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
|
Post by Lord Ba'al on Aug 11, 2014 20:05:11 GMT
Getting rid of destroying trees and rocks by poking them: only allow them to be "mined" or "felled" by the people. Sculpting can carry on cropping the vegetation, but it means your followers then lack trees. God trees are extra lumber. Make stones by zapping people with lightning bolts, turning them into statues that can be mined. (ok, that's a bit sick) Sick of the event map reinforcement timer? Leash your followers to the event harbour to reinforce directly. Feel like the homeworld is too easy and there is nothing to worry about? Expansion beacons are guarded by champions later on, win them over with god powers, or destroy them by raining down fire. Feel like your world is just like everyone else's? after the tutorial section, (which on PC should be much shorter and less hand holdy, or better yet, skippable), once you have unlocked the main game elements, the rest of the land is procedurally generated from your game play style. If you have left the trees and rocks alone, your land will be full of resources, have you rapidly expanded? The distance between beacons will be bigger. Did you sacrifice a lot of people getting here? Your land will be full of swamps and other nasties. Make terrain zappable by lightning bolts which bite a chunk out of a mountain that falls and breaks down into smaller rocks. Make the lightning power adjustable, bigger lightning bolts cause more damage and deliver more rocks but cost more belief.
|
|
|
Post by rubgish on Aug 11, 2014 20:16:33 GMT
Dinosaurs. I'll also probably make a big serious suggestion post later, with varying levels of feasability and silliness. I had a few (what I personally consider to be) cool ideas about settlements recently. Adding tank tracks and a cannon, and invading other lands? That's more into the outlandish category. Although slowly creeping a mechanised settlement towards the enemy under cover of artillery fire would pretty much make me feel more godly than almost anything ever.
|
|
|
Post by Danjal on Aug 11, 2014 20:20:12 GMT
Getting rid of destroying trees and rocks by poking them: only allow them to be "mined" or "felled" by the people. Sculpting can carry on cropping the vegetation, but it means your followers then lack trees. God trees are extra lumber. Make stones by zapping people with lightning bolts, turning them into statues that can be mined. (ok, that's a bit sick) Sick of the event map reinforcement timer? Leash your followers to the event harbour to reinforce directly. Feel like the homeworld is too easy and there is nothing to worry about? Expansion beacons are guarded by champions later on, win them over with god powers, or destroy them by raining down fire. Feel like your world is just like everyone else's? after the tutorial section, (which on PC should be much shorter and less hand holdy, or better yet, skippable), once you have unlocked the main game elements, the rest of the land is procedurally generated from your game play style. If you have left the trees and rocks alone, your land will be full of resources, have you rapidly expanded? The distance between beacons will be bigger. Did you sacrifice a lot of people getting here? Your land will be full of swamps and other nasties. You sir, are now my favorite of the 22cans.
|
|
|
Post by Danjal on Aug 11, 2014 22:41:42 GMT
A nice suggestion alongside the upcoming statue of belief collection. And I know this has been suggested before but I'll drop it here regardless.
Have some form of organized religion. A religious/devout follower type can go walk around in his effective area and go door to door to 'spread the word' or something of the sort. This would be visually engaging (to a degree), provide the player with a mechanic to collect belief which is tied into the nature of the game and at the same time prevent the need to manually collect stuff.
A similar 'collection' mechanic could be implemented for wheat and other potential food sources (I'm still very much in favor of having animals for food and other resources) and then have a little grocer/merchant guy go around and collect it to distribute it from a market/marketplace/store.
|
|
|
Post by 13thGeneral on Aug 11, 2014 23:24:16 GMT
My next suggestion would be to rethink the very creation of settlements. It doesn't quite feel right to click on a button and plop down a settlement. That is generally not how settlements come into existence in real life. (apart from a very tiny number of exceptions no doubt) There is a certain progression coming from loose houses here and there through small collections of houses here and there to settlements which form a coherent mass of houses. How could you implement this in a game? Perhaps one could take into account the housing density per area. Once a certain amount of houses is reached within an area the followers could "construct" some kind of town centre, perhaps a square. This would be where they would meet to chat with each other and have food and drinks together and exchange goods with each other. Over time more of these squares would develop and around each one more houses would be built so they would either grow out to settlements on their own or form conglomerates. Eventually multiple settlements might come together as conglomerates as well and form cities. I envisage the follower emerging from their homes and moving (pushing, carrying.. ?) the buildings together to form the larger settlement.
|
|
|
Post by Danjal on Aug 11, 2014 23:34:18 GMT
Taking real-world examples. Towns, villages and settlements often form on crossroads and other important locations.
