Post by 13thGeneral on May 27, 2014 23:10:48 GMT
First of all, this is awesome of you guys. Finally we are getting some sort of information of what is actually going on inside 22Cans.
Soon enough the player will realize that the game isn't going to move forward unless they do something about the drowning people. I say people on purpose, not followers, because I think they only become followers after you have rescued their lives with your awesome god powers. (Sidenote: Wouldn't it be awesome if at this point you already had some god powers at your disposal like for example lightning bolts? You could terrorize the people in the water by striking them with lightning a couple of times thereby immediately establishing yourself as an evil god right in the beginning of the game! ... *snip* ... I think that's all you'd really need. The whole way I see it structured in that page just sounds patronizing and I think it is limiting the players creativity and more importantly it's denying the player the joy of finding out how the game works which is actually in my opinion a very important aspect of a game. And I'm sorry but that part about "they want to find the promised land" just feels very bleh. What did they do, swim across the ocean to find the promised land??? If so then why can't they handle the last few meters themselves? Plothole! I can get the followers in the water drowning if say they had been surfing and been knocked over by a giant wave or something like that, but just to people drowning right off the shore which apparently came out of nowhere doesn't seem very plausible to me. Why do I have to navigate them to the "promised land", they should be intimately familiar with the surroundings already since the only logical reason I can think of for them being there is that they grew up there. I don't think they fell out of an airplane or fell overboard from a ship because that would not stroke with the whole stone age thing that's supposedly going on. Perhaps they were abducted by a UFO from somewhere else and then the aliens wanted to have some fun so they dropped them off into the ocean right in sight of a nice little island. I think I'd better not go into the last part of the tutorial for now as I think I've said enough to demonstrate that this is all a bit nonsensical. Sorry, I hope I haven't offended anyone.
I agree, it's a bit odd.
I had this idea some time ago, and I think I mentioned once way back in September on the Official Godus Forum board; Why don't we start off making our Followers? I'm not specifically talking choosing colors and what-not (tho, those aesthetics are part of it). It was something along the lines of; choose what basic material the player, as a God, uses to form them (ie. wood, stone, clay, flesh, etc.), and a little bit of cosmic energy - and your people get some kind of bonus based on the material use choose. That way there's more purpose behind it all, and we have a personal attachment to them. I would make a lot more sense to me than just stumbling upon these poor, wretched souls needing guidance saving.
Like most other features, it seems like they just don't get very creative with things - or they get creative in a way that doesn't make much sense in relation to anything else.
I don't want to talk about stickers right now.
I see we're getting a happiness bar. I hope this isn't going to be like in Sims where you have to make sure that your little puppet gets some entertainment every few minutes and some food and a shower every couple of weeks and enough sleep and a better car and whatever... As I read it the happiness of your people will decay faster and faster as you get more and more people. As I see it that would mean that I would have to spend more and more time wiping my followers asses. I hope all of this is meant for the mobile version rather than the PC version.
Not liking the fountain thing. Another one of those mobile mechanics. Return here every X minutes to click on this thing otherwise your followers will become whiny bitches.
I welcome changes in the way abodes look as it tends to look like someone churned out blocks of completely identical buildings to save money on architectural costs. Also the way their placement is determined makes it look rather unrealistic and boring. So I'm curious to see what the art department can come up with and how far the changes will go.
I think this is an excellent first step in the right direction, thank you for sharing this with us. You have now communicated to us what you are going to be working on. I doubt though that you will be taking any feedback into account from the backers regarding all this stuff during this sprint. So, what would be even better is if next time you'd give us a page like this one that shows us what you intend to be working on in a FUTURE sprint so that we can all look at it and discuss it and offer you ideas and suggestions and then if you think there are good suggestions that could be incorporated you would still have time to change the planning of the sprint before you actually get to it. How does that sound?