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Post by Deth on Aug 14, 2014 10:57:06 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. I really like that idea. But I think the world should be round and you should see the outlines of some giant animals under the land holding it up.
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Raspofabs
Former 22Cans staff
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Post by Raspofabs on Aug 14, 2014 11:18:28 GMT
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. I really like that idea. But I think the world should be round and you should see the outlines of some giant animals under the land holding it up. Or the land is the end of branches of the Gaia tree. Instead of clumps of leaves and twigs, the branches end in clumps of land and more trees on top. Which means that volcanos are fruit. Okay, now I'm being mad. But, the land raising power would be very cool, it would sprout a new branch that slowly grew up and you could watch it forming and anticipate how it's going to turn out.
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Post by Danjal on Aug 14, 2014 11:47:17 GMT
Hmm, interesting concept, raising land bastion style - though I don't really see this work. It'd also feel out of place when looking at how the game has been so far. But thats just my own opinion.
The animation for the raising would also be annoying considering how everything is layered. I imagine that if you'd do that, there'd effectively be a massive amount of autosculpting happening (or you'd need to jump-cut). Both would result in a jarring or very lagging experience I suspect.
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Post by morsealworth on Aug 14, 2014 11:50:08 GMT
Still, anything compared to the influence is a step back.
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Raspofabs
Former 22Cans staff
Posts: 227
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Post by Raspofabs on Aug 14, 2014 11:53:26 GMT
jarring, lagging, or potentially awesome....
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Post by dozvati on Aug 14, 2014 13:11:24 GMT
Officially requesting better leash UI... too often I've lost thousands of belief trying to get my followers to jump in the Pit of Doom en masse, only for them to walk around the back and lament they can't get to the invisible point.
Also I keep having to re-leash followers that are lining up for the PoD, since they keep getting stuck on each other and standing completely still. Some even just quit half way down the aisle of death. Can I request a bugfix as a feature? Oh yeah, bring back paths. I miss paths.
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Post by earlparvisjam on Aug 14, 2014 15:14:36 GMT
The reason I posited my take on the Belief meter is due to the fact that the Belief meter needs to mean something. As it stands in Godus, it acts as an indicator of required activities rather than a reflection of player game play status. It shouldn't drive required activities but give a visual reflection of choices made. (I don't really like the happiness meter, but expect it to be as unmovable as stickers)
I'm not proposing that all direct violence powers only be allowed by "evil" gods, but to have a certain subset of thematic abilities unlocked as a reflection of the level of happiness or unhappiness. It'd have to be a spectrum of abilities and structures to allow for a god to go unhappiness if the mood struck him/her.
The happiness meter needs to have meaning and a reflection of game play. Performing chore activities to ensure it's full isn't going to result in a satisfying game. I'd like choices to have consequences (both positive and negative) and happiness just begs for something more robust.
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Post by 13thGeneral on Aug 14, 2014 15:19:43 GMT
Officially requesting better leash UI... too often I've lost thousands of belief trying to get my followers to jump in the Pit of Doom en masse, only for them to walk around the back and lament they can't get to the invisible point. Also I keep having to re-leash followers that are lining up for the PoD, since they keep getting stuck on each other and standing completely still. Some even just quit half way down the aisle of death. Can I request a bugfix as a feature? Oh yeah, bring back paths. I miss paths. It's a targeting issue, to be certain. Leashing needs not only to highlight or encircle the follower, but in-turn also highlight and/or encircle the intended target.
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Post by rubgish on Aug 14, 2014 15:56:53 GMT
Floating land would be totally rad, but not sure it's really worth the effort.
Now if the whole world was desolate beyond the borders or your (or other factions) control, and the beacons of expansion were actually towering shrines of mighty god-power that, when fully charged, exploded outwards over the land changing it from a desolate waste into habitable land/jungle/forest/pick-your-own-biome-type then that'd be totally awesome & allow for the customization stuff that not generating the land at all would give.
Further, a high level god power could involve placing minor versions of these, allowing you to rapidly terraform land. Think in terms of "raise a mountain" or "flatten a plain" or "create an island in the ocean" level of awesome power.
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Lord Ba'al
Supreme Deity
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Post by Lord Ba'al on Aug 14, 2014 16:05:20 GMT
Floating land would be totally rad, but not sure it's really worth the effort. Now if the whole world was desolate beyond the borders or your (or other factions) control, and the beacons of expansion were actually towering shrines of mighty god-power that, when fully charged, exploded outwards over the land changing it from a desolate waste into habitable land/jungle/forest/pick-your-own-biome-type then that'd be totally awesome & allow for the customization stuff that not generating the land at all would give. Further, a high level god power could involve placing minor versions of these, allowing you to rapidly terraform land. Think in terms of "raise a mountain" or "flatten a plain" or "create an island in the ocean" level of awesome power. Love this idea! I wouldn't want to see the land remain riddled with shrines or whatever though. Perhaps simply casting the god power would be sufficient. Regarding floating (is)lands, if they were floating they could be shifting positions which might ad an interesting dynamic to the game. Sometimes your enemy is far away, but you never know when they might be right at your doorstep. Or actually you might, as you see the enemy's land slowly approaching yours. If there were some kind of land bridge spell as there is in Populous the Beginning you could tether another island to yours that would temporarily lock the lands together so your followers can do their thing, until it finally gives way to the stresses from the tectonic shifting. Unless you cast a whole bunch of land bridges that bind the lands tightly together.
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Post by Danjal on Aug 14, 2014 16:27:32 GMT
Seeding a desolate world seems a lot more plausible than raising the land as (floating) islands of sorts. Having the world be a desolate or barren place with little to show for it. But getting revived by your divine presence would play very much into you being the god.
