Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Jan 12, 2015 22:47:47 GMT
Hey lads and ladettes, This is a very interesting thread with lots of great idea's. Many of those idea's must have crossed the minds of several different people here. I think we need to know a bit more about game assets & Godus (technically) so we can think of sensible suggestions. What would adding X amount of follower types do to performance? I can imagine that it would scale down, comparing a follower(scripted,animated,sound) with a tree (animated asset), and further with a rock/abode(pretty much dead). Some info about this would be nice. Also, how feasible is adding extra combat types anyway? It requires quite a bit of scripting/AI next to what regular followers do (go to plot X, animation B, fatigued?, go home) Specially if AI needs to make tactical decisions (attacking the closest target could well be the best thing possible, overhead wise) How achievable would adding 2 types of plant to each biome? (Basic plant on basic soil. Add "beautify" you get plant B, Add swamp you get plant C???) How achievable would changing the use of rocks like imagined in the plants idea be??? (Basic rock on basic soil. Add "beautify" you get Ore, Add swamp and you get coal(or something else) ) Because I kinda feel like "Blinkin" from Robin Hood: Men in Tights ("guessing where the enemy comes from" (see, he's blind...)) We need some boundaries or at least ideas what can and can't be done. Pretty please with sugar on top. (Maybe in a separate thread even) Hi there soldiersdie. (just translated that for the others here) Welcome to the board and good post. Perhaps Raspofabs will have something to comment on it. Maybe even FuriousMoo.
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Post by FuriousMoo on Jan 13, 2015 2:17:18 GMT
Hey lads and ladettes, This is a very interesting thread with lots of great idea's. Many of those idea's must have crossed the minds of several different people here. I think we need to know a bit more about game assets & Godus (technically) so we can think of sensible suggestions. What would adding X amount of follower types do to performance? I can imagine that it would scale down, comparing a follower(scripted,animated,sound) with a tree (animated asset), and further with a rock/abode(pretty much dead). Some info about this would be nice. More types of followers wouldn't effect performance in any way we need to worry about noticeable. But it's a fair bit of work as new models, animations and behaviors are needed for the followers. It is something that definitely needs to happen, but there is the question of where these followers come from, I don't want to keep adding more and more settlement types so I think sorting that issue will need to be handled first.Also, how feasible is adding extra combat types anyway? It requires quite a bit of scripting/AI next to what regular followers do (go to plot X, animation B, fatigued?, go home) Specially if AI needs to make tactical decisions (attacking the closest target could well be the best thing possible, overhead wise) We have no 'meta AI' ie; something that could simulate a player/god working against you. Again performance is a non issue, its the large coding workload. We will be looking into improving the behaviors of combat followers themselves as much of the work has already been done. We can also use scripts to give pre placed enemy settlements some basic behaviors such as reacting to attacks and sending out raiding parties etc. It should be sufficient for the purpose of turning enemy settlements into obstacles and blockers to overcome rather than an enemy that can destroy you completely. This kinda falls under the purview of design rather than coding so I may invite input on the lua scripts themselves when the time comes.How achievable would adding 2 types of plant to each biome? (Basic plant on basic soil. Add "beautify" you get plant B, Add swamp you get plant C???) Feels fairly straightforward, some minor coding if we keep the behaviors identical to tree, but just have more types per biome . Bit more work in terms of art and animations.How achievable would changing the use of rocks like imagined in the plants idea be??? (Basic rock on basic soil. Add "beautify" you get Ore, Add swamp and you get coal(or something else) ) Same as above. But these are nice to haves rather than essentials however and I'm really going to be hurting for art support over the next couple of months. We're in the process of hiring new artists so graphical improvements will need to wait a while.Because I kinda feel like "Blinkin" from Robin Hood: Men in Tights ("guessing where the enemy comes from" (see, he's blind...)) We need some boundaries or at least ideas what can and can't be done. I can't really answer this question in any useful way. I mean I'd have to explain the technical workings of the entire game which is not even slightly feasible. I can answer specific questions like those above though.Pretty please with sugar on top. (Maybe in a separate thread even)
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Post by militairensneuvelen on Jan 13, 2015 9:23:04 GMT
Thanks FuriousMoo,
That was very informative.
What I can make of it is that the creative side is the main issue. "Problem solving" or technical limitations have not been an issue yet (that's how I see programming... but then again, I'm only a carpenter/joiner/ex-military.) And I realize that blindly adding assets will not automagically add depth.
