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Post by 13thGeneral on Aug 13, 2014 14:17:59 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 Lol. It actually is a bit of an eye strain trying to follow forums on it (and typing is nightmare), but it's the only way I can be a part of this community during working hours. If it's any consolation, it's an Andrioid device (Kindle Fire) - so at least it retains some semblance of respect.
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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 13, 2014 14:32:03 GMT
Lol. It actually is a bit of an eye strain trying to follow forums on it (and typing is nightmare), but it's the only way I can be a part of this community during working hours. If it's any consolation, it's an Andrioid device (Kindle Fire) - so at least it retains some semblance of respect. I for one truly appreciate your effort to keep up with the forum while at work.
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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 13, 2014 19:09:45 GMT
I see there will be an ability to put fish in the sea implemented in the next update. (tomorrow) Let me be the first to post my idea for that.
Placing fish is cool and all, but it's just an aesthetic thing. Now, if would be a source of food for your followers then it'd be more useful. Next you add some predator fish, like sharks for example, that will eat the little fishes.
The more a player uses his god powers to create more fish (no Jesus pun intended), the more food there will be for the predators so their population will also start to grow.
The more fish the followers catch, the less food there will be for the predators so their population will decrease.
It would achieve a nifty balance just as it is in nature. Also there is no possibility for the player to just keep adding endless amounts of fish because the more they do it the more predators will come into existence.
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Post by Qetesh on Aug 13, 2014 19:32:06 GMT
Some might bite my head off for this, but I would like it if the game could be a mix of The Sims (minus telling them when to do everything, especially the bathroom stuff), Theme Hospital and Populous. I would really love to see my people act like real people for each age they are in, and yes, I want them to age. I want to see festivals and ceremonies and life achievements and pitfalls caused by what I offer to them as a God. I want to also be a God and not errand boy picking up belief and then using it sparing till I can get some more. I am a God, Dammit, give me my belief or face my wrath and while you are at it, you make sure you send it me, that's not my job. I don't want any Gems, I am a God, If I want a Gem, I can make one myself or anything else on earth, so I should not have to earn squat. The same goes for any cards or stickers or anything else........I don't need or want for anything, hence my whole being a God thing. Let me put it this way, if you are truly a God, you should be able to live in a black hole or a barren planet and still be content. Gods rule over people because of boredom and nothing else. They cannot harm me, or restrict my actions or abilities in any way by their good or bad deeds. If you look at the most prime example it would be the (no debate on this please, I am stating it as an example only)"great flood". This is no way hindered God by wiping out pretty much everything so why on God's green earth(pun intended) would I care about any amount of Belief/ Gems/ Cards/ Stickers? Answer is, I would not. Remove them from the Game or you don't have a God game you have a Manager game.
If I want to reward my people then I want to be able to build them a new school or doctors hut, things that will actually help them progress. If they piss me off, I want to be able to send a plague of red fire ants that will wipe out half their crops and that should not harm ME at all if they lose their crops, I am a God not another peon follower, I don't need to eat, they do.
I want to have the spells like in Populous and I want to be able to choose if I want to attack my enemies and I don't want to be forced to do anything a certain way. That is part of the fun, playing the game a bit different each time and getting a cool outcome each time. I don't mind a challenge ala epidemic being offered up to me, but I don't prefer to have it forced upon me.
I guess I want to feel like a real god, and a real god needs two things, he needs to be omnipotent and not tied to cards, stickers, or bubbles or any chores at all and he needs to have real people to rule over. This is why I think if you were to mix the three games together you might get a really cool version of Godus.
