Matthew Allen
Former 22Cans staff
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Post by Matthew Allen on Aug 1, 2014 20:48:44 GMT
As you’re no doubt aware (especially if you’re amongst the forum regulars with whom we speak on a daily basis), the forthcoming Settlements revamp is actually a much bigger, more involving update than just fixing the issues previously outlined in this article on our blog. Today, we’re sharing details of just a few of the visual improvements on which we’ve been working over the last month-and-a-half and we’ll be following up with details about some of the new features and functions soon. Funky ShadowsAccording to their coder, Fabs, this is a technical term. Currently, the version of Godus you’ve been playing looks something like this towards the start of your game: Following the forthcoming update, your Homeworld will look more similar to this: Fabs, who implemented the projected shadows into the game, describes them in his own words: “On console, it’s quite easy to do gorgeous shadows – you will normally use cool things like Gbuffers, or perspective shadow maps, or even make it easy on yourself and use stencils, but creating a game for mobile devices makes things a bit more challenging. We wanted to make something that both looked beautiful and also wouldn’t use up all your battery life. Like all successful game development, it is a matter of finding appropriate workarounds, and we let the art department really get involved in it by having something similar to decals on the land, leaving procedural generation of shadows only on the landscape itself. That’s why, when you get hold of the update and have a look for yourself, you’ll see the land edges look more organic than the shadows on the houses. All in all, the whole effect is quite convincing, and I’d say that we probably take a tiny fraction of CPU time of any other more advanced, or accurate shadowing system out there.” Timeline 3.0Ah, the timeline. This is something that we really wanted to make more functional, clearer to follow and enjoyable to use. We weren’t as happy as we’d like to have been with the version that’s currently in the game, which looks like this: So, our first attempt was to split the timeline in two, with distinct areas for cards you’d discovered and for which you were gathering stickers to unlock, and those cards yet to be brought into your game. While this may have improved functionality, we thought it was a bit messy and not particularly visually exciting. So, back to the work: We really liked this one. This version added a switch allowing you to toggle between undiscovered and completed cards, enabling you to track your progress and see what additional abilities you’ve unlocked. We also created a version that used an image of Homeworld instead of a photograph: Both attempts looks a lot prettier than the examples given above too, however we wanted the planes for undiscovered and in-progress cards to feel more connected and look visually cohesive. So, on to the next try: We’re really happy with this design. We think it makes your progress much easier to track, allows you to focus on which aspects of the game you’d like to unlock next much more easily… and it hits the visual fidelity mark we were looking to hit. Tony, who implemented and animated the timeline, has this to say: “I can’t stand boxes. I’ve already spent too much of my life making bloomin’ boxes with text in. The timeline pleases me no end, taking what could have been a rubbish spreadsheet and instead making something vibrant and full of motion. The goal here is to make something that gives you all the information you need, but is in and of itself fun to play with.” Dynamic WaterThis has been a long time coming. You’ve been wanting it, we’ve been wanting to make it and now it’s finally in the game. We think that flowing water helps make your Homeworld come alive and makes the landscape feel much more active. Have a look at the clip below to see water flowing in Godus. At present, you can sculpt the water to form rivers and waterfalls. We’ve got lots of ideas on how dynamic water can impact gameplay and we’re looking forward to exploring that in future updates to the game. The naming of thingsExclusively for PC players, the forthcoming update will bring with it the ability to uniquely personalise your Homeworld by allowing you to name individual Followers, Abodes and Settlements. To say that we’re looking forward to seeing all the weird and wonderful ways you use (and abuse) this feature is a gross understatement. Rest assured that this isn’t the only PC-exclusive feature we’ve been dreaming up lately and we’re looking forward to sharing more details once our ideas have taken shape. More to follow next week!Keep an eye on the blog for more updates to follow next week. In the meantime, please feel free to speak up in our forums.
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Lord Ba'al
Supreme Deity
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Post by Lord Ba'al on Aug 1, 2014 21:15:23 GMT
The shadows do make it look a bit nicer. Though I could easily do without them.
The timeline might be an improvement, but it still looks completely linear.
Flowing water, yihaw!
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Post by 13thGeneral on Aug 1, 2014 22:39:06 GMT
The shadows do make it look a bit nicer. Though I could easily do without them. The timeline might be an improvement, but it still looks completely linear. Flowing water, yihaw! He refereed to the shadows as "decals"... so, I assume that means they're not dynamic? Also, do we really need more sticker-like things in the game? I thought we went over this! lol. I think the timeline certainly looks prettier, but I agree it still seems a bit linear and meaningless; is there any adjustment to the feeling of "Age Progression", and did they fix any of the functionality of the mechanics in managing the whole card/sticker system? I mean, it looks like we're still going to be manually dragging multiples of stickers onto cards (and those multi-stickers that just look like stickers that have even smaller stickers on them. ). Why not just allow us to select which cards we want to unlock, and have the stickers we find - or ones our followers generate - auto-fill onto those resource-like tracking bars on the timeline card? <--- I just now thought of that.
