players will have the ability to progress up through successive Hubworld levels.
- Each group of four gods earns the right to progress up a Hubworld level.
- One god from each Hubworld will be voted up to the next Hubworld where they will meet three other gods, each drawn from different Hubworlds in the same way.
- Gameplay changes dramatically between levels. For example, in a higher level Hubworld, each player’s Followers will trade blows in Gladiatorial-style combat.
Long term – further out: Inter-God communication- It is our aim for players to use Hubworld as a tool enabling them to communicate with each other in-game.
3. Gifts from GodMedium term – +/- three months: Due in version 2.1 Gifts help bring your civilisation to life- Players will be able to see Followers reacting to any Gifts you place in the world with appropriate responses.
- Gifts will make your world more beautiful and personalised.
- Examples include the Lovers Bench and the Maypole, both of which will increase the Happiness level of your Followers.
Gifts will improve the Happiness level of your Followers- Happiness is a new resource represented by a unique bar that reflects the emotional well-being of your Followers and will deplete over time, requiring you to continually improve the morale of your civilisation through Gifts.
- Different happiness levels will lead to different unique behaviours from your followers.
- Gifts are purchased with Belief.
4. CommandmentsMedium term – +/- three months: Determine the behaviour and morality of your Followers- Players will unlock cards as they progress through the game – some will be unlocked at set intervals and others will be unlocked by specific actions triggered by the player.
- Each Commandment card will instruct the player to make a choice that will have ramifications throughout the rest of the game.
- These choices will affect how your Followers behave with each other and interact with the world.
5. New Voyages of DiscoveryMedium term – +/- three months: New set of Voyages- Each new Voyage of Discovery will come with its own set of rewards.
- Rewards for new Voyages will include new and rare stickers, cards, Gifts and unique items (e.g. new Followers).
Deliver additional new Voyages more frequently- Our current goal is to ramp up to the point where we are releasing one brand new Voyage per week.
Long term – further out: Multiplayer Voyages of Discovery- Players from different Homeworlds will be able to compete with each other for rewards.
6. Imperial AgeMedium term – +/- three months: Targeting delivery for v2.1. Civilise your Followers- The Imperial Age will see your settlements evolve into fully fledged towns.
Expand your influence- Followers in this Age will want to be expansionists and explore the world.
Improved Settlement mechanics- Settlements in the Imperial Age will be expanded and allow players to see the boundaries of Settlements before they are placed in the world.
Reach new heights in Hubworld- This Age will also include next level of Hubworld.
7. Lots and Lots of Additional FeaturesLong term – work will start at end of summer/beginning of autumn: - Wildlife – Reintroduce wildlife to the game, including wolves.
- Fishing – Introduce fish to the world and fishing as an activity Followers carry out by themselves.
- New settlements – Introduce new types of settlements that reflect the Age the player has reached in-game.
- Encourage beautiful landscapes – Further incentivise players to create beautiful landscapes using Belief as a reward.
- World events – These occur server-side and impact everybody playing Godus. For example, a great flood that would affect everyone’s Homeworlds.
- New mechanics for Hubworld – Implement a new competitive and/or co-operative game mechanics for each level of Hubworld, as players work their way up the levels to ultimately challenge the God of Gods!
- Battles – Rework and re-implement multiplayer battles. New God powers – Introduce powerful and spectacular God powers, including the mighty meteor!
- Story mode – Revisit the single-player story mode and move it forwards into Godus 2.0.
- Refine PC User Interface – Take a second look at the GUI for PC and see where improvements can be made for mouse-and-keyboard driven gameplay.
- Improve PC user experience – Refine existing design decisions and uniquely improve the PC version of Godus to create deeper and strategic gameplay.
