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Post by Deleted on Aug 20, 2014 15:10:10 GMT
Those graphics already look decent enough for me to accept them when playing a game. (the second pic, the first pic not so much) The second image had the land generated by gradient height maps, not voxel height maps, which were almost impossible to use in game because they made it really hard to pack plots, which in turn lead to large uninhabitable land that looked perfectly habitable. I still love the look of that map, but we had to abandon it. I really like the look too. Reminds me of Cubeworld. :3
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Post by Danjal on Aug 20, 2014 15:10:12 GMT
I'd love to see the actual values behind that. I've seen various of these markers on both happiness and unhappiness effects - but no distinct pattern in their effectiveness to judge a value.
Its funny how hard 22cans tries to keep values and such away from the uses, as they are afraid that if the user gets too much information they get scared away. Yet at the same time they don't really have the AI to have a lot of things done automatically, so they keep handing direct control over things to the player or make the actions dependant on the leash. For a game where you're not supposed to sculpt a lot or use the leash too much - there's a ton of actions that require both (uncover temples, guide/control followers etc etc etc)
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Post by Deleted on Aug 20, 2014 15:17:39 GMT
I'd love to see the actual values behind that. I've seen various of these markers on both happiness and unhappiness effects - but no distinct pattern in their effectiveness to judge a value. Its funny how hard 22cans tries to keep values and such away from the uses, as they are afraid that if the user gets too much information they get scared away. Yet at the same time they don't really have the AI to have a lot of things done automatically, so they keep handing direct control over things to the player or make the actions dependant on the leash. For a game where you're not supposed to sculpt a lot or use the leash too much - there's a ton of actions that require both (uncover temples, guide/control followers etc etc etc) As one enterprising young Godus mentioned on the Steam forums... since 22cans changed the temples to not allow them to sink into the sea, a few well-placed Meteor strikes will quickly excavate any one of the treasure temples. Waiting to see how quickly that gets "fixed"
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Post by 13thGeneral on Aug 20, 2014 15:33:42 GMT
Telling us not to sculpt the landscape "more than required" and installing barriers to punish or restrict it's use, but then providing both the mechanic and a heavy reliance on molding the landscape, is just incredulous; imagine if Notch had said, "Hey, don't dig up the ground too much and try not to build anything very big." and then created timers to slow digging and energy barriers to punish you for trying (yes, minecraft has hinderances but they don't force the gameplay to grjnd to a halt) Of course Godus isn't Minecraft - and I usually avoid comparing the two for obvious reasons - but the idea is one of choice; freedom or directives. One game understands the players desire to explore and allows them to do so, while the other pretends to understand that while pushing it's narrow scope down thier throats. Godus has to find it's niche, what makes it unique and special, and build around that; and, in my opinion it's a combination of sculpting and the power of belief. But I don't feel like they're using those elements in the right way. They need to either open things up and loosen the reins (let more creativity seep in), or close it in tightly and make things more direct (put it on rails and keep it there); you can't have both, it just doesn't work effectively.
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Post by Danjal on Aug 20, 2014 16:00:57 GMT
Indeed, its like talking to someone with two personalities. On the one hand they claim to want deep and engaging gameplay, to keep the player entertained. Yet at the same time hold things simple as to not scare off casual and mobile players and constant handholding afraid that someone might not understand what to do.
Having the skewed iOS ratings enforce Peter's belief that he's doing 'the right thing', atleast untill things fall apart and its too late to turn around. The effective question would be, what is it that they would add to the iOS game to hold the attention of the players that would also function well for the PC. Since it is quite clear that Peter has zero interest in doing something for the PC release and is in dire need to add content to the iOS version. If they give no incentive for the iOS players to stick around, things are gonna fall apart.
Which is likely why they are offering the balance tools to the PC players as something to sink their teeth into. Ideally, the PC version would need some form of terrain generation, as random terrain or atleast different terrain would provide some extent of content. But ultimately that'd be a very placeholder solution as without actual content there's not much to do.
Two main concepts I see functioning on iOS aswell as PC are AI tribes (expand upon the Astari, make them meaningful) and wildlife. They inevitably will have to expand on the resource system which has a bunch of implications but I fear that they won't realize that untill it is too late. I've send in some suggestions regarding this, but I don't expect too much given Peter's behaviour so far.
A simple question to the players: What if you would get access to the balance files to alter some of the timers and belief weights, you then get access to terrain generation or some form of sandbox/level editor (be it for the homeworld map and/or for voyages or even the combat style missions from v1.3 as that is content they do HAVE...).
If you had these two things, what would you want/need in short order (2~8 weeks tops) after that to stay interested? Would those two things even be able to give you something to do, or would you feel it'd still be too much of the same?
I've been kinda spinning in circles myself on this, since Peter has little interest in doing much directly for PC. What is it they can do to provide the PC players content while still not letting go of the iOS release (as they refuse to do so).
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Post by dozvati on Aug 20, 2014 17:02:00 GMT
from the 22cans.com page itself:
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Post by 13thGeneral on Aug 20, 2014 17:12:08 GMT
from the 22cans.com page itself: *some restrictions may apply
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Post by Deleted on Aug 20, 2014 19:35:35 GMT
from the 22cans.com page itself: *aside from the grey-ed out portion of your Jupiter-sized world... go nuts.
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Post by Deleted on Aug 20, 2014 19:50:50 GMT
Only 61.41 billion km² to Go!
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