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Post by 13thGeneral on Jan 16, 2015 1:35:25 GMT
Not the first time we've heard this. Some people are talking about/suggesting a roll-back to v1.3 - when the game seemed to make at least a little more sense, and was more enjoyable - and then pull in the elements from the current version that will remain and be worked on. Or, perhaps, roll-forward elements of v1.3 into the current version. zayfard: "To be honest... "Digital Jam: "Absolutely, massively agree here."and on from there I do miss much of the feel of v1.3 and found it more enjoyable to a degree.
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Post by hardly on Jan 16, 2015 2:14:47 GMT
Rather than a rollback I think more time spent considering what was good about 1.3 is warranted. 2.0 put us on rails and made the game boring as a result. You played the game as peter wanted or you were punished.
The moral Id take from this story is godus needs more sandbox.
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Post by 13thGeneral on Jan 16, 2015 3:40:01 GMT
Agreed.
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Post by Spiderweb on Jan 16, 2015 7:09:54 GMT
Not the first time we've heard this. Some people are talking about/suggesting a roll-back to v1.3 - when the game seemed to make at least a little more sense, and was more enjoyable - and then pull in the elements from the current version that will remain and be worked on. Or, perhaps, roll-forward elements of v1.3 into the current version. zayfard: "To be honest... "Digital Jam: "Absolutely, massively agree here."and on from there I do miss much of the feel of v1.3 and found it more enjoyable to a degree. Digital Jam kindly pointed me in the direction of a 1.3 version of the game, trying to find time to play it, I remember the click fest for sculpting but also thinking back there were nicer elements.
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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.
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Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Jan 16, 2015 22:43:55 GMT
1.3 Was the best version.
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Post by FuriousMoo on Jan 16, 2015 23:38:48 GMT
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Post by hardly on Jan 16, 2015 23:50:06 GMT
I agree with you Moo but .... I'd like to see the player have greater ability to sculpt - new sculpting tools, more plentiful belief for sculpting and better incentives to create interesting landscapes (rather than steep barriers to changing the existing ones), and better dwelling interactions with terrain. I don't like the current model of large - super large plots up high. I think what we need is terrain specialisation. So dwellings would use similar sizes up high but would look different and when it comes to resources these would either be height specific or the yield would diminish with changes in terrain. Also a broad expansion like in 1.3 as opposed to a channeled expansion like in 2.0 is preferrable I think.
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Post by FuriousMoo on Jan 17, 2015 0:54:37 GMT
Terrain and sculpting improvements are by far the most difficult and time intensive things to do (or so the coders tell me), so don't expect any rapid improvements. It's going to be a big time investment to tackle so I need to do some experiments with the balance parameters of the functionality we have now and plan any code changes super carefully.
Moving forward we are probably going to use the biome system introduced in weyworld. Needs a bit of refinement but has potential.
For expansions, homeworld is probably just going to have to stay as it is. The shape of it makes for a linear expansion. Weyworld has some potential for non linear expansion (in fact I think it already has it to some extent) and it's defiantly the direction I will want to go with in future worlds.
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Post by hardly on Jan 17, 2015 1:08:38 GMT
I haven't played weyworld but my worry would be the biomes are controlled by 22cans. I think you would want to move away from locking down the player like that and allow the player to make strategic decisions about whay biomes lead to the best civilisation. If you create competing priorities players will need to come up with innovative landscapes to work around this.
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Post by Spiderweb on Jan 17, 2015 1:16:27 GMT
I haven't played weyworld but my worry would be the biomes are controlled by 22cans. I think you would want to move away from locking down the player like that and allow the player to make strategic decisions about whay biomes lead to the best civilisation. If you create competing priorities players will need to come up with innovative landscapes to work around this. Give us biomes brush power!
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Post by Spiderweb on Jan 17, 2015 1:17:45 GMT
Terrain and sculpting improvements are by far the most difficult and time intensive things to do (or so the coders tell me), so don't expect any rapid improvements. It's going to be a big time investment to tackle so I need to do some experiments with the balance parameters of the functionality we have now and plan any code changes super carefully. Moving forward we are probably going to use the biome system introduced in weyworld. Needs a bit of refinement but has potential. For expansions, homeworld is probably just going to have to stay as it is. The shape of it makes for a linear expansion. Weyworld has some potential for non linear expansion (in fact I think it already has it to some extent) and it's defiantly the direction I will want to go with in future worlds. Future worlds, so you giving us another world moving forward with your new PC focused stuff when you start it? Random generated?