"More types of followers wouldn't effect performance in any way we need to worry about noticeable. But it's a fair bit of work as new models, animations and behaviors are needed for the followers. It is something that definitely needs to happen, but there is the question of where these followers come from, I don't want to keep adding more and more settlement types so I think sorting that issue will need to be handled first." (this answers 4 questions at once)
The reason for asking this question was not because we need more follower types b.t.w. (probably not THE solution) but to get a bit of insight in how much work/how long it would take to create "an asset with all bits and bobs" (anim, sound, script). Same goes for adding trees and/or other asset types. But your answer makes it clear that the creative department is the biggest limiting factor (I mean the work that needs to be done by artists, not the "making things up" bit...)
"But these are nice to haves rather than essentials however and I'm really going to be hurting for art support over the next couple of months. We're in the process of hiring new artists so graphical improvements will need to wait a while."
I agree, nice to haves instead of essentials, as long as there is no logical reason to add them (other then fluff). But those added rocks and trees could become what makes the world (game) go round though.
"I can't really answer this question in any useful way. I mean I'd have to explain the technical workings of the entire game which is not even slightly feasible. I can answer specific questions like those above though." You just answered it in the most useful way imaginable (to me at least, and hopefully for other "non-programmers" as well).
As for actual suggestions, this post is not the right place I guess. I' ll need a separate post for that.
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Post by shellsastari on Jan 23, 2015 22:51:19 GMT
Playing on androi: Would really like more trees especially palm trees. I hate trying not sculp land without taking out my palmtrees because you can't put them back. I was very disappointed when you made the xmas deco cost gems. Dont you think we pay enough into this game, I mean come on its Christmas for God's sake, I thought you guys could have been a least a little more generous... mabie a couple of gems as a gift? I used to play HayDay and the Devs will gift dimonds when they update the game or when its down, or for completing a achievement contest. Im sure you know that were spending a lot of money on gems why not give back a little, I've already spent 20 bucks so far and just got to Wayworld, and the game isnt even a finished product yet. I am a little worried at this point to spend ant more money for fear of losing all I have I have paid for. I can see paying for special items but you gave no deco items without having to buy them. At least give us way to achive gems if we want to put in the work. All In all I Love this game, and willing to stick with you guys through this process I hope you take my advice and maybe show a little apreaciation to your followers from time to time. I know we can be a pain in the ass for complaining and bitching about this and that, but you know people wouldnt take the time to give feedback or suggestions if they didnt care. Im sure there are a lot more people than just me who are really excited to see where this game goes. So show some love... because I love the game. sorry this turned into a lecture it the mother in me, I guess...
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Post by 13thGeneral on Feb 2, 2015 15:56:22 GMT
This thread got me thinking again about sculpting god powers; Bored so I nuked Weyworld... Looks like a kick-ass hotel resort. I have always loved the way that the layers looked after obliterating them with Meteor power - the effect is quite striking (pun), especially when there are non-destructable objects in the radius. That always gets me wondering why we don't have more powers that alter the landscape, meaning they sculpt the layers; tornado, earthquake, mountain, etc. This was something from the original pitch that, so far, has yet to be fully realised and implemented. What we currently have is fine - direct, finite manipulation of the layers - but it's lackin in that it's limited to just pushing singular areas of land horizontally. Not super exciting after a while. Likewise, it would also be awesome to have the ability to terraform the world, like a god would be expected to do. I also want more biome type powers, that alter the type of layer, thus adding a way to create/change various distinct regions; forest, desert, arctic, granite, etc. I certainly thought this game would involve more influence over these areas. Similarly, when I read the pitch description, I expected a much more vibrant and alive "planet/world" that could be manipulated and transformed (to varying degrees) with powers gained. Just look at the way that Reus does terraforming; Reus: TerraformingNow imagine that on a Godus scale. Epic. I just thought I'd bring this topic back up, because it's something that's been dicussed and requested since day one and needs to stay fresh in the "features request" list.
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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 2, 2015 20:51:09 GMT
I still want every drop of water and every grain of sand to be simulated. How about it FuriousMoo?
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Post by FuriousMoo on Feb 3, 2015 13:50:17 GMT
I still want every drop of water and every grain of sand to be simulated. How about it FuriousMoo? Due to technical limitations we can either simulate either 1 single grain of sand to 100% accuracy or all of it up to the limit of it being kinda the same colour as sand. Which would you prefer?