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Post by Gmr Leon on Aug 13, 2014 21:15:42 GMT
I see there will be an ability to put fish in the sea implemented in the next update. (tomorrow) Let me be the first to post my idea for that. Placing fish is cool and all, but it's just an aesthetic thing. Now, if would be a source of food for your followers then it'd be more useful. Next you add some predator fish, like sharks for example, that will eat the little fishes. The more a player uses his god powers to create more fish (no Jesus pun intended), the more food there will be for the predators so their population will also start to grow. The more fish the followers catch, the less food there will be for the predators so their population will decrease. It would achieve a nifty balance just as it is in nature. Also there is no possibility for the player to just keep adding endless amounts of fish because the more they do it the more predators will come into existence. Darn it man, stop trying to be realistic. Less prey means they turn into vicious amphibious fish monsters. Moral/Spritual, Technological/Artistic, Economical/Exploration? ...Excluding the third, that's what I've been saying in some respect off and on for a few weeks now! Except I went more mystical/spiritual and technological/scientific. The idea being that it's a little bit of a balancing act of giving your followers independence through the latter route or demanding their attention through the former. With one you possibly get a larger and more powerful populace with less divine influence whereas with the other you may get a smaller populace bolstered by divine influence. A more moderate technological and spiritual route through an economic path would be a great middle grounds, I think. I would hesitate to characterize it as exploratory however, as I think each path should have its own form of curiosity that you toy with. Moral/Spritual, Technological/Artistic, Economical/Exploration? That's a great thread. The only problem for me is it's too long to be able to get through it all! Also, I stopped because I felt a little depressed that no matter how brilliant the idea was, I'm not the person to be its voice. It could just be that my ideas are trash, but none of my suggestions have made it into the game. I think its more a problem of vision. For a very long time it has been obvious to me that the game Peter intends to create here caters not to the desires of a 'gamer' (the views that you seem to share based on your suggestions), but instead on that of a casual player. Providing easily accessible, shallow experiences. Something to do 'in-between' without the need to pay attention to it. A vast collection of minigames and 5-minute-gameplay content. Things you do while on breaks etc. Possibly this has to do with the rise in popularity for mobile gaming, which he might see as 'the new kind of gaming'. Its a shame that he started off through kickstarter and was so vague in his concept though. Because as a result of that he inadvertently drew the scorn of all of these backers by going into an utterly different direction with his actual game. We've seen promises, but no actual proof. Suffice it to say, many here would rejoice if suggestions such as ours and yours would make it into the game. But there seems to be little chance of that any time soon. Apparently that kind of deep and engaging gameplay is considered to be 'too difficult' and therefor 'scary' to the average mobile/casual player. The idea/claim that godus is supposed to be a game that targets *all* audiences seems to be a meaningless boast unless you truely believe that everyone can be satisfied with such meaningless 'chore' style gaming that fills up the minutes between your daily activities. If anything, this design direction is the most humble bullshit Peter's ever done and it's a damn shame. This is especially because for all his imagination of what's in his work, he seems extraordinarily afraid to actually bother trying to be a good designer in the sense of guiding the player through the structure of the game rather than avoiding all the simplifying nonsense and silly tutorials. An example of good design (in the first parts anyway) is the recent teaser/demo P.T. It limits you to a single repeated area, but guides the player through subtle little changes in it that teach you button prompts. It's risky as hell designwise, but it's far more interesting than tossing up a controller diagram with all the buttons' functions described. Similar to this is The Unfinished Swan, it doesn't do jack to teach you (if I'm not mistaken) but lets you teach yourself. Figuring out something for yourself is a thrilling experience that should be worked towards, if you ask me.* Or maybe I'm looking at it the wrong way, maybe he's being too good of a designer by forcefully guiding the player through everything by limiting them so much. Personally, I think when there's no other way to learn than what the designer provides, at least when it comes to more open games, you're kind of doing it wrong. *Speaking of this, you know what would be absolutely stunning? Replacing the sculpting tutorial with a playful fellow god. Instead of coming across your followers looking like worthless dolts drowning, have the other god show you that you can sculpt by pulling the land out from underneath them and then you quickly sculpt it back to save them. Eventually, you find that this god is being worshiped by the Astari and while not exactly evil, their god is something of a prankster and so too are they as a result. When you finally come to confront them, you defeat them in some way you choose, and depending on the way chosen you receive something of their civilization and god. E.g. Baseline reward: followers can climb and swim. Divine reward: if you "kill" their god, you get a certain power/gift set. If you subdue their god, you get a different power/gift set. What these may be would be up to 22cans to decide. My initial rough thoughts would be something like kill=get the celebratory statue idol thing that requires activation for celebration, subdue=you make the god your slave of celebration to automatically do all the happiness micromanagement for you.