A question for the communityAs you can see, we’ve no small amount of work ahead of us in the weeks and months to come (and that’s just for 2014!). As such, we’d appreciate your input on the order in which we focus on a couple of features. Multiplayer Battles vs New God Powers:Would you prefer us to focus on reintroducing multiplayer battles before we implement a new God power, or would you prefer the new God power first? Please speak up on the Steam discussion forum and let us know on which of the two features you’d like us to focus on first and – much like a dutiful Follower – thy will be done! - 22cans
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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 Feb 11, 2016 18:46:02 GMT
Update 79 - 16/06/2014Redesigning Settlements – Our PhilosophyOver the last few weeks, we’ve recognised that since the v2.0.5 update, an increasing number of players have found Godus’ Settlement mechanics to be a bit unintuitive and, well, just not as fun as they ought to be. So, a core group of us went away and brainstormed a few solutions to this dilemma and in the process, we rediscovered some of our original ideas. We’re not quite ready to share the full details of how we are going to be bringing these ideas to fruition – some of the new features and functions we have in mind for the Settlements revamp are quite advanced and we think it’s better to let you know precisely what we’re cooking up once everything has been locked down and proven to be technologically viable. However, since we’re very excited and enthusiastic about these advancements, we do want to let you in on our thinking and demonstrate that we have read your comments, digested your feedback and are sprinting hard to bring them into reality. Placing SettlementsWhat drives our thinking about Settlements is the course of human history itself. We want to give you a way to take your initially small group primitive followers and take them into the agricultural age while accounting for considerable growth in population. While the current system does make specific areas within your Homeworld more distinct and civilised, we would prefer to do so in a way that’s less restrictive and more naturalistic, all while amplifying your abilities as a god. When placing a settlement with the current system, it can be challenging to create farms around it due to the dense population you will have created up to that point. Additionally, all settlements tend to look a bit too similar to each other for our liking. We know that that current system can lead to confusion over how to get the most out of your Settlements and even over the size of your Settlement before it is placed into the world. What we want is to give you a more accessible way to further the development of your Followers’ habitation and one that doesn’t rely on being menu driven or needing a lot of intricate GUI elements. The new system we’re currently working on will add much more diversity to your Settlements. We’re developing an inventive (surprising, even) solution to make Settlements more charming, more efficient and more aesthetically pleasing… and makes you feel more like you’re playing with god-like powers, too. Building Settlements on hills and valleysWe want to deliver on our vision of a world as presented in our original concept art for Godus, where Settlements can thrive across multiple layers of the landscape. Creating Settlements under the current system does make good use of Godus’ trademark sculpting mechanics and allows you to bring life to flat areas, however we’ve seen that for many players, this tends to lead to the whole of their Homeworld being flattened as they expand their population. We would prefer there to be more visual variety in how you evolve your Homeworld and between the Settlements you create for your Followers. We want to enable you to build Settlements in a less restrictive and uniform way. Our goal is to enable you to see your followers build vertically as well as horizontally in harmony with a beautiful, undulating landscape. Governing your farms and farmersWe want to make the involvement of farming in the Bronze Age and mining in the Iron Age feel more compelling and challenging without forcing you to worry about too much micromanagement. We’re quite fond of how the current system works for Builders – we think it’s clear, simple and fun to play. We also like the current balance between building houses and farms, as it neatly reflects how we humans behave in the real world. That said, the current way you assign roles to your Settlement’s workers is too clunky and fussy – we have seen that it has led to confusion, especially with the Buffer class of follower. Our new designs focus on making the way you govern your farmers and miners more immediate, instinctive and cohesive by extending existing, proven systems as well as doing a better job in how we describe them. Growing and harvesting cropsThe way we think about crops is as a resource that makes sense without us needing to describe it in too much detail. We want you to think of them as behaving just like they do in the real world – people need food to work, after all. As such, we like how the production of wheat is tied to building new Abodes. However, it’s become very clear that the current mechanics can be quite hard to grasp and require too much explanation, especially for less advanced players. While the logic behind how wheat works at the moment is sound, it’s obviously not as fun as it could be. Also, the fact wheat disappears instead of being a resource you collect is in conflict with how we think about it as a resource in the first place. We’re exploring new lines of thought as to how your followers harvest wheat as a resource for building and have this mechanic be as intuitive and engaging. Additional improvementsOne of the most requested features from the community is for a way to automatically collect Belief. We’re now in the process of implementing a Statue of Collection, which will collect all the Belief generated by your followers within a given area. Other GUI improvementsWe’re also looking into ways to increase the level of detail for the information you can gather about your Followers and Settlements as a way to enhance your god-like omniscience. We’re sprinting hard as a team to get this new functionality into your hands as quickly as we can – we can’t wait to show you in full just what we’re creating for you. We hope that the new Settlement designs will not only address some of your concerns, but also lead to a more enjoyable and empowering Godus experience. We’re eager to hear your thoughts, so please share your impressions in either our Kickstarter backer forum or in our Steam Early Access forum.
