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Post by Monkeythumbz on Aug 2, 2014 12:07:37 GMT
At the moment, the dynamic water we've implemented is non-threatening - you can use it to create a moat to protect a settlement, for example. We do intend to expand the properties of our water in future updates, though.
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Lord Ba'al
Supreme Deity
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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.
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Post by Lord Ba'al on Aug 2, 2014 12:14:55 GMT
So it's not possible for followers to cross water at this point, or build bridges.
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Post by Monkeythumbz on Aug 2, 2014 12:19:14 GMT
So it's not possible for followers to cross water at this point, or build bridges. We've had got followers swimming, but couldn't get it working properly in time for this update. We'll be looking to address that in a future update. Bridges will probably be a discussion we'll have when we take a second look at roads, which is likely to be one of the features we look at next (i.e. prior to the PC-focused sprint).
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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 12:21:03 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? On second thought... Though it's a good idea I expect it won't be implemented. The stickers are there for a reason. If you don't get to stick them on something, then what is the point of having stickers at all? Following this line of thought, automated sticker sticking could be replaced by automated "real" resource gathering, which we know is something that they will never implement because if they wanted to they wouldn't have gone (and stuck with) the sticker route in the first place.
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Post by 13thGeneral on Aug 2, 2014 15:26:11 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? On second thought... Though it's a good idea I expect it won't be implemented. The stickers are there for a reason. If you don't get to stick them on something, then what is the point of having stickers at all? Following this line of thought, automated sticker sticking could be replaced by automated "real" resource gathering, which we know is something that they will never implement because if they wanted to they wouldn't have gone (and stuck with) the sticker route in the first place. Yeah, I know. But a boy can dream. Right now coming up with creative ideas for Godus is the only enjoyment I get from Godus.
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Post by Monkeythumbz on Aug 2, 2014 15:28:02 GMT
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? Jack is working on a new trailer for the game as I type this.
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Post by 13thGeneral on Aug 2, 2014 15:44:41 GMT
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? Jack is working on a new trailer for the game as I type this. Working on weekends? Make sure to have a pint or two afterwards to unwind... or during, because that would be really amusing (blooper reel!)
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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 15:47:42 GMT
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? Jack is working on a new trailer for the game as I type this. Do you have an ETA?
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Post by Monkeythumbz on Aug 2, 2014 15:53:13 GMT
Not yet, it's very much a work-in-progress.
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Post by Monkeythumbz on Aug 2, 2014 15:53:39 GMT
Jack is working on a new trailer for the game as I type this. Working on weekends? Make sure to have a pint or two afterwards to unwind... or during, because that would be really amusing (blooper reel!) A lot of us have been pulling late nights and weekends for the last month-and-a-half.
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Post by nerdyvonnerdling on Aug 2, 2014 16:39:48 GMT
Timeline definitely still looks linear, but at least there's a lot more info on screen, so that's a plus. Visually, it's odd to me to have pictures in the background that aren't in the visual style. The planet/starscape is at least not as jarring and in-your-face as that sunset photo, so that's good. I just find it a little out of place. You have a lot of great concept artwork, why not use some of that, only desaturated so it sits as a nice background element? Minor quibble, just curious.
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Deleted
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Post by Deleted on Aug 2, 2014 21:53:04 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". Look, my post wasn't a collection of random words i put together. It's a short aggregation of all announcements from 22cans, Peters interviews and press articles of the past one and a half year. Most of them, if not all, focus on visual or minor improvements of the game. Almost nothing has been told about the important things of the game.
It's what 22cans does since Kickstarter - eyecandy and buzzwords. As i said, i am tired of this. I want to know about gameplay, not about shadows of every piece of sand. Dynamic water? Shown in every interview and presentation before early access release - where has it been for over a year now? Maybe another important release soon? Another opportunity to make some money? We Need something to show. Maybe we see some more interviews and press releases soon, too? A new trailer could be the first step.
Yes 22cans said a lot about what we will see soon. Some things we should have seen soon, others very soon, some soon but not now, some next month, others in the next video update. Most things we didn't see until now, many things we did see where completly different as they told us. I am tired of this. Show me what's in the game and tell me what the vision behind all this is - or if there isn't a vision tell me there isn't one and 22cans is only putting random lines of code together over and over till someday a good game will come out (seems to be what they think iteration is about). I don't want to know about shadows anymore even if they are delightful, zen like or funky - that's what i say for more than one year now.