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Post by 13thGeneral on Jan 17, 2015 19:06:16 GMT
Terrain and sculpting improvements are by far the most difficult and time intensive things to do (or so the coders tell me), so don't expect any rapid improvements. It's going to be a big time investment to tackle so I need to do some experiments with the balance parameters of the functionality we have now and plan any code changes super carefully. Moving forward we are probably going to use the biome system introduced in weyworld. Needs a bit of refinement but has potential. For expansions, homeworld is probably just going to have to stay as it is. The shape of it makes for a linear expansion. Weyworld has some potential for non linear expansion (in fact I think it already has it to some extent) and it's defiantly the direction I will want to go with in future worlds. I figured as much, but thanks for letting us know your thoughts and such. I do miss much of the feel of v1.3 but can understand it's progressed too a point of no return; both financially and technically. I am feeling more at ease about the progress and development with the feedback you have provided thus far; not exactly satisfied, but more understating of the predicament of your position. Your involvement with this community is super apprecited. Seriously. Despite any animosity towards 22cans as a company and this debacle of a project, based on all that's occurred, it's refreshing. Please don't f@#k it up. No pressure.
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Post by Spiderweb on Jan 17, 2015 19:34:55 GMT
I am feeling more at ease about the progress and development with the feedback you have provided thus far; not exactly satisfied, but more understating of the predicament of your position. Your involvement with this community is super apprecited. Seriously. Despite any animosity towards 22cans as a company and this debacle of a project, based on all that's occurred, it's refreshing. Please don't f@#k it up. No pressure. 100% agree with the Generals statements.
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Post by darkmoondragon on Jan 25, 2015 22:33:52 GMT
I agree there's nothing wrong with the biome system in Weyworld. Weyworld is excellent for what it is. But one of the big problems is that it seems lifeless in terms of the inhabitants. They come out (when directed) to celebrate or build, or when there's a big disturbance but otherwise stay locked up in their abodes. Just think how much more alive this world would be if Followers were programmed to go out and do things from time to time: give them tiny dogs and have them walk the dogs, have them go out and build tiny gardens for vegetables or flowers, have them go visit friends some distance away, have them play catch with a ball, have them go swimming (not to escape Astariville but just for fun), have them go fishing. It's not normal the way they stay inside all the time. And please fix the thing were Followers look out of Astari abodes. The Followers need to act more alive regardless of other plans. I can't imagine that this would be a huge undertaking in programming.
Don't forget to have them tend their little gardens from time to time and carry produce back inside.
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Post by 13thGeneral on Jan 25, 2015 22:51:52 GMT
I agree there's nothing wrong with the biome system in Weyworld. Weyworld is excellent for what it is. But one of the big problems is that it seems lifeless in terms of the inhabitants. They come out (when directed) to celebrate or build, or when there's a big disturbance but otherwise stay locked up in their abodes. Just think how much more alive this world would be if Followers were programmed to go out and do things from time to time: give them tiny dogs and have them walk the dogs, have them go out and build tiny gardens for vegetables or flowers, have them go visit friends some distance away, have them play catch with a ball, have them go swimming (not to escape Astariville but just for fun), have them go fishing. It's not normal the way they stay inside all the time. And please fix the thing were Followers look out of Astari abodes. The Followers need to act more alive regardless of other plans. I can't imagine that this would be a huge undertaking in programming. Don't forget to have them tend their little gardens from time to time and carry produce back inside. There use to be a lot more activity in the earlier versions of Settlements - the one's with paths, I believe, but cannot recall which version that was. They use to wander around on the paths, which made it feel more appropriately like a living, thriving village. However, it was ripped out at some point, and now we just have the few idol follower actions remaining; climbing trees, campfires, etc. It use to be so much more alive, it had more atmosphere and that was interesting. Can we get that atmosphere back?