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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 Feb 11, 2016 19:02:50 GMT
Update 80 - 18/07/2014What’s Missing From Godus?Jack here from 22cans! Sometimes we look back on earlier builds of GODUS and it blows our mind when we stop to consider how far the game has progressed. Sometimes this can be to do with the mechanics, other times it can be with aesthetics or the game’s performance. It’s been a fascinating experience seeing how the community has been able to adapt and respond to our iterative design approach. Previously, this has always been a process that has occurred behind closed doors. It’s terrifying putting it out there for people to see because the nature of something such as Early Access is a relatively new concept to the industry, with the danger being that some people will play GODUS and panic that the current state of the game is what it will always be! The most magical vibe has been flowing throughout the 22cans studio the past few weeks at just how dramatically things have progressed. The team has been putting everything they have into this game and it’s really starting to show. Whenever we attempt to take screenshots or record videos of the game, we have to re-author them by the time we go to release because the game has been changing so fast and so they never represent the most recent version of our work. We can’t wait to show you the results once it’s all come together. For now, though, I thought it would be fun to look at the below screenshot from an older version of GODUS and to question what’s actually missing from it… There aren’t many trees in this landscape. I love trees! And when I start to feel like a part of my land is missing trees, I plant some more. Sadly, after some time I forget which trees I planted and which trees were already there! It seems slightly odd that after all the effort I made to customise my landscape that I am somehow unable to admire my handiwork because I don’t know what was my work and what was already in the world. I think I would feel a lot more satisfied with my customisation if I could clearly tell apart where I had left my mark on the world. I love the art direction of the GODUS world. Whenever I think of it, I picture the green plateaus. For me that is the image that defines the world. I also love how vast the world is. I feel like my little people are engulfed in a huge landscape that would takes them an age to venture through. However, with this feeling of an expansive land I would expect to see gradual changes in the world. I think about my experiences moving through other virtual worlds – such as in Shadow of the Colossus or Red Dead Redemption – where I would head north and start to see snow laying on the ground and suddenly I’d feel like I really was in a different part of that world. Wouldn’t it be great if I had the same strong feeling of exploring far and wide when looking around my Homeworld? Speaking of the visual beauty of GODUS, it is certainly pretty. I genuinely find it to be a joy to the eyes to scroll around and play in this world. Having thought about it a bit harder lately, we’ve already dreamed up a few ways to improve on it. For instance, I feel that the small shadows that are currently present do help to give the world definition, but still aren’t truly believable. Proper shadows would be a much nicer solution, adding emphasis to the world in a way that’s both consistent and visually striking. We’ve also been thinking about the sea a bit more. Water gives a lot of wonderful motion to the world and I want to take more advantage of that. I think having lovely looking streams and waterfalls to play around with would really help make my Homeworld come alive. As you grow your civilisation, you are almost certainly going to have a lot of abodes on your hands. I want this both to feel fun and also for your world to grow in beauty as your population becomes denser. However, in the past this hasn’t proved to be as beautiful looking as it could be. The problem we’ve had in GODUS is that your abodes haven’t felt like they were related to each other. Currently, they all feel isolated and with only certain kinds of abode designs, the repetition of assets can be quite noticeable. Not only this, but previously worlds have ended up as flat seas of houses. The first iteration of this solution was a very primitive. We saw this as a great opportunity to introduce farming. We used fields to break up the sea of abodes. The fields were built by abodes nearby a settlement statue. Problematically, this has required players to destroy their abodes to make space for them. This is something that we’re looking forward to having solved in our forthcoming update for GODUS. The second iteration was based around the idea of wanting to allow the player to customise their settlements. We added the ability to sculpt your own roads (very primitively), we added a barrier to make abodes in the settlement feel more inclusive, plus we enabled the player to assign their followers to be breeders, workers, or buffers. We also changed the requirements for building fields and abodes. Unfortunately, these proved to be very unintuitive mechanics that didn’t offer a great experience despite their complexity. So, we realised we needed to go back to the drawing board. Nevertheless, these mistakes have proved beneficial in the long run thanks to our iterative approach to game design. Whilst some mistakes may now seem fairly foreseeable in hindsight, they have led to some very innovative ideas that you’ll get to play with in our forthcoming update. We recently discussed how we would solve these problems moving forwards. Once you progress through the ages, it is important that there is a noticeable difference between the abodes of the last era and those in the next. This also ties into our new vision for revamping Settlements. These are areas that our art team have been thinking hard about as they continue to iterate on the game’s artwork. Lastly, I’d say that I don’t get the feeling of living companions in that first screenshot. I see a few of my little people around, but I wish there was more for them to see and do. Their journey through the world seems to greet them with the promise of new environments, but I wonder if there could be more discoveries for them? It would be great for them to have unexpected encounters with things that are more alive than the shrines and mountains that we’ve all become used to. So these are just a few of the things that spring to mind when I look at that first image. Yet there’s still so much more to come! Keep an eye out for more details very soon. Much love, Jack Attridge @jakamofo
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