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Post by rubgish on Aug 13, 2014 23:57:11 GMT
Part 2 of feature request stuff. Got a bit more time this evening so this may be a touch longer than the last one. I'll try to add some fun pictures to make it less scary to read. Preface
There are a lot of suggestions in this thread that are fantastic, and would make Godus a fantastic game, but a lot of them have a problem. This problem is that they aren't very realistic for a game. I'm going to take as an example the most recent post at the point of writing this, with Qetesh's suggestions (I'm not trying to single anyone out here, it's just your post gives a really good example of this!). Some of these are totally feasible, e.g. festivals, schools, doctors huts, populus-style spells, but the majority of the post is wanting to have totally free-reign over everything - "a real god needs two things, he needs to be omnipotent and not tied to cards, stickers, or bubbles or any chores at all". These things are perhaps true of a God with a capital G, but not of gods with a lower case g, or what I would call minor deities. As a game, Godus has to work with deities, because it's a game and it needs some way to limit what you can or can't do. Black and white was a god game, but you had to have belief to cast spells, in populus you needed your people to cast spells too. Essentially all my suggestions are made with the fact that we are playing a game in mind, these aren't the things that I would 100% want to do were I actually God, but they are things that I think would work in a god game. BeliefThe thing we all love to hate, gaining and managing belief (second only to gems of course, more on those later). I'm fairly certain that the only way to really ensure that Godus feels like a good game is to pretty radically change how belief is generated and collected. - Some belief generation from population should be passive and not have to be actively collected.
- Houses generate belief at a certain rate as current.
- How active you are in interacting/involving that house changes the level of belief generation
- The surroundings change belief rate generation, including but not limited to: trees, rocks, proximity to others, Civic buildings (e.g. shrine -> chapel -> church -> cathedral -> temple complex)
- The belief is automatically added to your stored belief.
- Belief collection continues while offline, but at a reduced rate compared to active play.
[/ul] - Active involvement in your population generates bonus belief, performing minor miracles that you have available to you will generate a small amount of belief. This allows for you to get around scenarios when you may run very low on belief, especially in the early game.
- Ideally, the ability to send a priest around to nearby houses where s/he interacts with them and generates a bonus pop of belief would work really well.
- If a follower notices you zooming in on them and looking at what they are doing, they may well prostate themselves and give you a bit of bonus belief.
[li]Destruction of rocks, trees and other inanimate object still generates extra bonus belief too.[/li][li]Belief costs for things need a bit of balancing, but that'll happen naturally as the game progresses.[/li][li]There are still some sources of belief you have to collect manually. For example, follower pilgrimages to shrines (see beacon of expansion suggestion below). The follower makes the journey to the shrine and leaves an offering there (belief and a small % chance of a bonus resource (see later)), which slowly decays over time if you don't go and collect it. [/li][/ul] GemsTo gems. This one is pretty simple really, you can claim they are like a currency from other games, but it's just not true. You know it's not true, we know it's not true, so lets not waste time here. - Get rid of gems.
- Fix the timers that made them required.
Phew that one was quite easy.
[As a side note, I was jotting down a bunch of notes pre-writing this post, and while most of the topics had lots of scribbles/suggestions/crossed out stuff next to them, next to gems the only thing I had was "Fuck off".]
Expansion Shrines[I'm actually pretty much fleshing out my suggest for this as i'm going along here, so I apologise if it's not very clear.] I appreciate the function these shrines serve, you don't want people to be able to run across the entire map at the start of the game, especially as I imagine that once finished, we'll have a lot more cool surprises to work our way towards (like getting to the Astari). However, at current they are always going to feel like an irritating and unnecessary wait. I propose that instead of the kinda awkward grey-area-I-can-do-nothing and normal area, that you have a zone of influence you can work in that expands as your people do. - At the start of the game, your settlers clear away some land and erect a tiny shrine to you for saving their lives. This is the source point of your influence and also your empire.
- This should be a reasonable size plot that can't be built on, as your people will upgrade it as their belief in you grows!
- This can also serve as a nice location for you to see some basic info about your people that isn't displayed on the UI.
[li]As your peoples belief in you continues to grow, the distance away from your shrine in which you can interact also grows. ((And yes, before you say it, this is pretty much exactly like it did in black and white, but that worked great.))[/li][li]The beacons of expansion still exist, but these are damaged temples/shrines that your people must repair using resources.[/li] - These resources work in the same way as my settlement suggestion. That is to say, I use my belief to drop down a bunch of resources and the builders then carry these resources from the piles to the shrine and repair it.