A settlement might form around a particularly rich area of soil (be it farmland or mining), settlements form on trade-route crossroads and other locations where resting is needed and where trade coming and going from various directions meet up. Similarly these hubs form around rivers and along oceans since these inevitably provide a fast and reliable means of transportation.
Later on, as society advances and the needs become less tied down (transportation is faster and more reliable so you can get stuff from further away) you'll be looking at secondary benefits. Enough space to expand and resources to advance your industry. These are all elements that could tie into the decision to make a settlement or have one form naturally. (I'd suspect that if an area was 'ready' to advance you could either have it just happen to show the free will of your people or give the player an option to allow this/deny this)
Further more, this would tie into the need and usage of further resources rather than magically turning belief into buildings and settlements. A settlement would often not be self-sufficient as it got bigger, needing to rely on either industry or sprawling farmlands to sustain itself aswell as needing an industry to provide it with other base resources like timber and stone aswell as firewood, hides/skins for clothing, a healthy source of water or other drinks and so on.
Many of this wouldn't even NEED to be handled by the player but could just form naturally as your followers need it. The question there is for the developer whether they want to give the player the choice to either fine-tune this or to just have it run itself to simulate the free will of your people.
It could easily have huts get a 'profession' to provide certain needs as local attributes allow. Huts near forests could self-define as a lumber/timber oriented industry, forming foresters and woodcutters aswell as other woodworkers. Alternately, you could give the player the tools to properly set these systems up.
|
|
|
Post by 13thGeneral on Aug 11, 2014 23:41:33 GMT
A nice suggestion alongside the upcoming statue of belief collection. And I know this has been suggested before but I'll drop it here regardless. Have some form of organized religion. A religious/devout follower type can go walk around in his effective area and go door to door to 'spread the word' or something of the sort. This would be visually engaging (to a degree), provide the player with a mechanic to collect belief which is tied into the nature of the game and at the same time prevent the need to manually collect stuff. A similar 'collection' mechanic could be implemented for wheat and other potential food sources (I'm still very much in favor of having animals for food and other resources) and then have a little grocer/merchant guy go around and collect it to distribute it from a market/marketplace/store. In some ways I like the ideas, but I think the implementation as you describe would come too close to RTS mechanics.
|
|
|
Post by Danjal on Aug 11, 2014 23:55:05 GMT
The thing is, so far I've yet to see any non-RTS mechanics function in such a way to maintain the interesting elements and flow of the gameplay. The fact is, if you're gonna build a civilization - you are going to NEED some basic resources.
While the usage of resources might make you think of games like Settlers, Anno and others. They do not inherently mean you have to play the game as such. Right now, we are building using belief - a resource inherent to us being a god but otherwise utterly devoid of connection to our people.
I'm open for suggestions - but I have a hard time seeing this work without the usage of some form of earthly resource. Be it with our without our direct intervention. Keep in mind, I don't necessarily want this to be under the control of the player. Just having our followers create their own little lumbercamps and other productions in locations that are viable would already make the game much more 'alive' and would make our decisions more meaningful.
Instead of directly controlling the units and individuals, you'd mostly be guiding them to suitable locations and they'd do the rest from there. EXACTLY as the game as been described from the start.
