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Post by hardly on Feb 16, 2015 3:50:32 GMT
Who about this for creepy:
x AmY x Hey I did that thanks to this guy I battled. x AmY x He's really good. x AmY x Bit funny though. B.Plimmer How'd you mean Amy? x AmY x Not sure. He's weird. x AmY x He asks weird stuff. B.Plimmer Be careful. You know what the net is like. x AmY x Well, you'll meet him soon enough. ;-)
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Post by hardly on Feb 16, 2015 3:55:07 GMT
And this: x AmY x My friend Charlie showed me. x AmY x It sprogs people automatically while you get busy sculpting x AmY x he's quite friendly x AmY x Charlie that is x AmY x He only seems to talk to me Lol. Bit odd, x AmY x but I get to find out the best stuff!! x AmY x ready for one?
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Post by hardly on Feb 16, 2015 3:56:36 GMT
And this:
B.Plimmer He may be awkward, but he didn't seem too bad did he? Dan84 well from what Amy said Dan84 he's a bit stalkerish Dan84 could go weirdo on amy B.Plimmer should we say something? B.Plimmer We should talk to Amy. Dan84 I wouldn't worry her Dan84 worth thinking about though
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Post by mindless on Feb 16, 2015 5:02:11 GMT
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Post by Crumpy Six on Feb 16, 2015 9:01:02 GMT
Apart from the banality of those fake chat scripts (to the point where they were plausible dopy internet conversations, and new players would always be popping up on the Steam boards complaining that they couldn't figure out how to join chat) I hated how it destroyed the immersion of the game. It betrayed a total lack of understanding of the psychology of gamers, which is not at all what you'd expect from a Molyneux game. 22Cans never really offered any explanation for it. At one point someone from 22Cans suggested it was just a prototype to demonstrate multiplayer potential, but I find it hard to believe someone would go to the trouble of writing all the chat transcripts if that's the case. Even more alarming was when it was suggested that it was actually the beginnings of 'story mode'.
I find it hilarious how drastically I've re-evaluated my expectations of Godus over the last year and a half. I now feel like the Mountain of the Gods was actually quite compelling compared to the newly implemented text-in-boxes approach to a story. I don't know how much control FuriousMoo had over the way in which the story was implemented, but I'm a little disappointed if this was entirely his brainchild.
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tikigod
Master
Resistance is mean.
Posts: 115
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Post by tikigod on Feb 16, 2015 11:12:59 GMT
Looking at what's being said by 22Cans on the Steam boards, in its present state the story represents snippets of diary entries by a god who was in this land before us. Therefore it's likely that the story will eventually conclude with that god going crazy and bringing about an apocalypse. The implementation sucks but there are the stirrings of potential here. It's not terribly original, but what if these diary entries (which I think should actually take the form of writings by the previous civilisation, rather than from the POV of the god, because what kind of a god writes diary entries and puts them in buried chests - the mormon god maybe?) told a story that involved some evil force endangering civilisation. Another god, or some awful blight, or just some awesome and supernatural baddie. The god of the civilisation attempts to counter this in various ways, some 'good' and some 'evil'. For example, the texts could reveal that the god destroyed an entire settlement and the followers are all horrified and begin regarding the god as evil, but it later turns out all those people were cursed or something and it was a necessary act. Ultimately the god is either defeated and civilisation falls, or the god is corrupted and destroys civilisation itself. We could then encounter it later in some form. Maybe the nature of that encounter would depend on whether we've gone the 'good' or 'evil' route. Whatever destructive force that god fought against could also be encountered. And just to clarify and remove any doubt, the evil and destructive force should not be the Astari. I entirely expect some obvious plot twist like the god which the narrative follows ends up being your rival god who either directly and/or indirectly now sides with the Astari or is the god of the Astari but has lost direct control over them either intentionally or unintentionally to such a degree that the Astari mostly just exist and the god just watches the Astari acting entirely independently.... until you get too pushy and they 'awaken'. With some non-subtle "Hey this is deep isn't it guys!!!!" neon light display message depicting that any god can be perceived as good or bad based upon the actions of followers and that good/evil is entirely subjective... maybe YOU are really the bad guy in it all. After all that god you heard all about in the blue chests had an innocence to him, and now you're there fighting his people and trying to overthrow him. Man... players are such bullies in and out of game!
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Post by mindless on Feb 16, 2015 11:45:04 GMT
I find it hilarious how drastically I've re-evaluated my expectations of Godus over the last year and a half. I now feel like the Mountain of the Gods was actually quite compelling compared to the newly implemented text-in-boxes approach to a story. I don't know how much control FuriousMoo had over the way in which the story was implemented, but I'm a little disappointed if this was entirely his brainchild. Well it is just him and the other coder that have to work on this, so i wouldn't expect much. thats in between the bug fixing/mobile support. I'd much rather FuriousMoo gave up on this POS, and tried to author his own game, I'm certain if he kickstarted something quite a few folks on these boards would support him. I fear that Godus on the PC is never going to get to the point that anyone expected it would reach.
