|
Post by dozvati on Aug 12, 2014 15:54:32 GMT
You can also introduce alignment bonus: 1. You use lightning often. 2. Your followers start to revere you as god of lightning (among other things). 3. Their belief is specific so you need less of their belief to use lightning as they see lightning as sign of your will and reinforce it themselves without even realising it. gorgeous idea.
|
|
|
Post by rubgish on Aug 12, 2014 17:03:59 GMT
This post is x-posted from another thread, but think it seems worthwhile to put in here too. This is to do with how plots currently work & how that functions with fields. The way the system works is, as pointed out, there are 3 types of building. The buildings that can be built on 'mountain' (or the higher levels) are stone-type buildings. If you check your time-line, there is an upgrade imaginatively called "next age abodes", which gives you your first stone house. Now the important thing to note here is that the first stone/mountain house is a size 3 house, and the ones you get in future past that point are size 4,5 & 6 respectively. This means that you can't build small houses at high levels, but this also applies to fields, as fields use exactly the same templates as your available houses but have different builders, thus high up you can only have really big fields. It's also why you can't build huge fields when you only have small houses unlocked. It's pretty silly really, and leaves two options, either it's intentional that fields can only be the same size as your unlocked houses, which seems kinda silly, or that they didn't think plots through properly and were forced into having fields use exactly the same plots as houses. I have a couple of solutions to the problem that might work: - Instead of permanently showing plots, have the option to flick through overlays of different follower types. So you can have a builder overlay that shows house plots, and a farmer overlay that shows farming plots (possible along with an indicator of fertility, such as mid-level grass next to trees/water providing more wheat than a barren mountain-top or sandy beach). The house plots & farming plots can thus be different, and for example, if you want to work on a farming area, you leave the farming on while sculpting.
- Get rid of plots for farms, you want to try and avoid big flatlands, stop making everything in the game square. Let the fields grow organically in the same way that settlements kinda do now. Assign a point/multiple points you want farmers to start working, and as the settlement expands they automatically add more farmers to that plot who start expanding the fields outwards in a pseudo-random pleasant organic-looking manner. Hell, even have that a field that has been around longer provides more wheat than a newer one (orchards anyone?), to encourage people to gradually expand rather than do the "make huge settlement, make 50 fields" type flat-land we have at current.
|
|
|
Post by morsealworth on Aug 12, 2014 17:15:55 GMT
Also, I should remind you about immersion. No, more than that: game world consistency. I will even show you the in-game video which is the best example of that consistency I've ever seen:
This is one of the best design decisions in history of games. Having a recruitment video for each faction was a industry standard at the time. Video should describe the faction and help player choose whether he wanted to play this one or not. And UCS was a highly hedonistic, democratic country. The best solution? An advertisement! It was perfect.
And this is precisely what Godus doesn't and will never have with stickers, cards and other sorts of shit.
|
|
|
Post by rubgish on Aug 12, 2014 22:28:55 GMT
Part 1 of my feature request stuff. It's getting late & i'm tired so i've only covered a couple of areas so far. Settlements
Current initial settlement formation is quite nice. You use a godly power to force together existing houses to make a little town. I think graphically/non-gameplay there could be a couple of nice things to do:- Make the houses gather around a courtyard, current settlements look impressive, but they do just look like a lot of houses stuck together. It doesn't have a different visual feel to just a bigger house.
- The settlements feel quite dead, even with the friendship card unlocked people don't leave unless you have an activated gift nearby. Definitely need some kind of life around the place.
- Pyramid structure for every settlement gets a tiring. Perhaps the ability to change the type of settlement (say pyramidal, cubic, oblate spheroidal, whatever) would help with that.
While initial settlement formation feels good, the fact you just repeat that process to make it bigger does not. Settlements are a big part of the game where it could become more organic and get rid of some of those "F2P mechanics" that PC gamers dislike. Here is my current view on what i'd like settlements to look like: - I choose where to form the initial settlement, as my followers look to me for leadership. This can work in the same way as it does at the moment, I take their houses and squish them into a community.
- When I want to upgrade the settlement, it shouldn't be a case of building more houses around it and squishing them into the settlement, that doesn't feel right, for a start it's not how settlements should grow and it doesn't feel like a good thing to do over and over, it's basically me oppressing my people over and over again.