[li]Once a beacon is repaired, it serves as a secondary point from which your influence can expand. [/li][/ul] Now this has a bunch of advantages that I want to list here: - There is work involved in expanding your civilization (and their belief in you) so you can reach the next shrine. However this is just a nice consequence of playing the game, not something you deliberately have to do.
- It's effectively a wait timer with the belief required to make the resources and the work to rebuild the shrine too, but it's a player controlled timer. If I work harder, it goes faster, which basically makes all the difference to the feel of the timer. It's the difference between a wonder in age of empires and a timer in godus, one is great, the other less so.
- If you choose to expand to the beacon later on, your people will have a lot more belief in you already, and so when you do finally rebuild the shrine, it provides a much larger expansion to your influence area than someone who rushed the shrine as soon as they could reach it. This effectively means that you don't force people to rush.
- Rather than leaving blank squares, it leaves nice shrines to you dotted about the landscape. Nice little pilgrimage points for your followers.
The Card SystemThe first word in my notes for this is 'jarring', and I think that's a pretty adequate word to deal with the whole card-based system at the moment. It doesn't feel very godly, the stickers feel childish and like they get in the way, and the choice of digging up boxes or playing lemmings to unlock new things is a pretty poor one. For now, i'm going to leave talking about voyages alone as that'll be it's own section later on. The end result of that section will be a bunch of different styles of voyage that can result in resource-gain, and i'll be assuming in my suggestion that this is implemented. For the card system, there are a couple of options: - Scrap the cards entirely and start the tech-tree from scratch, with resource gathering based on either specialty followers or meaningful godly actions.
- Keep the cards, but drastically change the way you get & assign resources to cards.
Obviously both these options have their own pros and cons. The tech tree from scratch is probably my preferred option, but I won't go into much detail as it's kinda straightforward, make tech-tree, make lumberjack, stonecutter, pot maker, weaver etc. and have resource requirements. For the second option, my suggested changes to the way you get resources are as follows: - Get rid of stickers.
- Replace them with a bunch of different resources, e.g. oak, iron, brick, copper etc. that are stored on your timeline page in the same way as grain/ore are displayed at current.
- Each card now has a cost in terms of oak, iron etc to unlock. Some cards have special material requirements that may be difficult to come across, or require you to work towards gaining that material.
- Still keep the population/grain/ore requirements for cards, but reduce them significantly. It should be a case of you expand your farms so you can have more buildings & thus more followers to go off on voyages to get the resources you need, not expand your farms so you have X arbitrary number of farms.
[li]If you have enough resources stored up, you can unlock a card simply by left-clicking it. None of this "drag 50 stickers onto here for no apparent reason" stuff we have going on at the moment. [/li][li]Chests can still exist, but they contain a small cache of resources instead of a sticker.[/li][li]When you or your followers complete an expedition, they return to your homeland with some resources, the quantity of which depend on the success & difficulty of the mission.[/li][/ul] And as a brief suggestion for the timeline, don't make it a single line. Especially as the requirements to unlock stuff are based independently on 3 different resources. It means unless you perfectly balance productive as you intended it to, the timeline is going to get stuck full of holes through no fault of the player.
Darn it's late again I still have to write stuff on: Astari, voyages, hubworld, plots/farming, general suggestions & dinosaurs.
Unfortunately it's pretty late again and I should be thinking about sleeping. I also note i've totally failed to include any pictures this time, and for that, I apologise.
[/div] [/div]
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Post by Danjal on Aug 14, 2014 0:12:06 GMT
I think, something to look into for the expansion system would be to bring civilization into the world. Allow followers to wander outside of your influence, but have nature take them out if they do.
Anything from wild animals to the ravaging effects of weather to pure and simple exposure. While within a 'civilized' area, they can take shelter during storms and they have protection against all but the most daring of natural foes. If possible, also introduce 'human' opponents. Bandits or raiders could prowl the land and occasionally hit smaller settlements, lone followers or huts etc. And have larger settlements establish defenses against these things.
This would prevent the need of a very distinct 'sphere of influence' as it is in B&W, while still restricting your area at the start. Afterall, it isn't reasonable for someone without the proper support to go for long distances. Don't have then 'return when tired' - have them get tired fall asleep and die by ravaging wolves or die of exposure. That'll learn them to wander off beyond your limits.
