Deleted
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Post by Deleted on Feb 14, 2015 20:21:46 GMT
I love the graphics style & the "voices" even (help'um). The graphics style is nice but i loved the one from the concept arts more.
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Post by Spiderweb on Feb 14, 2015 20:25:10 GMT
I like sculpting interesting places. I like the layered landscape, I like the visual look and feel of all the art. I liked the potential.
Edit: Oh and how could I forget the proboards community and atmosphere.
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Post by 13thGeneral on Feb 15, 2015 5:58:07 GMT
The sculpting is certainly the one really redeemable and unique things about Godus, I'll give it that much.
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Post by morsealworth on Feb 15, 2015 10:50:25 GMT
The sculpting is certainly the one really redeemable and unique things about Godus, I'll give it that much. Unique...
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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 Feb 15, 2015 11:46:39 GMT
The sculpting is certainly the one really redeemable and unique things about Godus, I'll give it that much. Unique...?
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Post by morsealworth on Feb 15, 2015 12:13:29 GMT
It's just terraforming is way less new than everybody seems to think. Almost all of the K-D Lab (Now KDVision a.k.a KDV Games) games are implementing it, for example.
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Post by 13thGeneral on Feb 15, 2015 18:27:28 GMT
The sculpting is certainly the one really redeemable and unique things about Godus, I'll give it that much. Unique...It's just terraforming is way less new than everybody seems to think. Almost all of the K-D Lab (Now KDVision a.k.a KDV Games) games are implementing it, for example. I didn't say landscape terraforming was unique, but the way that Godus does it is.
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Post by morsealworth on Feb 15, 2015 20:16:44 GMT
You mean, in layers? That's true then. Unique, but I'm not sure if it's good.
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Post by hardly on Feb 15, 2015 20:37:18 GMT
You mean, in layers? That's true then. Unique, but I'm not sure if it's good. I think the layers are good but sculpting controls we have as a god are shit. They seem to have better sculpting controls at their disposal that we have seen in videos.
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Deleted
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Post by Deleted on Feb 15, 2015 21:41:00 GMT
You mean, in layers? That's true then. Unique, but I'm not sure if it's good. I think the layers are good but sculpting controls we have as a god are shit. They seem to have better sculpting controls at their disposal that we have seen in videos. This. I know they're trying to maintain and artistic standard, but I'm sure by now they are painfully aware that Godus sculpting for any extended period with the tools currently available is pure drudgery. Can you imagine play-testing Godus over and over again with the "beta" sculpting tools? I can... Woof!
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Post by hardly on Feb 15, 2015 21:47:58 GMT
I think the layers are good but sculpting controls we have as a god are shit. They seem to have better sculpting controls at their disposal that we have seen in videos. This. I know they're trying to maintain and artistic standard, but I'm sure by now they are painfully aware that Godus sculpting for any extended period with the tools currently available is pure drudgery. Can you imagine play-testing Godus over and over again with the "beta" sculpting tools? I can... Woof! The sad thing is I don't think they play GODUS like we do, how could they? When peter took it on youcast they cheated and I bet they do this in the office too.
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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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Steam: raspofabs
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Post by Raspofabs on Feb 15, 2015 23:45:56 GMT
I think at one point they started making some very bad, no good, awful decisions and it cannon-balled from there. How they lost track of, and continued to lose track of seemingly all things promised, is baffling considering we kept screaming it at them for two fracking years! There was more than just Peter's incompetence going on, and pressure from "Publishers-Not-Publishers", but give me a fucking break. <---- I don't curse much, but I needed that.It's one of the most mind-boggling, worst case scenario, unbelievable examples of bungling a project. To use my industry for example: Imagine starting out on a project to build a Navy Vessel and getting completely sidetracked designing the Captain's Yacht. Inconceivable. You forgot that it would have a slot to put the coins in to use it in a normal way. There are some mistakes in that article, like most articles, and that's one of them. Most of the people that left (who could have put in comments) were either hires after the first release, or are just wrong in this instance. I know we chose Marmalade because we eventually wanted to do mobile, but the codebase was not mobile friendly, didn't even compile on iOS or Android, until we had released on Steam. Maybe they were talking about design meetings, but none of it trickled down to us as tasks that were apparently mobile driven decisions. Before the Steam launch, motorcycling I've was a backlog item as far as I could tell.