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Post by morsealworth on Feb 16, 2015 13:04:26 GMT
I find it hilarious how drastically I've re-evaluated my expectations of Godus over the last year and a half. I now feel like the Mountain of the Gods was actually quite compelling compared to the newly implemented text-in-boxes approach to a story. I don't know how much control FuriousMoo had over the way in which the story was implemented, but I'm a little disappointed if this was entirely his brainchild. Well it is just him and the other coder that have to work on this, so i wouldn't expect much. thats in between the bug fixing/mobile support. I'd much rather FuriousMoo gave up on this POS, and tried to author his own game, I'm certain if he kickstarted something quite a few folks on these boards would support him. I fear that Godus on the PC is never going to get to the point that anyone expected it would reach. And Raspofabs as gameplay designer.
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Raspofabs
Former 22Cans staff
Posts: 227
I like: coding, high peat single malts, ... , yeah, that's about it.
I don't like: object oriented design, and liver.
Steam: raspofabs
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Post by Raspofabs on Feb 16, 2015 13:21:15 GMT
Well it is just him and the other coder that have to work on this, so i wouldn't expect much. thats in between the bug fixing/mobile support. I'd much rather FuriousMoo gave up on this POS, and tried to author his own game, I'm certain if he kickstarted something quite a few folks on these boards would support him. I fear that Godus on the PC is never going to get to the point that anyone expected it would reach. And Raspofabs as gameplay designer. hey, I code better than I design.
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Casinha
Master
Posts: 217
Pledge level: Partner
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Post by Casinha on Feb 16, 2015 13:36:45 GMT
I find it hilarious how drastically I've re-evaluated my expectations of Godus over the last year and a half. I now feel like the Mountain of the Gods was actually quite compelling compared to the newly implemented text-in-boxes approach to a story. I don't know how much control FuriousMoo had over the way in which the story was implemented, but I'm a little disappointed if this was entirely his brainchild. The depressing part is that they're stuck working within the bounds of what they've already got, so from the sounds of it developing something new wasn't an option. I imagine the process was something along the lines of: "So. Story. Shall we go with the standard level-by-level campaign design giving context to the player's actions and some purpose to what they're doing?""Nope. Implementing individual levels will take too long and will require more man-power than what's available." "Uh. Okay. Then if we go with what we've got to work with. How about unearthing the ruins of previous civilisations as gameplay progresses? Telling the story of a previous civilisation might allow for players to unlock abilities by discovering old ruins that release some sort of sealed power each one revealing an additional portion of the story?""Nope. Requires new models for ruins and a different way of unlocking abilities beyond stickers, and we all love stickers so why bother? Time and man-power requirement means no. I like the slow reveal idea, though. Find a way of doing that without actually having to add anything into the game or use any time other than your own." "Really? Okay. So. What have we got to work with?""Stickers and chests." "Well...maybe...reveal the story piecemeal by activating chests? I mean, it doesn't really make sense and it's more akin to journal entries and audio logs that are merely distractions in other gam-""I LOVE IT! Go with that idea." "But-""Chop chop! Less talking more writing, I've got a Trail to catch."
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Post by morsealworth on Feb 16, 2015 13:47:35 GMT
hey, I code better than I design. That's why I said "gameplay". If you are not the lead designer who puts all together (I hope Konrad would take the role), but an idea provider (AND coder, as I doubt you will work in a big team again), you will provide great ideas together with the implementation, and that's great design.
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Post by 13thGeneral on Feb 16, 2015 14:27:31 GMT
What Casinha said sounds about right, given what (little) we know of how the game development has proceeded so far. My prediction - back in November, mind you - was that Peter just wants to bandaid everything up, using existing mechanisms, and try calling it finished as soon as possible; and that seems to be the case when you examine everything he has said in recent interviews, and combine it with the past two years of experiences. Of course, I assumed it would be done by March, however, recent events dictate it'll be more like late Spring/Early Summer; Peter's words were Six to Nine months (paraphrasing contradictions), with combat arriving around Easter. This is all supposition, though at this point we've been more accurate in our expectations than Peter has in his promises.
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zeruelb
Junior Apprentice
Posts: 63
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Post by zeruelb on Feb 16, 2015 14:41:53 GMT
Wasnt the story that its a game about gods playing a game like populous was? 5 Gods meeting and battling on a "living boardgame thingy"? That was about it for the story, so the multiplayer chat fake WAS the story already.