- Instead, to upgrade a settlement, it should be down to a combination of my power and my people's power. I should spend belief to provide a cache of resources outside the settlement, the more resources I provide, the more the settlement can grow. This still leaves me total control over settlement growth, and (fixing a pet peeve of mine at the moment) it lets you start putting farms near your settlement without having to prevent it's growth. Finally it feels like a nicer way to do things, it still feels godly without feeling oppressive.
- Now to using these resources. NO TIMERS RUNNING DOWN. We aren't timing down to a number, we are building up. The settlement should expand & upgrade to a new size when it has sufficient resources available and the people should use them to build up the settlement. Yes, building up the settlement takes time, but say that an upgrade takes 250 'build grist' to complete, we don't get up to 250 build grist and then wait 30 minutes for the expand timer to run down, instead each grist needs to be taken individually from the pile and used on the settlement by a builder. This allows for a) not having a timer, b) letting the player control the speed (leash more builders == faster) and c) Use grain/shrines to speed it up by boosting workers. It also allows for a player with limited belief/build grist to gradually improve the town slowly with a couple of dedicated builders, or a player with a lot of belief to quickly establish a new town with an army of indentured servants.
- Now we come to filling up the towns. At current, town growth is slow and the same as houses. This is boring. Keep the slow, boring growth, but also have a toggle that allows people from houses in nearby areas (maybe ~5x-8x settlement size, but not global) to migrate towards the new town. So when a house is full population and could send a builder, instead after a while it sends a new person to live at the nearby town. This is a) cool, b) makes the world feel alive, c) means a town near lots of houses fills fast, a newer far-away town fills slowly. Can also combine this with a nice animation where new farmers/miners are visually trained outside of the house, instead of just randomly popping up.
Other Assorted settlement ideas (some less sensible than others): - If there are two settlements relatively close by, and there is a viable path between the two of them, it should become a road.
- Settlements should change appearance depending on their happiness. If they are unhappy, more spikey edges, more darkness & sullen looking followers. If they are happy, more smooth edges, light, happy followers.
- If two settlements of similar types are close to each other, every now and again some of the citizens of each settlement should meet up in a nearby field and beat each other up a bit/play games with each other (alignment/happiness dependent).
- Sea-front settlements. Settlements that have ports attached, perhaps with fishing as an alternative to fields for food gathering. The water in the game is very pretty, you should use that and make cool stuff with it!
- Inside-mountain settlements. If you have a cliff high enough, have a dwelling that goes into the cliff. (coding wise, you can always fake the inside. Just check the possible volume under the land in the settlement radius, if the user tries to move some land and it'd reduce this volume below the settlements current size, prevent them from moving the land.)
- Settlement leadership structure. I'll expand on this idea below actually, I just thought of it and it's pretty cool.
- Combat settlements. Train my people for war.
- Combat settlements... on tank tracks.
Follower ChangesWe all know that followers at the moment are a bit lifeless and dull, lets fix that! I think most of these changes should revolve around settlements, as I feel they are the right place to give followers a lot more life. - Followers are currently all the same, but why not have some followers perform leadership roles? If I have a big town, I should be able to 'encourage' (i.e force) them to have a set kind of leadership structure, which has an effect on the happiness and productivity of the settlement. (you wanted to put important choices/god-of-gods choices, here is a good one!). Say you go for an 'all-followers-equal' structure, then your people are happy but not as productive as say an 'forced-labour structure', where people are unhappy because they are forced to work harder than they want. Even have leader-followers (what a name), who get carried around on chairs to inspect the nearby fields (you should totally smite the smug bastard).
- Festivals. If my people love me, have a festival! If the town upgrades, have a party! If the local fisherman brings back a giant fish, have a feast! If someone dies, have a funeral. You get the idea.
- Followers attached to a settlement should have slightly different clothing to other followers, my people should have pride in where they live!
- People should age, get old, and die. Not often, but sometimes.
- Little kids running around would be hella cute. Maybe even have a nursery special building (lets parents have more stamina of course).
- Pets for the little kids! We need kittens.
- Dinosaurs (I almost forgot them!)
- Arguments with neighbours. Mine are terrible, my followers should suffer similarly.
