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 Jan 11, 2015 22:12:53 GMT
How about this FuriousMoo. We'll try to be as helpful as we can to you regarding the input you requested on certain design aspects. In the meantime you get in touch with whoever at 22cans is best suited to take responsibility for the current state of affairs within 22cans and its relation to the community and tell them that we as a community think we deserve as well as require to know just what the hell is going on. Once you've informed them of this it'll be out of your hands and it'll then be up to the people in charge to do something with it. I know we have mrdrpink as a community liaison to do just these sort of things but he still has to earn his spurs and at this point in time I have more faith in you and quite frankly I think coming from you it would have a better chance of receiving a response.
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Post by morsealworth on Jan 11, 2015 22:46:06 GMT
we as a community think we deserve as well as require to know just what the hell is going on As stated in Kickstarter ToS, which are a part of our investment contrant and therefore are legally binding, we have right to do so. Just to give you more confidence, FuriousMoo, if you decide to go for it.
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Post by FuriousMoo on Jan 12, 2015 1:19:48 GMT
How about this FuriousMoo. We'll try to be as helpful as we can to you regarding the input you requested on certain design aspects. In the meantime you get in touch with whoever at 22cans is best suited to take responsibility for the current state of affairs within 22cans and its relation to the community and tell them that we as a community think we deserve as well as require to know just what the hell is going on. Once you've informed them of this it'll be out of your hands and it'll then be up to the people in charge to do something with it. I know we have mrdrpink as a community liaison to do just these sort of things but he still has to earn his spurs and at this point in time I have more faith in you and quite frankly I think coming from you it would have a better chance of receiving a response. Well mrdrpink has been doing community stuff at 22cans longer than I've been there, he's the one who has meetings with production and management about community relations and that kind of stuff. He's in a far better position to do anything then I am really. When I say I'm not going to talk about this stuff it is because I can do very little about it. No one at 22cans is particularly interested in what I think about the community and kickstarter backers because it's not my role. I have no more influence over this than fabs did, less in fact as he's far more important to 22cans than I am. I think there is perception of me as taking over Peter's role for Godus. This is not true and I suspect the confusion arises from the way Peter identifies himself as a designer. His actual role is far more that of creative director and studio head that just happens to also do design work. I guarantee you that both George and mrdrpink (and Sam before them) have raised these issues before and will continue to do so. Anything related to that I don't have the authority to comment on in an official capacity and won't in a personal capacity for what should be obvious reasons. I've chosen to try to involve the Godus community not because I need your help ( if I did it would indicate I was unable to do my job), but because I thought there may be those among you that may appreciate the chance to to get a taste of what design work is like and have a chance to present their ideas in a way that might actually have an influence on design. And maybe there will be an idea or question raised I hadn't already thought of that could be of benefit to the game. If nothing else I can use you as a sounding board when the feature sprints start and I can reveal what is currently being worked on. If this is no interest to you, than that's cool, but it's all I can offer.
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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 Jan 12, 2015 1:29:07 GMT
If this is no interest to you, than that's cool, but it's all I can offer. I have a feeling you may have misinterpreted the tone of my post.
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Post by FuriousMoo on Jan 12, 2015 1:41:19 GMT
If this is no interest to you, than that's cool, but it's all I can offer. I have a feeling you may have misinterpreted the tone of my post. Possibly, I'm not sure what you mean? All I'm trying to say is that my engagement on these forums can only be for a specific purpose and I don't expect everyone to be interested.
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Post by Spiderweb on Jan 12, 2015 7:38:21 GMT
I've chosen to try to involve the Godus community not because I need your help ( if I did it would indicate I was unable to do my job), but because I thought there may be those among you that may appreciate the chance to to get a taste of what design work is like and have a chance to present their ideas in a way that might actually have an influence on design. And maybe there will be an idea or question raised I hadn't already thought of that could be of benefit to the game. If nothing else I can use you as a sounding board when the feature sprints start and I can reveal what is currently being worked on. If this is no interest to you, than that's cool, but it's all I can offer. I've said before part of getting this game in SEA for me was to see the design process/progress and discussion around this. To that end and your requests for us to present ideas in a particular way, do you have an example of a pre-existing/approved design doc in the format you would use? It might help us present ideas in the way you like to see it. I'm not asking for details, feel free to redact it. Just be good to have ideas in a format your use to? But would also be nice to see a approved doc.
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Post by FuriousMoo on Jan 12, 2015 13:43:19 GMT
Well with the way we do it at 22cans the general rule of thumb is show, don't tell and cover all contingencies and edge cases. We tend to make step by step graphical mockup screenshots (keynote or powerpoint is especially handy for this). This works very well when systems are very simple and the chief concern is how it will look and behave in game. Also the best way to to present it if the design involves any kind of new GUI elements (buttons, menus etc). For more complex systems flow charts may be handy or even simplified pseudo UML (I'm a fan of UML myself, but few people bother to learn it so I've rarely seen it used.)
Essentially you are trying to remove the possibility of misunderstanding and interpretation and communicating how you 'see' it in the game. I'll see what I can do about digging out an appropriate doc for you to see. Of the top of my head I don't know what I am allowed to release in this way. Also I tend to refer to functions and data systems we use in the game that will be gibberish to you lot.
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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 Jan 12, 2015 22:41:16 GMT
What kind of UML docs would you like to see?
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Post by FuriousMoo on Jan 13, 2015 2:31:59 GMT
What kind of UML docs would you like to see? I tend to stick to simple use case, activity and state machine diagrams where appropriate. Easy to understand for those unfamiliar with uml.
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Post by 13thGeneral on Jan 13, 2015 2:59:11 GMT
I was thinking on how Combat fit into the game, and how it could be controlled without becoming too complexly focus and involved, or effectively remove the player from the over-arching theme - and trying to have it make sense in a "God" game, while being different from an strictly Strategy War, RTS, or city-builder type game. It's gonna take some thinking to flesh out, but the main idea surrounding it comes back to the Commandments system; Think "Thou shalt not kill". I hope I can focus enough to put it together - I've started a new role at work and it's been taking a lot of my brain power. But I'll try.
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Post by hardly on Jan 13, 2015 5:57:41 GMT
I was thinking it would be cool to see your people fight slowly for a extended period along a shared like an arm wrestle. This wouldn't necessarily require AI as neither side would be micromanaging troop deployment of positioning. Your powers should be a little change that tips the balance in your favour.
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