So, until next week, at least we see some progress on the aesthetics of the game, though that was never really the issue anyway.
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Post by Gmr Leon on Aug 1, 2014 22:53:36 GMT
13thGeneral, the building shadows are decals, but the landscape shadows are procedurally generated.
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Post by 13thGeneral on Aug 1, 2014 22:56:57 GMT
13thGeneral, the building shadows are decals, but the landscape shadows are procedurally generated. Ah, somehow I missed that. Thanks for pointing it out {but my joke still works!}.
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Post by Qetesh on Aug 1, 2014 23:11:39 GMT
I love the moving water. I wonder what will happen with the moving water when the storms happen. That could make for some interesting game play interaction and some cool graphics of possible mass destruction if you place your buildings poorly. This is an idea, I like, it adds strategy into the game for how you design your island's layout.
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Post by Gmr Leon on Aug 1, 2014 23:37:25 GMT
I love the moving water. I wonder what will happen with the moving water when the storms happen. That could make for some interesting game play interaction and some cool graphics of possible mass destruction if you place your buildings poorly. This is an idea, I like, it adds strategy into the game for how you design your island's layout. If they can generate water presence without the spring effect, they could maybe even cause river overflows and flooding if it wouldn't crash the performance of the game. This is my primary concern (and probably theirs as well) with the introduction of flowing water into the game. I noticed a slight stutter in the demonstration video and haven't had any response to that yet, my optimistic side is hoping it may be related to the recording software they were using affecting performance, whereas my cynical side suggests to me the unfortunate possibility of reduced performance. I'm willing to speculate that if they introduce a wellspring god power of any sort, there may arise the distinct possibility of severe restriction on its use to prevent negative effects on performance or complete absence for this very reason, and following that, even if that power isn't introduced, there may be some frequent crashes for some users when experiencing a storm in areas where there is lots of flowing water on-screen. If I'm not mistaken, storm crashes have been a somewhat common bug throughout all versions of the game and while they may have actually been fixed for this version, my bet is many users will still report them as problematic due to an incidental alignment of effects (storm + flowing water on-screen) when it's actually issues with the flowing water alone that will probably remain relatively unoptimized when we get to mess with it. Supposing that's not all, it may turn out that flowing water itself isn't as problematic as the spray from waterfall collision with terminating layers, depending on how they've implemented that. Toss in the landscape shadows with day and night sequences, and it's no wonder this build has taken this long. Lighting effects can be a killer on limited hardware, and procedural shadows I suspect will lead to lengthening and shortening of them as the time of day changes. Now I'm left wondering if fires will use this same system or some form of decal, as that seems like it could prove incredibly problematic.
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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 Aug 2, 2014 0:00:00 GMT
Why not just allow us to select which cards we want to unlock, and have the stickers we find - or ones our followers generate - auto-fill onto those resource-like tracking bars on the timeline card? <--- I just now thought of that.That is actually not too bad an idea at all.
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Post by 13thGeneral on Aug 2, 2014 0:30:12 GMT
Why not just allow us to select which cards we want to unlock, and have the stickers we find - or ones our followers generate - auto-fill onto those resource-like tracking bars on the timeline card? <--- I just now thought of that.That is actually not too bad an idea at all. Thanks. It suddenly dawned on me as I was typing. Adding to that, any stickers that don't correlate to any active cards, or cards you have selected, would still collect in the sticker area until such a time as they are needed (e.g. you select a card they apply to). Since they're insistent on this mechanic, at least we can think of ways to improve on it. I still like the "Stickers add bonuses or enhancements" idea, but maybe something similar can be applied elsewhere through another mechanic.
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Post by banned on Aug 2, 2014 0:47:50 GMT
this is what I found refreshing, "On console, it’s quite easy to do gorgeous shadows – you will normally use cool things like Gbuffers, or perspective shadow maps, or even make it easy on yourself and use stencils, but creating a game for mobile devices makes things a bit more challenging. We wanted to make something that both looked beautiful and also wouldn’t use up all your battery life."
Honesty from the Dev. team is refreshing. But I am sure the PR shall claim that it is being misinterpreted and that the PC sprint shall prove how it has always been a PC title. Sadly, no proof = same lame BS.
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Post by Danjal on Aug 2, 2014 0:52:01 GMT
So, mostly a bunch of graphical changes - looks nice but won't have much impact on gameplay directly yet. Yes, I know... I'm hard to please, what can I say, I'm a deep gameplay kinda guy.
My question: What if you have a body of water at a higher elevation, if you break the water on a cliffside with a village in a 'valley' below it. What happens?
Second question: Is the water "infinite" (like in minecraft, a source of water will keep existing) or "finite" (like in terraria, it'll flow down). I assume its the former, or a combination of both (like in Dwarf Fortress, where you have aquifers as watersources but also finite bodies of water).