Followers do currently do little bits, like going out and talking to friends, but it's not enough to make them feel like they have lives. Individually each of my suggested changes doesn't seem like it'd change much (except maybe the leadership one), but together they'd make the world look & feel fantastic. Who cares if you don't have a huge amount of belief if you can watch your followers getting into arguments, fighting with each other and then being alarmed that they can't find their child.
It's quite late here now. I have a lot more I want to add, but it'll have to wait for another time!
|
|
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 22:53:31 GMT
Some good ideas there. Especially combat settlements on crawlers with lots of seasick followers on 'em.
|
|
|
Post by nikink on Aug 13, 2014 7:50:05 GMT
Definitely want followers to 'live and age and die' It's not a deal breaker if they have enough agency to be interesting anyway, but it'll be odd to see the same little people from stone age to space flight. Different clothes not withstanding.
|
|
|
Post by earlparvisjam on Aug 13, 2014 8:18:39 GMT
Happiness should NOT be a bar to fill up. It should be a sliding scale that locks or unlocks abilities and cosmetics. Unhappy people give out wrathful/vengeful powers whereas happy unlock protective and growth oriented powers. For example, swamp could unlock if your population is miserable and beautify (a juiced up version with some actual substantive benefit, like healing followers over time) unlocks when the population is happy. Gifts could be tailored to either end of the spectrum. Burning pyres, for unhappy, and pretty fountains for happy.
It would make being a neutral god even more tricky since it won't be able to benefit from either side of the spectrum. Sort of a "Crom helps those who help themselves" concept.
As it stands now, happiness is a burden on rather than a reflection of play style. It's more a resource than a gauge. Converting rivals is too easy and it forces gods to maintain happiness rather than reflect a god's choice to be oppressive or benevolent.
My vision of a popularity war between two gods is where they send "missionaries" to the other side that slowly convert followers the longer they are in the enemy settlements. Happy followers are very hard to convert but a "good" god has fewer tools to deal with them. An unhappy population is much easier to convert but the god has plenty of lightning bolts, finger of stones, rains of fire, oppressive goon squads that patrol the territory, etc. to handle an uppity populous and take care of those tie-wearing bible thumpers from out-of-town.
|
|
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 13, 2014 10:06:26 GMT
Definitely want followers to 'live and age and die' It's not a deal breaker if they have enough agency to be interesting anyway, but it'll be odd to see the same little people from stone age to space flight. Different clothes not withstanding. Yeah it would make it much more involving for the player if the followers could be seen as individuals each with their own hobbies and social circles. That's it! We need some in-game social networks! (just kidding of course) But it would be cool if you could see followers evolve over their lifetime and eventually when they grow old and die see them get burried and all their friends would attend the ceremony. And weddings of course.
|
|
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 13, 2014 11:11:36 GMT
Cross-posted from the General Godus Discussion.Volcanoes ripping apart land sounds awesome. Regarding the beautify though, I really don't like as it is now. It can look cool if you want to use it, but I'm not one of those people. I think it makes the landscape look less realistic and thus breaks a part of the immersion for me. There are also certain negative aspects to the beautify power. If I use it on a patch of land I end up with a nice looking terrain with a weird spot in it. You can't get rid of the weird spot, so you are forced to either keep seeing it or to beautify the whole map. The latter option puts serious strain on the CPU and makes the game run terribly slow. At least that's the case on my system, which is a 2GHz duo-core with 4GB of RAM and a G-Force GT8600M with 256MB of its own RAM. I know this machine is getting old but I think I should still be able to run a game like this on it. Anyway, there is a simple solution to this. Have a two tier beautify system where the first option takes ugly or beautified land and makes it look normal and the second option takes ugly or normal land and makes it look beautified. Perhaps some people would even like an option to make beautified or normal land to look ugly. That would fit with being an omnipotent being and it would also give balance between good and evil. If there were certain types of benefits to having ugly land that is. Another thing that springs to mind is why beautified land doesn't degrade into normal land over time? The design team seems happy to put repetitive menial chores into the game at every corner so why they haven't come up with this one is beyond me. If you want beautified land, you'll have to re-beautify it every couple of days. The perks of having beautified land (if there are any) would of course also wear off when the beautify fades away. A similar thing could be applied to the other end of the spectrum. If you could create ugly land (which would have certain perks) it would fade back into normal looking land and the perks would disappear until the land were re-uglified. I kinda feel dirty now. I'm sorry I said it, but I just had to get it out. I'll be shooting myself in the foot now.