It'd also go hand-in-hand with restricting powers as a god, since if you are a weak god with few followers and you're spending ALL your divine energy in revitalizing the planet for your followers to live on, you are actually doing godly things.
Subsequently it'd also tie in nicely to the aesthetic element. Depending on your choices and moral allignment etc, the land you revive would be rich in certain resources. A god that is very nature focused would get more of that, a god that is an industrial giant would get the resources for that. As time goes on you'd get more options as to what you would be creating for your people - and by creating these lands they in turn are guided indirectly.
There would be less need of a direct "I tell you to build X on location Y" and more of a "Hey dudes, here's a ton of *resource* - go use it!", having your followers figure out what to do with it. It'd also allow for a wide variety of aesthetic options to diversify the land between players depending on the decisions you've made along the way.
Ideally I'd also like to see rival factions (be it native tribes who perceive your meddling nature as destroying their way of life or rival deities who want to carve out their own little piece of 'paradise'), who would resist your efforts and similar such obstacles to overcome. Not just chores and minigames. But a thriving and growing civilization guided by your divine efforts.
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Post by 13thGeneral on Aug 15, 2014 2:15:11 GMT
I like the idea of the land being flat and barren or underwater, and then "rising up" as though by a divine providence would be cool.
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Post by banned on Aug 15, 2014 2:22:39 GMT
a feature that Peter gets kicked in the nuts every time the game asks for gems.
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Post by Gmr Leon on Aug 15, 2014 3:18:01 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. Why in the world aren't you part of the design team? If you're proposing this stuff, it must be within the realm of possibility on some level given your work. I mean this sounds right up Peter's alley of supposedly crazy game ideas.
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Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
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Post by Raspofabs on Aug 15, 2014 7:04:55 GMT
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. Why in the world aren't you part of the design team? If you're proposing this stuff, it must be within the realm of possibility on some level given your work. I mean this sounds right up Peter's alley of supposedly crazy game ideas. I'm flattered you like my ideas, but I'm part of a team, and really, most of these ideas are dreams, not useful stuff. A good designer is someone who can come up with off the wall stuff that gels with the existing game, extends it without alienating people, and doesn't lead us down a path to a local maxima of design potential. The reason we don't let coders design things, is that they only come up with minecraft about 1% of the time. The rest of the time its daikatana.
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Post by hardly on Aug 15, 2014 7:25:31 GMT
I love the idea of the map starting blank and you building on that with your powers. In fact I think I proposed that a couple of months ago somewhere on this forum. Before that I probably read somebody else propose it and forgot about it.
Great ideas Ras, these are the discussions we should be having.
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Post by hardly on Aug 15, 2014 7:35:03 GMT
By the way while we are talking about abilities we want how about the ability to dig. It was in 1.3, lets bring it back.
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Post by Gmr Leon on Aug 15, 2014 7:43:33 GMT
Why in the world aren't you part of the design team? If you're proposing this stuff, it must be within the realm of possibility on some level given your work. I mean this sounds right up Peter's alley of supposedly crazy game ideas. I'm flattered you like my ideas, but I'm part of a team, and really, most of these ideas are dreams, not useful stuff. A good designer is someone who can come up with off the wall stuff that gels with the existing game, extends it without alienating people, and doesn't lead us down a path to a local maxima of design potential. The reason we don't let coders design things, is that they only come up with minecraft about 1% of the time. The rest of the time its daikatana. I can understand that. However I can also understand that when it comes to creative efforts dreams=useful stuff, and making games=creative efforts thus what you describe to me, well, you get the idea. I dunno, a lot of what you cover sounds to me like it could gel with the existing game, hence my enthusiastic response, but considering this response I'm inclined to believe that maybe it's all too much for the present idea of a god game there at the studio. To me though, that's nuts because what you describe sounds a hell of a lot more like a god game than what we currently have. >_>
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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 15, 2014 8:47:28 GMT
I'm flattered you like my ideas, but I'm part of a team, and really, most of these ideas are dreams, not useful stuff. A good designer is someone who can come up with off the wall stuff that gels with the existing game, extends it without alienating people, and doesn't lead us down a path to a local maxima of design potential. The reason we don't let coders design things, is that they only come up with minecraft about 1% of the time. The rest of the time its daikatana. I can understand that. However I can also understand that when it comes to creative efforts dreams=useful stuff, and making games=creative efforts thus what you describe to me, well, you get the idea. I dunno, a lot of what you cover sounds to me like it could gel with the existing game, hence my enthusiastic response, but considering this response I'm inclined to believe that maybe it's all too much for the present idea of a god game there at the studio. To me though, that's nuts because what you describe sounds a hell of a lot more like a god game than what we currently have. >_> I'm glad you approve of my ideas, and to be fair, I'm only taking inspiration from this forum before posting. I'd have never come up with what I just came up with in isolation. Involvements with others is important for creativity, and that's why we need the people of the forums to give their feedback. But the feedback that's been driving me has been the crazier ideas, not the complaints. This is a great place to vent, but don't use up all your power negatively. We've had some of the best discussions on this board since the mood changed from "don't like"s to "would like"s. I say, keep it up, and don't ever think that something might be too technically hard. I am a coding god, and so is Gary, there is very nearly nothing we can't code if we put our minds to it. “The difficult we do immediately. The impossible takes a little longer.”—Motto of the U.S. Army Corps of Engineers during World War II, according to The Home Book of American Quotations
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Post by dozvati on Aug 15, 2014 10:30:41 GMT
Can I get a Divine Path god power? Where I sprinkle fairy dust on the ground, and my followers prefer to travel that path instead of whatever their pathfinding recommends? Failing that, regular paths? Failing that, better pathfinding?
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