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Deleted
Deleted Member
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Post by Deleted on Aug 2, 2014 1:00:16 GMT
I'm so tired. 1 and a half year of: Players: "Please change gameplay" - 22cans: "Visuals, new linear timeline, dynamic water, visuals, visuals, shadows, visuals - backer input - blah blah - major update everthing changes - visuals, visuals, amazing, zen like, amazing experience, blah, visuals, dynamic water, visuals, wonderfull, delicious, visuals, new timeline, amazing journey, delightful, zen like visuals, blah, blah, blah, as big as jupiter, visuals, reworked, visuals, timeline, delightful".
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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 Aug 2, 2014 1:33:26 GMT
Second question: Is the water "infinite" (like in minecraft, a source of water will keep existing) or "finite" (like in terraria, it'll flow down). There appear to be springs which might suggest that those are infinite. If there is a body of water that doesn't have a spring (if that is even possible) then it might be finite. At least that's the way I look at it.
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Post by Gmr Leon on Aug 2, 2014 1:56:16 GMT
So, mostly a bunch of graphical changes - looks nice but won't have much impact on gameplay directly yet. Yes, I know... I'm hard to please, what can I say, I'm a deep gameplay kinda guy. My question: What if you have a body of water at a higher elevation, if you break the water on a cliffside with a village in a 'valley' below it. What happens? Second question: Is the water "infinite" (like in minecraft, a source of water will keep existing) or "finite" (like in terraria, it'll flow down). I assume its the former, or a combination of both (like in Dwarf Fortress, where you have aquifers as watersources but also finite bodies of water). I think it's as Ba'al notes, springs are similar to water source blocks in which they'll infinitely produce water but with a spread/flow limit, suggested by legal flow limitations in the screenshots. However, I think spring-generated water and ocean water are independent entities in the game, meaning that carving into your island won't really make ocean water "flow" into your island forming "rivers" so much as it will create inlets and bays where water levels remain exactly the same as ever. Similarly, rivers flowing into oceans will not affect ocean water levels in any way. If you want to be a little softer about it, you might say they've implemented freshwater, where before they were trying to rig ocean water to work above its standard elevation settings and finding it really didn't work all that well or look that good. While I don't care for the current appearances, I have to say they at least resemble rivers and waterfalls more than I could imagine their previous attempts coming close to. Edit: Water aside, anyone else notice the timeline no longer gives any indication of age progression and that the ages seem like they may result in different stickers being generated/made discoverable?
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Post by 13thGeneral on Aug 2, 2014 3:10:15 GMT
Edit: Water aside, anyone else notice the timeline no longer gives any indication of age progression and that the ages seem like they may result in different stickers being generated/made discoverable? I hadn't caught that. Peculiar. So many questions. I guess we'll get a more clear picture about the timeline changes either in the next information blog, or when the update goes live (I hope).
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jpw
Master
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What I thought Godus was going to be...
I don't like: Waiting
Collecting belief
Stickers
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Not being a god in a god game
Chests
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Post by jpw on Aug 2, 2014 11:39:48 GMT
Regarding the water mechanic, they do point out "water end because no legal flow is possible" - this would seem to suggest that you cannot flood valleys, note how the waterfall just ends. Doesn't that seem a bit strange, or is it a programming necessity?
Edit: what version of Godus are we on now? Not played for about 4 months, any point in giving it another go yet?
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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 Aug 2, 2014 11:52:33 GMT
Regarding the water mechanic, they do point out "water end because no legal flow is possible" - this would seem to suggest that you cannot flood valleys, note how the waterfall just ends. Doesn't that seem a bit strange, or is it a programming necessity?
Edit: what version of Godus are we on now? Not played for about 4 months, any point in giving it another go yet? I would say wait till the update, don't bother with the current build.
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Post by Monkeythumbz on Aug 2, 2014 11:58:56 GMT
... But I am sure the PR shall claim that it is being misinterpreted and that the PC sprint shall prove how it has always been a PC title. Sadly, no proof = same lame BS. Who do you think asked Fabs to write that?
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Post by Monkeythumbz on Aug 2, 2014 12:04:02 GMT
I'm so tired. 1 and a half year of: Players: "Please change gameplay" - 22cans: "Visuals, new linear timeline, dynamic water, visuals, visuals, shadows, visuals - backer input - blah blah - major update everthing changes - visuals, visuals, amazing, zen like, amazing experience, blah, visuals, dynamic water, visuals, wonderfull, delicious, visuals, new timeline, amazing journey, delightful, zen like visuals, blah, blah, blah, as big as jupiter, visuals, reworked, visuals, timeline, delightful". As we say on the blog, that update focused on just a few of the visual improvements on which we’ve been working over the last month-and-a-half and we’ll be following up with details about some of the new features and functions soon. In this case, "soon" means "most likely next week".
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stuhacking
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Post by stuhacking on Aug 2, 2014 12:04:45 GMT
The water looks cool, but the video doesn't really show it flowing. As Danjal said, what happens if water flows over a cliff onto a village? How about if the player creates a dam by raising land? Will the water level rise until it overflows?
Is the dynamic water prototype at a stage where a dev could do another quick video showing off some interactions with water flow and how it reacts?
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