Yes, i am one of those people who gave 22cans some hundred € but are to stupid to see that the game is in development and one day it will be the best, most zen like, much more delightful and extremly amazing new invest2play not f2p full price mobile pc casual hardcore touch and mouse controlled competitiv cooperative and singleplayer story driven without story open world jupiter sized hub world visual improved regenisis of god games ... inspired by dungeon keeper, b&w, populous, powermonger, minecraft, clash of clans, and dungeon keeper online (which in fact Peter doesn't like but a few days later likes it - maybe because it's the same he does). And all of this we get because Peter did a lot of home improvement in his kitchen recently.
I know the art team does a good job ... in fact they have changed the abode style almost a hundred times since the beginning. That's not what i care about. But sorry even Peter will not get the perfect kitchen if the manufacturer made the cabinets completly wrong, even if the painter did a good Job.
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jpw
Master
Posts: 159
Pledge level: Patron+Acorn+Poster
I like: Populus
What I thought Godus was going to be...
I don't like: Waiting
Collecting belief
Stickers
Sculpting
Voyages
Managing settlements
Not being a god in a god game
Chests
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Post by jpw on Aug 2, 2014 23:39:00 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? Exactly this, especially given the statement about "no legal flow" what does that mean...? Or am I being particularly more stupid than usual?
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Post by banned on Aug 2, 2014 23:39:34 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? So you asked that they admit the game is a mobile ported to PC? I find your new found honesty refreshing and thank you for it. The first step is always admitting the problem.
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Post by Gmr Leon on Aug 2, 2014 23:41:48 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? Exactly this, especially given the statement about "no legal flow" what does that mean...? Or am I being particularly more stupid than usual? My bet, as mentioned above, is that it's the permitted length of vertical flow. Similar to how water can only flow so many blocks vertically and horizontally in Minecraft, except in our case it may be so many layers and there may not be a hard limit on horizontal flow.
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jpw
Master
Posts: 159
Pledge level: Patron+Acorn+Poster
I like: Populus
What I thought Godus was going to be...
I don't like: Waiting
Collecting belief
Stickers
Sculpting
Voyages
Managing settlements
Not being a god in a god game
Chests
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Post by jpw on Aug 2, 2014 23:42:55 GMT
"the best, most zen like, much more delightful and extremly amazing new invest2play not f2p full price mobile pc casual hardcore touch and mouse controlled competitiv cooperative and singleplayer story driven without story open world jupiter sized hub world visual improved regenisis of god games ... inspired by dungeon keeper, b&w, populous, powermonger, minecraft, clash of clans, and dungeon keeper online (which in fact Peter doesn't like but a few days later likes it - maybe because it's the same he does)." ROFLOL(YSSTOK)! Any Bill Baily fans out there who care to translate...?
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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 23:46:53 GMT
Exactly this, especially given the statement about "no legal flow" what does that mean...? Or am I being particularly more stupid than usual? My guess is that if water comes to a point where it can not flow further down because all the surrounding land is more elevated it can not flow legally. It would have to cheat to go over the elevation. But looking at the pictures I'm not quite convinced that this is the case.
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jpw
Master
Posts: 159
Pledge level: Patron+Acorn+Poster
I like: Populus
What I thought Godus was going to be...
I don't like: Waiting
Collecting belief
Stickers
Sculpting
Voyages
Managing settlements
Not being a god in a god game
Chests
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Post by jpw on Aug 2, 2014 23:47:21 GMT
Who do you think asked Fabs to write that? So you asked that they admit the game is a mobile ported to PC? I find your new found honesty refreshing and thank you for it. The first step is always admitting the problem. ... not how Kickstarter or early access was sold, but lets not go down THAT road again...
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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 23:52:34 GMT
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Post by banned on Aug 2, 2014 23:55:04 GMT
So you asked that they admit the game is a mobile ported to PC? I find your new found honesty refreshing and thank you for it. The first step is always admitting the problem. ... not how Kickstarter or early access was sold, but lets not go down THAT road again... honesty is the first step in the path to forgiveness. I despise being lied to. Screw me and be honest and I shall very likely say, "oh well. once bitten..." Lie to me and I start telling folks... and posting and emailing any and all contacts in the field, etc... World has moved from the "dick company shall lie cheat and steal. You have no recourse!" to "fuck me once and good bye sales." shame 22cans did not realize this isn't 1995, "oh, howdy Streisand." As Wheaton says, "don't be a dick."
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