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Post by engarde on Aug 19, 2014 11:44:36 GMT
I was kind of hoping the vast amount of data they were capturing for us would allow them to balance, I must have been unusually naive.
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feanix
Suspected 22Cans staff
Posts: 73
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Post by feanix on Aug 19, 2014 12:03:41 GMT
Oh man, I loved scrapheap challenge. So amazing. Anwyays. 15 minutes, eh? What are you basing that estimate on? I'm not sure you're taking into account all the UI programming, the working to eleminate edge-case bugs, further testing of the whole game to make sure that we haven't accidentally broken anything, then the point where things look broken and we think it might be the config editor but, no wait, it's not, okay. its something else... etc tec... 15 minutes sounds plausible on paper but it's very rarely that neat or that easy in the real world. (Sorry if that sounds really grouchy, it's not meant to be! text is a poor medium ) Anyways. If you guys use this and we get some constructive stuff back from it then we may well expand it out to more comprehensive and better implemented solutions.
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Post by Danjal on Aug 19, 2014 12:33:00 GMT
I think that the 15 minutes to implement directly refer to the fact that much of the groundwork is already there. We've seen Peter fiddle with balance files before, and adding in a "max timer" or similar such slot should not be too much effort (unless your coding is sloppy and has individual values all throughout)
Considering you are working from a database in which the values are stored, I conclude that it is likely that all values are handled in that manner where required. Adding in a new value shouldn't be too hard, as it effectively could be done through a layer if you really wanted to.
Though I truely hope that you guys have more planned in the near future than just this balance thing. Since the game is sorely empty as it stands. It took me approximately 4 days of half-idle playing (letting the game run while I'm watching youtube) and occasionally tapping belief etc. And I'm done, I've burnt through all the content that is available within the game.
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zeruelb
Junior Apprentice
Posts: 63
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Post by zeruelb on Aug 20, 2014 5:32:43 GMT
Oh man, I loved scrapheap challenge. So amazing. Anwyays. 15 minutes, eh? What are you basing that estimate on? I'm not sure you're taking into account all the UI programming, the working to eleminate edge-case bugs, further testing of the whole game to make sure that we haven't accidentally broken anything, then the point where things look broken and we think it might be the config editor but, no wait, it's not, okay. its something else... etc tec... 15 minutes sounds plausible on paper but it's very rarely that neat or that easy in the real world. (Sorry if that sounds really grouchy, it's not meant to be! text is a poor medium ) Anyways. If you guys use this and we get some constructive stuff back from it then we may well expand it out to more comprehensive and better implemented solutions. If you need more than 15 Minutes, then your Designing Tools must be horrible underdeveloped. Do you really make every Box by hand nowadays? I think about something like adding a new UI element to the list of currently existing UI elements in the same Dialog, specifying that this is a Control Object which inherits Slider capabilities from Min to Max Value in a specific Stepping. Depending on what you use for your UI, it could simply be a few Database Entries to allow that. Voila, Slider was born and does slide and give values. If that values are hard to implement into your Timer Mathematics, you should try and rewrite your code to fix that unfortunate coding design, you maybe havent touched it since first release.
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Post by hardly on Aug 20, 2014 9:02:28 GMT
Lol according to peter he can change stuff using his tablet.
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chrism
Master
Posts: 113
Pledge level: El cheapo Believer
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Post by chrism on Aug 20, 2014 9:05:44 GMT
I'm not sure what the use of the mod tool is and I am yet to bother with it.
I found starting off too difficult and was constantly waiting for belief but after struggling through getting sufficient farms I am now at the point where I don't have enough mines. I guess it is just progression.
My issue would be that I play for around 5 minutes per day. The belief/temple of doom sacrifices/wheat/ore takes about that long to collect and spend. There is nothing to hold my attention past that point and the timers prohibit the desire to wait. That profile seems to be at odds with the hobby idea Peter spouted some time ago.