Allowing the player to create waystations and such will allow for a natural expansion. And you can still provide 'natural barriers' to prevent the player from going too far. Anything from a mountainrange that needs a certain technology or ravines. To other obstacles to overcome. The expansion beacons 'work' but they do not 'fit' - they are just another cheap bandaid solution that doesn't make much sense in the grand scheme of things.
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Post by rubgish on Aug 14, 2014 0:21:48 GMT
That idea sort of works, but it's still a direct sphere of influence, just a less visible and (potentially) more frustrating one due to what would essentially boil down to RNG on if your people survive certain things. It's also leaning more towards a strategy game city-builder style than a god-game style, which I don't think is the right way for Godus to go (in terms of you have to build waystations and micromanage things quite a lot more).
Having more non-your followers in the game is always going to be a good thing though. I like the idea of bandits, it's kinda similar to the way that at current you have those 4 pesky little astari come across. Admittedly the only way to get rid of those at the moment is some land-sculpting which is a bit lame, but it's very early days for them. Certainly bandits that come and kidnap people (combine that with the kids idea anyone?) would be pretty cool.
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Post by Danjal on Aug 14, 2014 0:47:40 GMT
I don't know, the whole god-game aspect heavily relies on the in-game AI. The better the AI, the less you NEED to micromanage, but since we're pretty much assuming that the AI will never be better than the dirtpoor AI we have right now (and be honest, the pathfinding is horrendous) you pretty much NEED to handhold the followers like the game tries to handhold the player.
Ideally I'd like to have it in such a way that the AI will automatically venture out. You'll have your explorer type units that will roam around. Likely these will be hunter/forager style professions that do so from their own natural perspective anyway. And similar as how ants will find and mark 'resources' they will do the same. Then as your followers either need certain things to advance or as you 'guide' them. They should in turn go out and go there.
Alternately you could provide 'easy' paths, by terrain manipulation. And as such they will be more likely go venture along these paths. The big thing is that you're going to get RTS/strategy elements regardless. Unless you are going to keep the game ridiculously basic, you are going to run into RTS elements such as resources, combat and more.
What is a god-game? I'm getting the feeling that some people see 'god-games' as puzzle games. Where you manipulate the terrain and have your followers just kinda 'flow over' it untill they reach their goal. To me, a god-game basicly IS an RTS game, but without the direct control over each individual unit. You don't go out ordering soldiers or ordering your individual followers unless you really NEED to nudge them in the right direction.
And doing so will in turn result in them responding to your actions. But for your followers to be able to act without your constant intervention, they need some degree of intelligence in the first place. I don't think that nature taking out your people is very RNG. If you go out into the forest without proper equipment and wolves attack you, you're going to have a problem. If you're stuck outside at night in the cold, you're going to have a problem. Your followers will *know* this, meaning that aside from the few idiots. Most will stay where it is 'safe' unless you as a god drive them out to do otherwise.
With that in mind, it'll mostly be singular followers you send on long distance stretches that will die to nature. Not the individual AI, as these will stay where it is safe unless they NEED to expand their current area. But thats how I'd view it.
As for waystations needing micro-management - I disagree. Followers will get a natural AI programming telling them that *this* is the distance I can travel safely in a day. If I do not have a 'safe' place to get back to overnight and I'm not driven by my god (or other circumstances) to travel out. I will 'create' my own place before venturing further. That way, your followers will naturally expand and outposts will form along roads often traveled. Locations that are beneficial because they are rich in resources will naturally grow into settlements without the need for intervention.
The only *NEED* for intervention is when you as a player/god want to have settlements in a specific place. I think it is ridiculous that we right now have to designate settlements. Everyone here is complaining how certain suggestions are 'too much RTS and not enough god-game'. Yet when I look at Godus right now, I see a great need for constant micro-management.