Only the 'free will' of your followers would be much more visually apparent and not just a mindless spread of funghi or bacteria across the lands.
|
|
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
|
Post by Lord Ba'al on Aug 12, 2014 0:13:35 GMT
Indeed, a full resource system could be in place without the player ever having to do anything with it or even fully be aware of it. As a god you influence the world which might have influence on availability of certain resources.
|
|
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
|
Post by Lord Ba'al on Aug 12, 2014 1:43:40 GMT
Same as with new houses being built by the followers themselves it would be much more fun if this happened with the settlements as well. So a player has to nurture the settlement and create the circumstances it needs in order to flourish. New people are being born inside the settlement. The player doesn't have to built houses around it and scrounge them up to increase the size of the settlement. (though admittedly this is in itself a pretty nifty and novel idea) If you can see your settlements grow over time it would give more satisfaction than if you have to do it manually. So I took a bit of time to try to make some pics to illustrate my idea. At first houses would be built by the followers at locations that they deem suitable. Over time there might be several places where several houses are relatively close together as illustrated on the next pic. Let's say within a certain grid there are at least 5 houses. The people in these houses would then feel as if they're a small community and a small "town-centre" forms between those houses. Those town centres would then increase the benefits for people who live near them so this would have the effect that more people would settle around them whilst some people are also still settling down in other places that offer good benefits. Over time conglomerates get larger and new town centres emerge. I made a red and a blue grid because in my opinion you would need two semi-overlapping grids to pull this off well. If you look at the first and second pictures more closely you would see that the bottom town centre is in blue grid H5 while the upper town centre is in red grid D'5'. (I didn't bother making coordinates for the red grid as it seems pretty clear)
|
|
|
Post by Danjal on Aug 12, 2014 1:56:36 GMT
I do agree - even if this was a relatively random (or atleast, not depending on a lot of variables) functionality.
Ideally I'd like to see these mechanics be tied to resources. Like having trees or rocks present for housing or food being present to feed the people. And have that develop overtime.
|
|
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
|
Post by Lord Ba'al on Aug 12, 2014 1:59:16 GMT
I do agree - even if this was a relatively random (or atleast, not depending on a lot of variables) functionality. Ideally I'd like to see these mechanics be tied to resources. Like having trees or rocks present for housing or food being present to feed the people. And have that develop overtime. Indeed. That was also my thought, but I didn't really go into detail about that.
|
|
|
Post by earlparvisjam on Aug 12, 2014 2:32:00 GMT
Raise land god power. A dynamic LIVING world where followers are born, live, hunt food, and die, not just some looping animations. World items that are used by followers. (Trees, rocks, fish)
|
|
|
Post by nikink on Aug 12, 2014 9:04:49 GMT
A feature request thread? WHY HAS NO ONE THOUGHT OF THIS BEFORE!?!?! /eyeroll Anyway, moving on. 1. Followers: 1.1 who explore the land themselves 1.2 build their houses where they will 1.3 gather resources as they will 1.4 build monuments, temples, docks, boats, bridges, roads, settlements etc, as they will 1.5 quarrel with each other, party with each other, work with each other as they see fit - form relationships and hierarchies 2. God powers to: 2.1 influence the landscape to affect the followers 2.2 raise land 2.3 create rivers (springs) 2.4 move followers and constructions where I will, if I choose to. 2.5 recolour followers and constructions as I see fit 2.6 inspire worship 2.7 create aversions/taboos by punishing followers who do something I do not want them to do, such that they will, over time do that thing less 2.8 conversely, by rewarding a follower doing something I like, they will, over time do it more 2.9 neither 2.7 or 2.8 should ever become absolutes - followers should always have that element of choice/random behaviour/free will 2.10 show special favour to followers to confer special status - prophets, crusaders, high priest(s/esses) 2.11 create resources for my followers to use - grow trees, create wildlife, seed riches into the ground for miners to unearth At no point should they be 'repairing' artefacts left behind by some mysterious, previous civilisation. Repairing beacons??? Nope. They don't need them, and if they did they'd build them. Docks repaired? Nope. They build their own docks and own boats. Create their own settlements. And nothing that's built is indestructable! If I choose to destroy the docks or monuments etc I should be able to do so. It doesn't have to be cheap in belief or otherwise easy, just an available option should I, the God, so choose. I'm sure I had more in a previous thread, but I have to go. for a bit.
|
|
Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
|
Post by Raspofabs on Aug 12, 2014 9:36:10 GMT
Churches and Cathedrals are belief collectors. They automatically collect full bubbles within their radius, which should be quite large.