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Post by 13thGeneral on Feb 16, 2015 15:12:10 GMT
Wasnt the story that its a game about gods playing a game like populous was? 5 Gods meeting and battling on a "living boardgame thingy"? That was about it for the story, so the multiplayer chat fake WAS the story already. There was some discussion about that back in, um, 2013 I believe. I cannot recall what forum it was first brought up on - or possibly a video - but I think Jack was the one that mentioned he/they had "sort of imagined it" in that way; there were comparisons to Powermonger… except without the GUI. I believe it was part of, or at least spurred off of, the discussions about the top-down view and odd squared border/fog-of-war visuals, as well as the UI choices (or lack of). (gonna have to hunt that thread down)
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Post by mindless on Feb 16, 2015 16:54:11 GMT
hey, I code better than I design. As I'm relatively new to these boards, you must excuse me for not knowing everyone's roles. I'm curious if you could answer me this, when Godus was original in full production, after the kickstarter had just ended, what was the max number of coders working on the game at one time.
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Post by Crumpy Six on Feb 16, 2015 20:22:05 GMT
Today's dev update shows further work is being done to 'story mode' (which is presently only in the opt-in branch so these changes aren't necessary for quality reasons). This includes proofreading, applying additional language translations and investigating the possibility of a voice-over. Can we take this to mean that 22Cans is determined to plough ahead with this highly unpopular implementation of so-called story mode? If so, I anticipate we'll be watching another PM Apology video in 6 months time when this hits the main branch, in which he says he could not possibly have predicted that players would not have regarded this cop-out as actually being an acceptable delivery of the promised 'story mode'.
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Post by 13thGeneral on Feb 16, 2015 20:40:16 GMT
Today's dev update shows further work is being done to 'story mode' (which is presently only in the opt-in branch so these changes aren't necessary for quality reasons). This includes proofreading, applying additional language translations and investigating the possibility of a voice-over. Can we take this to mean that 22Cans is determined to plough ahead with this highly unpopular implementation of so-called story mode? If so, I anticipate we'll be watching another PM Apology video in 6 months time when this hits the main branch, in which he says he could not possibly have predicted that players would not have regarded this cop-out as actually being an acceptable delivery of the promised 'story mode'. They're just checking off boxes at this point; the Godus we backed and supported will not ever exist.* It's just a matter of slapping together everything they can in the next six months, and then calling it complete and attemlting to claim all promises fulfilled. *(If I'm wrong about that, I will personally apologise and edit this post to say as much)
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tikigod
Master
Resistance is mean.
Posts: 115
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Post by tikigod on Feb 16, 2015 21:05:07 GMT
Today's dev update shows further work is being done to 'story mode' (which is presently only in the opt-in branch so these changes aren't necessary for quality reasons). This includes proofreading, applying additional language translations and investigating the possibility of a voice-over. Can we take this to mean that 22Cans is determined to plough ahead with this highly unpopular implementation of so-called story mode? If so, I anticipate we'll be watching another PM Apology video in 6 months time when this hits the main branch, in which he says he could not possibly have predicted that players would not have regarded this cop-out as actually being an acceptable delivery of the promised 'story mode'. They're just checking off boxes at this point; the Godus we backed and supported will not ever exist.* It's just a matter of slapping together everything they can in the next six months, and then calling it complete and attemlting to claim all promises fulfilled. *(If I'm wrong about that, I will personally apologise and edit this post to say as much) I think 6 months is a bit generous on that estimate. At the moment, I'm expecting the PTB at 22Cans to decide it's time to wrap up and call it released by mid/late April. Then mention a few things about post-release free updates* of course handled by a much smaller team of 1 now that the games technically released. * All of which are purchase items on the gem store and may or may not ever make it to the PC.
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Post by hardly on Feb 16, 2015 21:17:55 GMT
Today's dev update shows further work is being done to 'story mode' (which is presently only in the opt-in branch so these changes aren't necessary for quality reasons). This includes proofreading, applying additional language translations and investigating the possibility of a voice-over. Can we take this to mean that 22Cans is determined to plough ahead with this highly unpopular implementation of so-called story mode? If so, I anticipate we'll be watching another PM Apology video in 6 months time when this hits the main branch, in which he says he could not possibly have predicted that players would not have regarded this cop-out as actually being an acceptable delivery of the promised 'story mode'. Presumably the story will be extended to cover the ages up until the space age? I hope the space age will involve space and not just farming and mining. I wonder what all those people will do for jobs when we don't need so many people working farms - answer probably sit in their homes and never leave.
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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 16, 2015 21:32:38 GMT
Today's dev update shows further work is being done to 'story mode' (which is presently only in the opt-in branch so these changes aren't necessary for quality reasons). This includes proofreading, applying additional language translations and investigating the possibility of a voice-over. Can we take this to mean that 22Cans is determined to plough ahead with this highly unpopular implementation of so-called story mode? If so, I anticipate we'll be watching another PM Apology video in 6 months time when this hits the main branch, in which he says he could not possibly have predicted that players would not have regarded this cop-out as actually being an acceptable delivery of the promised 'story mode'. [Janice]Oh... My... God![/Janice]
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