The settlements, expansion, belief collection, wheat collection, ore collection - there isn't a single element in the game that doesn't require some degree of tending. Yet at the same time, the game punishes you for taking a direct hand too often. I feel like I'm talking to a schizophrenic who just doesn't know what he wants. On the one hand he constantly urges me to take action, only to hit me and shout at me angrily when I do... We have a game that wants to run itself (punish you for sculpting or leashing too much), but with the constant need to collect belief/wheat/ore. (And allow me to get this straight, I do not consider swiping collection bubbles to be "playing a game")
I think I'm kinda rambling at this point though... What it comes down to for me, pick either side. Either go full on allowance of micro-management or create a game that is intelligent enough to function on its own and that has you as a god guiding, rather than taking a direct hand. Godus seems to be very much the former, while claiming to want to be the latter.
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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 14, 2014 0:58:39 GMT
Part 2 of feature request stuff. Got a bit more time this evening so this may be a touch longer than the last one. I'll try to add some fun pictures to make it less scary to read. I don't see any pictures mate. I'm shaking like a reed here. If a follower notices you zooming in on them and looking at what they are doing, they may well prostate themselves and give you a bit of bonus belief. Lol. Nice typo. I believe you meant prostrate. I propose that instead of the kinda awkward grey-area-I-can-do-nothing and normal area, that you have a zone of influence you can work in that expands as your people do. Yes please. Regarding your notes about expansion shrines I would suggest that instead of having predetermined shrines to be built the followers should decide for themselves when, where and how to build those things so that the influence expansion would occur dynamically instead of along a fixed pattern. Apart from that I see you made a lot of nice suggestions about lots of things. Unfortunately it's pretty late again and I should be thinking about sleeping. I also note i've totally failed to include any pictures this time, and for that, I apologise. Now you tell me! I was terrified the whole time.
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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 14, 2014 1:15:43 GMT
Regarding follower pathfinding and expansion drift, I think I made a post earlier somewhere about a cartographer. A follower who scouts out the terrain and maps it (just pretend of course) that would have the effect that other followers will be able to learn about their environment. Initially he'll just map the starting area and so followers will be able to easily find their way around there. Eventually the population will need to expand to a larger area but the terrain is still unknown. The cartographer will then set out and explore and map a new piece of terrain. Perhaps he'd climb to the top of the nearest hill so he'd have a good view over a larger part of land. Once he has mapped a piece of land that would be suitable for people to live on (terraintype/resources) the followers would automatically set off on a voyage to attempt to settle on that land.
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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
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Post by Raspofabs on Aug 14, 2014 9:08:54 GMT
I propose that instead of the kinda awkward grey-area-I-can-do-nothing and normal area, that you have a zone of influence you can work in that expands as your people do. Yes please. I think I'd prefer to take a leaf our of Bastion's book, and have the world just not be there until you can interact with it. In fact, Maybe the expansion shrines shouldn't be about revealing land, but instead, think of them as a fuel to power your ability to raise land from nothing. That's got to be a much more godly feeling. Oh, and if we're doing that, lets have the world floating in space and be able to see the edge of the world. Waterfalls until you create the new land that extends the ocean, that kind of thing. And people flying kites on the edge of the world, who sometimes fall off, and if you see it and catch them, you get a surge of belief. I. I want to play that game.
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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 14, 2014 9:28:27 GMT
I think I'd prefer to take a leaf our of Bastion's book, and have the world just not be there until you can interact with it. In fact, Maybe the expansion shrines shouldn't be about revealing land, but instead, think of them as a fuel to power your ability to raise land from nothing. That's got to be a much more godly feeling. Oh, and if we're doing that, lets have the world floating in space and be able to see the edge of the world. Waterfalls until you create the new land that extends the ocean, that kind of thing. And people flying kites on the edge of the world, who sometimes fall off, and if you see it and catch them, you get a surge of belief. I. I want to play that game. That sounds great, but I can't tell from the tone of your post if you're being serious or pulling our legs.