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Post by FuriousMoo on Jan 26, 2015 10:48:57 GMT
I agree there's nothing wrong with the biome system in Weyworld. Weyworld is excellent for what it is. But one of the big problems is that it seems lifeless in terms of the inhabitants. They come out (when directed) to celebrate or build, or when there's a big disturbance but otherwise stay locked up in their abodes. Just think how much more alive this world would be if Followers were programmed to go out and do things from time to time: give them tiny dogs and have them walk the dogs, have them go out and build tiny gardens for vegetables or flowers, have them go visit friends some distance away, have them play catch with a ball, have them go swimming (not to escape Astariville but just for fun), have them go fishing. It's not normal the way they stay inside all the time. And please fix the thing were Followers look out of Astari abodes. The Followers need to act more alive regardless of other plans. I can't imagine that this would be a huge undertaking in programming. Don't forget to have them tend their little gardens from time to time and carry produce back inside. There use to be a lot more activity in the earlier versions of Settlements - the one's with paths, I believe, but cannot recall which version that was. They use to wander around on the paths, which made it feel more appropriately like a living, thriving village. However, it was ripped out at some point, and now we just have the few idol follower actions remaining; climbing trees, campfires, etc. It use to be so much more alive, it had more atmosphere and that was interesting. Can we get that atmosphere back? No offence, but you've got you're rose tinted 'things were better back then' spectacles on. The paths were decoration only, they have never had any effect of follower behaviour. Also the followers did not actually do anything other than wander from one house to another. Not saying it's good now or anything, but sucked even worse back then. Again, 'It's on the list'.
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Post by engarde on Jan 26, 2015 10:58:02 GMT
I'm sure they were 'sold' as improving speed of followers wandering around, but pointless in their lack of path following...
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Post by 13thGeneral on Jan 26, 2015 17:36:10 GMT
There use to be a lot more activity in the earlier versions of Settlements - the one's with paths, I believe, but cannot recall which version that was. They use to wander around on the paths, which made it feel more appropriately like a living, thriving village. However, it was ripped out at some point, and now we just have the few idol follower actions remaining; climbing trees, campfires, etc. It use to be so much more alive, it had more atmosphere and that was interesting. Can we get that atmosphere back? No offence, but you've got you're rose tinted 'things were better back then' spectacles on. The paths were decoration only, they have never had any effect of follower behaviour. Also the followers did not actually do anything other than wander from one house to another. Not saying it's good now or anything, but sucked even worse back then. Again, 'It's on the list'. I realise that, and I hadn't said otherwise. In regard to affecting follower behavior, it was completely seperate and wasn't a controllable function, nor didnit support any kind of system; just cosmetic. And I wasn't necessarily saying there was a great or better system t hen- because there wasn't. There were some features then that I liked better than what's currently in place, but other things were certainly lacking as well. I was merely stating that it had the "appearance" of being more lively as a visual aspect of the game. I'd be interested to know what basic ideas about these areas, if any - which you'll flesh out at a later date, of course - that you may have written down.
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Post by FuriousMoo on Jan 27, 2015 11:06:49 GMT
Well we've got the 'reaction' system right now. Basically we use lua scripts to trigger a 'reaction' at a set of co-ordinates. We can use that to do everything from make followers move in a specific sequence ( a cascading sequence of reactions is how we move the first 2 followers in the game along their route) to the periodic 'town life' stuff like followers gathering to chat, make camp fires etc. The nice thing about the system is that it is all data driven and super flexible so lot's can be done without any coding. It's just going to be a fairly time intensive task to write the scripts to create a persistent sequence that creates the illusion of life and autonomy. It's a polish task basically so not high up on the priority list.
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Post by Spiderweb on Jan 27, 2015 12:53:13 GMT
Well we've got the 'reaction' system right now. Basically we use lua scripts to trigger a 'reaction' at a set of co-ordinates. We can use that to do everything from make followers move in a specific sequence ( a cascading sequence of reactions is how we move the first 2 followers in the game along their route) to the periodic 'town life' stuff like followers gathering to chat, make camp fires etc. The nice thing about the system is that it is all data driven and super flexible so lot's can be done without any coding. It's just going to be a fairly time intensive task to write the scripts to create a persistent sequence that creates the illusion of life and autonomy. It's a polish task basically so not high up on the priority list. I would love understand how you use lua script in godus. Wasn't there discussion of opening that up to the community in Peter Q&As.
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