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Deleted
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Post by Deleted on Feb 16, 2015 0:12:07 GMT
This. I know they're trying to maintain and artistic standard, but I'm sure by now they are painfully aware that Godus sculpting for any extended period with the tools currently available is pure drudgery. Can you imagine play-testing Godus over and over again with the "beta" sculpting tools? I can... Woof! The sad thing is I don't think they play GODUS like we do, how could they? When peter took it on youcast they cheated and I bet they do this in the office too. You're probably right. I remember watching Matthew play Godus on twitch for a few hours. The way he avoided farms/wheat entirely and minimized his gem use was a true show of his gaming prowess, and almost hypnotic, hahaha. On the other hand... the way he was pecking away at that land drove me batty! Oh that Yogscast was a hoot. It looked like Peter was about to jump out of his skin at the slightest sign that they were playing the game "the wrong way".
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Post by hardly on Feb 16, 2015 0:45:25 GMT
There was a video where they were talking about balance tools or lua scripts or something where they were terraforming and there were different sculpting tools there, perhaps the ones they use to make the map. They looked much more like the Old school Simcity sculpting tools that let you raise and lower land by clicking and holding. How different would the story of GODUS have been with tools like that? You'd still want the fine control sculpting tools but having a raise, lower and flatten brush to do the broad work first would be great and presumably easy to implement (Fabs?).
I still think the game needs to make you want to differentiate the landscape. Another missed opportunity.
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Post by hardly on Feb 16, 2015 0:58:14 GMT
In terms of sculpting I was frustrated to read this in the RPS interview:
"And then Peter on the art side, and on the Trail we’ve got Sara, who’s a concept artist so there’s not much work for her to do on Godus, we’ve got Paul, who did all the sculpting stuff so there’s not much for him to do on Godus at the moment...."
Sculpting should be a priority. We've been asking for ergonomic sculpting ever since it went on steam early access. I don't understand why this hasn't been addressed.
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Post by darkmoondragon on Feb 16, 2015 1:56:37 GMT
In terms of sculpting I was frustrated to read this in the RPS interview: "And then Peter on the art side, and on the Trail we’ve got Sara, who’s a concept artist so there’s not much work for her to do on Godus, we’ve got Paul, who did all the sculpting stuff so there’s not much for him to do on Godus at the moment...." Sculpting should be a priority. We've been asking for ergonomic sculpting ever since it went on steam early access. I don't understand why this hasn't been addressed. Slightly off subject perhaps but at the very, very least there should be a "raise up" function as an opposite to the "dig down." This could be initiated, on IOS, by touching and continuing to hold until levels begin to accumulate upward. Same I suppose with holding a mouse down or whatever. This might be extremely useful in combat mode for creating narrow passes, just to give one example, and forcing the enemy to move through them to attack. I would be interested to know what FuriousMoo and Raspofabs think about that idea. It would also make me feel a lot more like a god.
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Post by hardly on Feb 16, 2015 2:11:23 GMT
This is very off topic and never going to happen but to fix GODUS the best thing 22cans could do is throw out all the pre generated maps and start with the drowning people in the middle of the ocean and start from there on a completely empty map (no land, just ocean). Then have the player develop from there. Make that a fun game to play and then the rest will follow naturally. This is how GODUS should have been built in my opinion.
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Post by darkmoondragon on Feb 16, 2015 2:17:23 GMT
This is very off topic and never going to happen but to fix GODUS the best thing 22cans could do is throw out all the pre generated maps and start with the drowning people in the middle of the ocean and start from there on a completely empty map (no land, just ocean). Then have the player develop from there. Make that a fun game to play and then the rest will follow naturally. This is how GODUS should have been built in my opinion. Mm... You make it I'll play it! Just make it pay once and play.
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Post by morsealworth on Feb 16, 2015 7:34:39 GMT
You mean, in layers? That's true then. Unique, but I'm not sure if it's good. I think the layers are good but sculpting controls we have as a god are shit. They seem to have better sculpting controls at their disposal that we have seen in videos. Well, it's your right to think so. I personally think that Maelstrom-style sculpting (with some work and with less restrictions) would be better than layers.
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