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feanix
Suspected 22Cans staff
Posts: 73
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Post by feanix on Aug 20, 2014 16:24:27 GMT
Oh man, I loved scrapheap challenge. So amazing. Anwyays. 15 minutes, eh? What are you basing that estimate on? I'm not sure you're taking into account all the UI programming, the working to eleminate edge-case bugs, further testing of the whole game to make sure that we haven't accidentally broken anything, then the point where things look broken and we think it might be the config editor but, no wait, it's not, okay. its something else... etc tec... 15 minutes sounds plausible on paper but it's very rarely that neat or that easy in the real world. (Sorry if that sounds really grouchy, it's not meant to be! text is a poor medium ) Anyways. If you guys use this and we get some constructive stuff back from it then we may well expand it out to more comprehensive and better implemented solutions. If you need more than 15 Minutes, then your Designing Tools must be horrible underdeveloped. Do you really make every Box by hand nowadays? I think about something like adding a new UI element to the list of currently existing UI elements in the same Dialog, specifying that this is a Control Object which inherits Slider capabilities from Min to Max Value in a specific Stepping. Depending on what you use for your UI, it could simply be a few Database Entries to allow that. Voila, Slider was born and does slide and give values. If that values are hard to implement into your Timer Mathematics, you should try and rewrite your code to fix that unfortunate coding design, you maybe havent touched it since first release. Hmm. Which middleware solutions are you familiar with? Or engines? We basically made Godus from scratch. We don't have any "designing tools" except for the ones we made ourselves. About two or three months ago we actually had to recreate the entire UI engine from the ground up because the old system was too slow. The new system is hyper efficient but it currently needs a LOT of custom code for each element and animation. Part of the reason we had the slow down was from the overhead of all the nice design tools we had. I've only had a small amount of experience with the UI code and that was before the rewrite but I know that the new system is a lot more code heavy. We currently have a system for changing config values in realtime but you need access to the source code and you need to build it manually yourself each time using visual studio. Once you get the hang of it it's not too bad but it's not semething that would be smart to put out to the public. It's also pretty buggy and crash prone at times. We're used to it and know what causes problems but someone who isn't used to rough tools will probably want to pull their hair out. We're really looking at making a brand new system to allow people to change this stuff in a way that's more accessible and more consistent. It's not a huge task but we need A) to know that it'll actually be used and appreciated an B) it will need more than 15 minutes. Right now, considering the reaction from a lot of people about how much they hate how we're "offloading all the work" onto them A is in question, it's not a sure thing that that sort of tool will ever see the light of day.
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Post by Danjal on Aug 20, 2014 16:34:42 GMT
feanix - I don't know whether you are the right person to ask this to, or whether you can answer this at all. Given the current state of the game, when you reach in the thousands of followers (2000~3000 and upwards), the number of followers walking around severely slows down the game. Now taking into account that the idea is to 'grow' the game in larger ages, there'd either need to be a way to cope with this slowing down or there'd need to be a significant downscale in the number of followers needed to do stuff. Anything you know or could elaborate on this at this point in time? (Or perhaps relay the question to the person who could?) Is this even a 'problem' that is known within the office? Or is it only something the few players that end up reaching those high numbers of population walk into right now?
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Post by banned on Aug 21, 2014 1:48:37 GMT
feanix - I don't know whether you are the right person to ask this to, or whether you can answer this at all. Given the current state of the game, when you reach in the thousands of followers (2000~3000 and upwards), the number of followers walking around severely slows down the game. Now taking into account that the idea is to 'grow' the game in larger ages, there'd either need to be a way to cope with this slowing down or there'd need to be a significant downscale in the number of followers needed to do stuff. Anything you know or could elaborate on this at this point in time? (Or perhaps relay the question to the person who could?) Is this even a 'problem' that is known within the office? Or is it only something the few players that end up reaching those high numbers of population walk into right now? believe feanix is pure art, and job well done feanix. In my experience, while willing to defend regardless, feanix shall rightly claim ignorance on anything but art. No offense feanix, most especially if I am mis-remembering you from the backers forum.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 21, 2014 1:54:22 GMT
Such an unfortunate thread title...
Every... single... time I read it. lol
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feanix
Suspected 22Cans staff
Posts: 73
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Post by feanix on Aug 21, 2014 2:07:06 GMT
feanix - I don't know whether you are the right person to ask this to, or whether you can answer this at all. Given the current state of the game, when you reach in the thousands of followers (2000~3000 and upwards), the number of followers walking around severely slows down the game. Now taking into account that the idea is to 'grow' the game in larger ages, there'd either need to be a way to cope with this slowing down or there'd need to be a significant downscale in the number of followers needed to do stuff. Anything you know or could elaborate on this at this point in time? (Or perhaps relay the question to the person who could?) Is this even a 'problem' that is known within the office? Or is it only something the few players that end up reaching those high numbers of population walk into right now? We know about it. I figure some abstraction or AI optimisation will be implemented befor we get to that point.
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