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Post by rubgish on Aug 14, 2014 9:36:17 GMT
Part 2 of feature request stuff. Got a bit more time this evening so this may be a touch longer than the last one. I'll try to add some fun pictures to make it less scary to read. I don't see any pictures mate. I'm shaking like a reed here. If a follower notices you zooming in on them and looking at what they are doing, they may well prostate themselves and give you a bit of bonus belief. Lol. Nice typo. I believe you meant prostrate. Regarding your notes about expansion shrines I would suggest that instead of having predetermined shrines to be built the followers should decide for themselves when, where and how to build those things so that the influence expansion would occur dynamically instead of along a fixed pattern. Apart from that I see you made a lot of nice suggestions about lots of things. Unfortunately it's pretty late again and I should be thinking about sleeping. I also note i've totally failed to include any pictures this time, and for that, I apologise. Now you tell me! I was terrified the whole time. I apologise for what must have been a rollercoaster of an emotional ride for you to read And yes that was a typo, but now I think about it, as a god, should I not be caring about my peoples health? Maybe a sneaky godly prostate exam while they are prostrate would actually be a good thing. My worry with follower made dynamic shrines would be that you can't control the direction of expansion at all. Say for example there was some interesting land you wanted to work your way towards, you wouldn't be able to do that effectively. That's not necessarily a problem as you'd get there eventually, but it could be a massive pain in the ass if you had some big plans and couldn't enforce them due to some pesky followers not building a shrine where you want it.
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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
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Post by Raspofabs on Aug 14, 2014 9:38:28 GMT
That sounds great, but I can't tell from the tone of your post if you're being serious or pulling our legs. I am fabs(); I do not lie. I also really like floating islands.
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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
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Post by Raspofabs on Aug 14, 2014 9:41:20 GMT
I think I'd prefer to take a leaf our of Bastion's book, and have the world just not be there until you can interact with it. In fact, Maybe the expansion shrines shouldn't be about revealing land, but instead, think of them as a fuel to power your ability to raise land from nothing. That's got to be a much more godly feeling. Oh, and if we're doing that, lets have the world floating in space and be able to see the edge of the world. Waterfalls until you create the new land that extends the ocean, that kind of thing. And people flying kites on the edge of the world, who sometimes fall off, and if you see it and catch them, you get a surge of belief. I. I want to play that game. and the great thing about the land not actually existing at all until you use your power to create it, is that the land itself can be procedurally generated taking into account your play style / power level / tech tree bias. Want a more sea side land, plant your expansion on the beach, want a more mountainous world, plant it at the top of the hill. Proper player driven world form.
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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 14, 2014 9:41:53 GMT
And yes that was a typo, but now I think about it, as a god, should I not be caring about my peoples health? Maybe a sneaky godly prostate exam while they are prostrate would actually be a good thing. Are we talking alien abductions here? #probing My worry with follower made dynamic shrines would be that you can't control the direction of expansion at all. Say for example there was some interesting land you wanted to work your way towards, you wouldn't be able to do that effectively. That's not necessarily a problem as you'd get there eventually, but it could be a massive pain in the ass if you had some big plans and couldn't enforce them due to some pesky followers not building a shrine where you want it. Well, as a god you should be able to find a way to inspire your surveyor to set out in a certain direction. Perhaps the totem could be useful in that regard. Also you might be able to sculpt some land to make it more appealing for your surveyor to go there. I dunno.
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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 14, 2014 9:44:06 GMT
That sounds great, but I can't tell from the tone of your post if you're being serious or pulling our legs. I am fabs(); I do not lie. I also really like floating islands.
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Post by morsealworth on Aug 14, 2014 10:29:08 GMT
That sounds great, but I can't tell from the tone of your post if you're being serious or pulling our legs. I am fabs(); I do not lie. I also really like floating islands. Priest! Everyone to the Altars!
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Post by morsealworth on Aug 14, 2014 10:36:28 GMT
I think I'd prefer to take a leaf our of Bastion's book, and have the world just not be there until you can interact with it. In fact, Maybe the expansion shrines shouldn't be about revealing land, but instead, think of them as a fuel to power your ability to raise land from nothing. That's got to be a much more godly feeling. Oh, and if we're doing that, lets have the world floating in space and be able to see the edge of the world. Waterfalls until you create the new land that extends the ocean, that kind of thing. And people flying kites on the edge of the world, who sometimes fall off, and if you see it and catch them, you get a surge of belief. I. I want to play that game. and the great thing about the land not actually existing at all until you use your power to create it, is that the land itself can be procedurally generated taking into account your play style / power level / tech tree bias. Want a more sea side land, plant your expansion on the beach, want a more mountainous world, plant it at the top of the hill. Proper player driven world form. Okay, you inspired me. Shall we run a Kickstarter with you as main designer? I may help you with creating game mechanics far powers.
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