|
|
|
Post by Danjal on Aug 13, 2014 11:13:18 GMT
Happiness should NOT be a bar to fill up. It should be a sliding scale that locks or unlocks abilities and cosmetics. Unhappy people give out wrathful/vengeful powers whereas happy unlock protective and growth oriented powers. For example, swamp could unlock if your population is miserable and beautify (a juiced up version with some actual substantive benefit, like healing followers over time) unlocks when the population is happy. Gifts could be tailored to either end of the spectrum. Burning pyres, for unhappy, and pretty fountains for happy. It would make being a neutral god even more tricky since it won't be able to benefit from either side of the spectrum. Sort of a "Crom helps those who help themselves" concept. As it stands now, happiness is a burden on rather than a reflection of play style. It's more a resource than a gauge. Converting rivals is too easy and it forces gods to maintain happiness rather than reflect a god's choice to be oppressive or benevolent. My vision of a popularity war between two gods is where they send "missionaries" to the other side that slowly convert followers the longer they are in the enemy settlements. Happy followers are very hard to convert but a "good" god has fewer tools to deal with them. An unhappy population is much easier to convert but the god has plenty of lightning bolts, finger of stones, rains of fire, oppressive goon squads that patrol the territory, etc. to handle an uppity populous and take care of those tie-wearing bible thumpers from out-of-town. I'm not sure this is entirely the way to go - you're effectively saying that your people have to be miserable if you want to have offensive powers. This makes no sense, your people could be completely happy and satisfied and you could be the biggest badass flinging fireballs, death and destruction at your enemies... Happiness should not be directly tied to offensive/defensive or good/evil. While I agree with your concept (having unhappy and happy unlock specifics in terms of upgrades and cosmetics), I think that they shouldn't be the specific upgrades you suggest here.
|
|
|
Post by Deth on Aug 13, 2014 11:42:44 GMT
I agree I could be the evilest good in the world and still have very happy people because they are not getting tortured, raped and butchered, they are all doing that to the slaves they have captured from raids I have lead against other gods followers.
|
|
|
Post by rubgish on Aug 13, 2014 11:49:00 GMT
Yeah, I'm not super keen on having significant unlocks dependent on your good/evil rating. It sounds like a nice idea, in terms of giving rewards for a chosen playstyle, but really it's actually a limitation on what you can do. Instead i'd suggest that your alignment has generic effects on your population, and that certain buildings change function/bonuses slightly as your alignment changes.
For example: If you are a good god & you own a courthouse, it encourages people to feel safe and they generate 5% more belief for you. If you are an evil god & you own a courthouse, it makes people afraid of punishment and they work harder, giving 5% more stamina.
|
|
|
Post by morsealworth on Aug 13, 2014 12:30:36 GMT
And I say that using "good" and "evil" concepts is inherently crap as thread "forum morality" shows. What it particularly shows that there is not absolute "good" nor "evil" so tying player to somebody's understanding of those abstract subjectives would be only harmful for the game. Alignment should be less "moralistic" and more kamui-oriented. For people who don't know what kamui is: it is Ainu's "divine force of nature", "the essence of things". I did an example of alignment bonus from that perspective. So alignment wouldn be something like "you're nasty" or "you're a nice gentleman" but " you're a god of trade and harvest" or " you're a goddess of beauty, dance and music". Is Odin, old warrior, "evil"? Is Hermes, trickster, thief , protector of travelers, liar and gambler, "evil"? Is bloodthirsty hysterical Ares "evil"?
|
|
|
Post by rubgish on Aug 13, 2014 12:36:41 GMT
Running good/evil based on standard western style morality is a pretty long-running gaming idea that does work. I mean just look at black & white. That was only a cosmetic good/evil thing but it was great, and I know that personally I did a couple of playthroughs, one being good & one being evil, just because they both had such a cool art-style and it was interesting to alter my play style around it.