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Post by 13thGeneral on Feb 3, 2015 15:16:15 GMT
I still want every drop of water and every grain of sand to be simulated. How about it FuriousMoo? Due to technical limitations we can either simulate either 1 single grain of sand to 100% accuracy or all of it up to the limit of it being kinda the same colour as sand. Which would you prefer? Lol. Technically, it's all "simulated".
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Post by engarde on Feb 3, 2015 16:00:59 GMT
Which one did PM say in the interviews we already had?
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Casinha
Master
Posts: 217
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Post by Casinha on Feb 3, 2015 16:09:28 GMT
Didn't PM promise sand that shifted in all colours of the rainbow and would sometimes coalesce into unicorns that could jump out of your monitors and weep tears of joy that would cure all ailments? Or am I confusing that interview with one about Fable?
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Post by Spiderweb on Feb 3, 2015 16:44:53 GMT
Which one did PM say in the interviews we already had? I think PM has finished overselling Godus now, we have new silence before the storm that will be the Trail! I see they are recruiting again but not a sorely needed PR manager.
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Post by distraction on Feb 3, 2015 18:25:01 GMT
Which one did PM say in the interviews we already had? I think PM has finished overselling Godus now, we have new silence before the storm that will be the Trail! I see they are recruiting again but not a sorely needed PR manager. no pr managr with half a brain would touch this with a loooooooong polestick
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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 3, 2015 19:07:21 GMT
I still want every drop of water and every grain of sand to be simulated. How about it FuriousMoo? Due to technical limitations we can either simulate either 1 single grain of sand to 100% accuracy or all of it up to the limit of it being kinda the same colour as sand. Which would you prefer? Let's put it up for a vote!
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Post by engarde on Feb 4, 2015 8:46:06 GMT
Isn't the one grain going to infringe Curiosity IP?
One grain to rule them all...
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Post by engarde on Feb 4, 2015 8:48:02 GMT
I think PM has finished overselling Godus now, we have new silence before the storm that will be the Trail! I see they are recruiting again but not a sorely needed PR manager. no pr managr with half a brain would touch this with a loooooooong polestick Working as I do in software development for 25+ years, I'm not sure brains and management never mind brains and project management get much of a look in. My point was originally Peter already said we had simulation of every grain in the world. Way back in the KS beginning videos.
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Post by Spiderweb on Feb 4, 2015 9:24:21 GMT
no pr managr with half a brain would touch this with a loooooooong polestick Working as I do in software development for 25+ years, I'm not sure brains and management never mind brains and project management get much of a look in. My point was originally Peter already said we had simulation of every grain in the world. Way back in the KS beginning videos. Yeah I got what you meant, I was just pointing out the overselling and the need for a special Peter Promise Regulator role (more than a traditional Public Relations role!)
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Post by darkmoondragon on Feb 4, 2015 17:10:31 GMT
I would like to request vineyards and pubs, but especially pubs. When they get around to creating a new "world," which I'm assuming is the way they're going to go, add some areas which are blurry and bleary but filled with very high permanent happiness. These will be the areas where you can build pubs. Each pub can have a little old fashioned sign jutting off the front which wiggles in the breeze to advertise its fun and fellowship. But the good part is that Followers, Astari, Farmers or whoever is in the area can leave their little abodes ( or cities ) and wander over to the pub. And when they leave they can be a bit tippy, not quite walk in a straight line and perhaps hiccup a bit. This idea has been building up in me for some time now. I think it's weird and unnatural to have a world devoid of pubs. This would also be another way to bring things to life which I understand is "on the list."
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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 4, 2015 22:15:38 GMT
I would like to request vineyards and pubs, but especially pubs. When they get around to creating a new "world," which I'm assuming is the way they're going to go, add some areas which are blurry and bleary but filled with very high permanent happiness. These will be the areas where you can build pubs. Each pub can have a little old fashioned sign jutting off the front which wiggles in the breeze to advertise its fun and fellowship. But the good part is that Followers, Astari, Farmers or whoever is in the area can leave their little abodes ( or cities ) and wander over to the pub. And when they leave they can be a bit tippy, not quite walk in a straight line and perhaps hiccup a bit. This idea has been building up in me for some time now. I think it's weird and unnatural to have a world devoid of pubs. This would also be another way to bring things to life which I understand is "on the list." Ah, but will they be drinking pints or half liters. Dilemmas dilemmas.
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