Post by Gmr Leon on Sept 1, 2014 3:19:21 GMT
Friggin' finally! I was trying to find the video regarding Peter's statements on gems to verify something and I hopped in this video instead. Well, not what I was looking for but by careful pausing, screenshotting and rotating about, I was able to read the paper they (intentionally?) conceal part of which reveals some of the early, possibly scrapped plans for part of Hubworld.
Here's what I could get out of the page:
Edit: By the way, this is pretty interesting for the mere fact that it indicates they had data telling them that players didn't expect a game with all the mechanics/features available and that the majority (at least by that survey's data) expected a very early version with only a few mechanics/features available.
Here's what I could get out of the page:
The Outer Worlds - Crusades
Crusades in Godus takes two distinct forms, sprawling multiplayer battles with various combinations of human and AI players, and crafted challenges pitched against numerous AI gods.
As you look to spread outwards, multiplayer battles take place on separate landscapes that you aim to conquer one after the other. The battles in this world are fast paced affairs, with overall game times kept low, and population growth times vastly increased over the single player experience. The excitement and tension generated during these short battles will be greater than that found in the original Populous. Experiencing hundreds of individual followers fighting each other should-to-shoulder on the battlefield, whilst all players cast their earth-shattering god powers is something Populous couldn't dream of achieving-Godus aims to right that.
The cooperative nature of the async single player experience is something that Godus intends to employ in realtime by allowing multiple players to be part of the same side. The proposition that an 8 player game could be split 7 against 1 sounds unbalanced, but in reality it's still 1 side versus 1 side battle--with 7 players learning to work together to grow their population efficiently. The single player still has the same starting followers, but he doesn't have to worry...[about the others accidentally?] raising the land, or collapsing a...[building/tunnel of another player?] at an inopportune time. We plan is...[]..., and we're trying to push the player...[to play together/online?]...availability of AI players if needed.
[...challe]nges set by the AI deities are there to...forum should you not want to play with....[the?] challenges set in the original...[r]evolve around solving the challenges...[?ng] up enough followers and belief to...[ene?]my's followers. Deities will have...[]...their play style, such as overly aggressive, []..nipulator, etc. The winning tactics against [].
Crusades in Godus takes two distinct forms, sprawling multiplayer battles with various combinations of human and AI players, and crafted challenges pitched against numerous AI gods.
As you look to spread outwards, multiplayer battles take place on separate landscapes that you aim to conquer one after the other. The battles in this world are fast paced affairs, with overall game times kept low, and population growth times vastly increased over the single player experience. The excitement and tension generated during these short battles will be greater than that found in the original Populous. Experiencing hundreds of individual followers fighting each other should-to-shoulder on the battlefield, whilst all players cast their earth-shattering god powers is something Populous couldn't dream of achieving-Godus aims to right that.
The cooperative nature of the async single player experience is something that Godus intends to employ in realtime by allowing multiple players to be part of the same side. The proposition that an 8 player game could be split 7 against 1 sounds unbalanced, but in reality it's still 1 side versus 1 side battle--with 7 players learning to work together to grow their population efficiently. The single player still has the same starting followers, but he doesn't have to worry...[about the others accidentally?] raising the land, or collapsing a...[building/tunnel of another player?] at an inopportune time. We plan is...[]..., and we're trying to push the player...[to play together/online?]...availability of AI players if needed.
[...challe]nges set by the AI deities are there to...forum should you not want to play with....[the?] challenges set in the original...[r]evolve around solving the challenges...[?ng] up enough followers and belief to...[ene?]my's followers. Deities will have...[]...their play style, such as overly aggressive, []..nipulator, etc. The winning tactics against [].
Edit: By the way, this is pretty interesting for the mere fact that it indicates they had data telling them that players didn't expect a game with all the mechanics/features available and that the majority (at least by that survey's data) expected a very early version with only a few mechanics/features available.