|
|
|
Post by morsealworth on Aug 13, 2014 12:38:56 GMT
Running good/evil based on standard western style morality is a pretty long-running gaming idea that does work. I mean just look at black & white. That was only a cosmetic good/evil thing but it was great, and I know that personally I did a couple of playthroughs, one being good & one being evil, just because they both had such a cool art-style and it was interesting to alter my play style around it. It worked precisely because it was cosmetic. And as you yourself said, good and evil was "two different playthroughs". It wasn't you, the individual, unique you. The mechanic forced you to roleplay, denying your own style and individuality. And precisely because it's long-running it already outlived itself and I'm sick of it. Not that it was a good idea to begin with. It just was a simple idea that was easy to implement.
|
|
|
Post by Danjal on Aug 13, 2014 13:07:20 GMT
Looking specifically at B&W (and fable to some extend) - I notice two playstyles. Either the people play a certain way because they want their people/creature/hand to look a certain way. And they do not value the playstyle particularly. Or its the opposite, and they don't much care for the looks but just want to play that specific method.
There are some occurances where the two coincide (your prefered look and playstyle happen to be the same), but on the whole I've seen most people deciding on a playstyle because of either effect. They don't make their creature evil because they want it to be evil. Instead they want it to look badass. They don't make their creature good because they like the 'holy' look, but instead because they want their creature to help out with their people.
A big thing to note here that morality isn't two-dimensional. But often in games like these it is portrayed as such because a more complex system would be hard to manage and create. The thing to keep in mind there is not just the aesthetic results, but the gameplay results. Does locking you out of one path make players prefer one over the other? If it does, you've made a mistake because you effectively made one playstyle less desireable. If it doesn't. If there are equal advantages for both sides? You've done your job well. Alternately, if there are NO real differences to both sides so its really just a cointoss either or question? Well, clearly there is no reason for there to be a 'choice' because there is no real choice. The both paths result in effectively the same game. (Which again would be an example of weak design.)
I'd like to see such choices to have a meaningful result to gameplay. The courthouse example is a very good one. As I can see advantages to either path. The power one would be a bad one as I could see people discounting one path because they REALLY wanted that other power. I'd imagine that (sticking to the beautify example), an evil god would get different aesthetic enhancements when using beautify. Because the god (and thus its followers) have a different perspective on what is beauty.
Both moral routes would be able to beautify their terrain, but both would look completely different. Similarly both routes would be able to make swamps, but the swamps could look completely different. (A swamp can be quite beautiful or alterately look utterly miserable)
Even when looking into giving exclusive powers it doesn't have to be a big issue. Just make sure that for every exclusive one side gets, there is an equally valid alternative for the other side.
A rock/paper/scissors split would not be the route I'd take - but its one that could actually work. (I'm not a fan of one path being unavoidably weaker than another) Instead I'd play to more specific strengths, providing the player with the tools and the puzzlepieces. But allowing the player to decide how to put them to use. Choice is the key element here. You do not want to predetermine what the player SHOULD do and how the player SHOULD play.
If there is anything I've learned from observing game design over the years, it is that players will ALWAYS do the unexpected and will find ways to use tools the developer provides them in ways the developers themselves had NEVER imagined. So do not lock yourself down into specifics. Keep things relatively flexible even while working towards a specific destination. And by god do NOT punish your players for not playing the way you visualized.
|
|
|
Post by 13thGeneral on Aug 13, 2014 13:11:37 GMT
I'm too mentally drained this week to even read this thread at length.
|
|
|
Post by Danjal on Aug 13, 2014 13:18:56 GMT
I'm too mentally drained this week to even read this thread at length. "6 minutes ago via mobile" You traitor! Get away from that insidious device, it is sapping your energy! ;p
|
|
|
Post by morsealworth on Aug 13, 2014 13:34:17 GMT
I'm too mentally drained this week to even read this thread at length. "6 minutes ago via mobile" You traitor! Get away from that insidious device, it is sapping your energy! ;p And gives it to the Great Ruler.
|
|
|
Post by 13thGeneral on Aug 13, 2014 14:08:38 GMT
Well for what it's worth, your 'turn followers into stone statue/mine that statue for stone resource' idea in this thread was absolutely amazing. I agree; brilliant idea. It's certainly a very "Godly" thing to do, and would work on many levels. I'm starting to think Raspofabs is severely underappreciated at "the cans".
|
|