Chests, if they have to be in the game: have the followers grab them, and bring them back to the nearest Church / Cathedral before they can be opened in a ceremony. As a god you can help them bring it back quicker by sculpting the land, or dumping them in a river and flushing them towards their destination. The reward is modified by the building type, and by the good/evil expand/turtle balance. Good gods get stickers/advancement tokens, bad gods get gems (gems are evil right?), expansionists get influence radius upgrades.
And as to advancements, how about a tech "tree", that diverges. Maybe even becomes exclusive at some point. The expansionists might never be able to fully tech up large cities because they won't be able to build sanitisation. The turtlers won't ever be able to go to space.
|
|
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
|
Post by Lord Ba'al on Aug 12, 2014 10:23:37 GMT
Churches and Cathedrals are belief collectors. They automatically collect full bubbles within their radius, which should be quite large. It would really be better if there weren't any immersion breaking bubbles at all. Chests, if they have to be in the game: have the followers grab them, and bring them back to the nearest Church / Cathedral before they can be opened in a ceremony. As a god you can help them bring it back quicker by sculpting the land, or dumping them in a river and flushing them towards their destination. The reward is modified by the building type, and by the good/evil expand/turtle balance. Good gods get stickers/advancement tokens, bad gods get gems (gems are evil right?), expansionists get influence radius upgrades. Indeed, if we do have to have chests this would be a much better way to go about collecting them. That and gems are very evil. And as to advancements, how about a tech "tree", that diverges. Maybe even becomes exclusive at some point. The expansionists might never be able to fully tech up large cities because they won't be able to build sanitisation. The turtlers won't ever be able to go to space. I like the idea of diversity and unique paths, but I don't think you would want to exclude people from being able to reach certain goals, instead you could just make it a lot harder for them to reach.
|
|
|
Post by Danjal on Aug 12, 2014 11:33:57 GMT
**snip** The turtlers won't ever be able to go to space. This would need a good counterbalance - would space just be a 'final victory goal' as how the space victory condition is for Civilization - then its fine they just need their own goal. But if space would actually 'do' something - they'd need an equivalent final goal to balance the options. (otherwise you'll get people saying not to pick turtle because it excludes you from a portion of the game). Ofcourse this is a 'final' kind of goal. One key difference I notice when offering these options in vast diversity is that people, especially gamers, will want to play multiple games. As such we'd in turn need a way to use multiple saves and/or a proper method to restart our worlds. I think its safe to say that many of us do not hold as much value to a persistant world that just keeps going as Peter seems to do. And we're often much more goal oriented and looking for direct results rather than a "lets see how this goes if we keep at it for 10 more years". (knowing that many games do not last that long...)
|
|
Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
|
Post by Raspofabs on Aug 12, 2014 11:40:53 GMT
And as to advancements, how about a tech "tree", that diverges. Maybe even becomes exclusive at some point. The expansionists might never be able to fully tech up large cities because they won't be able to build sanitisation. The turtlers won't ever be able to go to space. I like the idea of diversity and unique paths, but I don't think you would want to exclude people from being able to reach certain goals, instead you could just make it a lot harder for them to reach. Ah, but if you make tech trees exclusive, then there's a reason to have people joining up in hubworld (like trade only pokemons)
|
|
|
Post by Danjal on Aug 12, 2014 11:45:28 GMT
I definitely agree that diversity could potentially lead to that. But its a careful balance. Afterall, if one path is vastly superior to the alternatives you get nobody using them.
Examples: - Using your pokemon example, often we see one version being far more popular if it holds more interesting or stronger pokemon than the other. - If we delve into MMO examples, in WoW and other games we often see one class or skill-tree behind held above the others because it is viewed as superior. - Even in games like Civilization, you see people leaning towards certain nations and playstyles because they are vastly superior.
I think if you're going to look at a potential for trade and diversification, you will not want to have 80% of your playerbase sticking to one route. Unless ofcourse you purposefully design it that way, but I see no reason why you would design a path/race/playstyle in such a way that few people want to play it.
Perhaps I'm overthinking it though. Perhaps the main audience for this game (which currently is heavily mobile oriented) doesn't really look that far into the future and just plays on a day-by-day basis without planning ahead.
|
|
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
|
Post by Lord Ba'al on Aug 12, 2014 11:57:26 GMT
I want a deep engrossing gaming experience dammit.
|
|