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Messages - Tynan

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7471
General Discussion / Re: What is/is there an end game?
« on: June 23, 2013, 01:32:16 PM »
There's no endgame.

I have ideas about the idea of giving the colony long-term quests that act a little bit like the story sequence of some other games. There'd be a series of events leading to a conclusion. But there's no reason for me to force the colony to end afterwards.

The only trouble here is that right now you can get into a state where you've pretty much done and got everything in the game. Researched, built, and acquired everything. It's up to me now to extend the time until you get close to that by:
  • Adding more content
  • Designing systems to combine and recombine into new situations forever

7472
Back when the game was Starship Architect,it actually had a stats page (the code is still in there). I took it out just so I wouldn't have to maintain it while I worked on the rest of the game, because I had it categorized as nonessential "you can play without this". But from the beginning I've always had the intent of offering summary information like this.

To me the most interesting ideas are the history tracking ones, because they help people tell stories about their colonies. You can see on your food production graph where the crop blight hit you and people starved, and where you finally found that trader who saved you. It's all about storytelling, ya know?

So in general, yes, I definitely want a stats page, but it's something I'm leaving fallow for now just because there are more pressing concerns.

The other thing is that it's good to design this kind of interface last after you know what stats you're trying to express. If you do it first you have to change it every time the rest of the game changes, which it does often. Doing it last saves you time overall.

Anyway, thanks!

7473
Ideas / Re: Suggestion & Discussion: Prisoners, people, etc
« on: June 22, 2013, 08:40:57 PM »
-I do like the idea of having characters who are intrinsically predisposed to certain tasks. E.g, someone who just naturally learns research faster than others, someone who is a natural socialite. They'd learn faster and have a higher max level.

Not sure I like the real world commentary of that ( I like the idea that anyone can do anything they put their mind to) but I can't deny that people have proclivities. It would be a good way of giving people some fixed underlying character. Right now they're totally malleable bundles of skills.

In terms of grumpy ex-prisoners, tell me what you think of this. Seeds of Rebellion: Sometimes someone recruited will have a "seed of rebellion" hidden from you. They work for you for a while then boom! They rebel and start fighting against the colony. Or try to escape. This happens more when you brutalize them, or if you don't convince them fully enough, or if your prisoner-handling Warden is an incompetent convincer.

I'm also interested in the idea of ex-prisoners having some status that sticks ith them. e.g. if you recruit prisoners brutally, they don't become colonists, they become slaves, who might fight back, escape, or not be able to do certain kinds of work.

7474
General Discussion / Re: Alpha Testing
« on: June 22, 2013, 08:30:03 PM »
Nah man, thanks for playing the game. Watching people play is essential for me to be able to work on the game. Otherwise I'm just floundering under assumptions.

I'd love to hear everyone's comments and suggestions! Bring em' on. I'll have you test again once I think I've advanced the game enough for it to be worth it (no point having you test the same systems twice).

7475
Ideas / Re: Suggestion & Discussion: Map Generator
« on: June 22, 2013, 08:28:26 PM »
I'll definitely want to have more depth in map generation. It's basically the minimum that works at the moment.

I'll probably leave this as it is for a while, though. There's a fairly delicate balance of how much resources there are, how many rocks, and so on, that can get thrown off remarkably easily. When we do have more options, I'm hoping they'll be embedded in a larger set of choices more along the lines of "what planet do you want to crash on and where" instead of the more meta layer of setting densities etc directly.

In terms of setting the raider frequencies, that's actually part of a bigger system I'm calling the AI Storyteller. The Storyteller handles _all_ the incidents that come at your colony, from raiders to trader visits to disease, fires, resource drops, and so on. By putting these together in an integrated system, we can have the AI watch what's happening in the colony and figure out what to do next to produce an interesting story (or to produce the kind of story that you would want to see). I would like be able to set different storytellers that produce different kinds of stories.

7476
General Discussion / Re: Congratulations on your new website
« on: June 17, 2013, 03:34:42 PM »
Why thank you facepuncher.

I'm working on the last stretch of things before it's ready for any kind of public consumption. Adding features is off the table at the moment, but I want what's there to work properly.

7477
General Discussion / New forum
« on: June 16, 2013, 03:40:28 PM »
I just installed these forums on Ludeon.com.

Hopefully we'll have lots of fascinating discussions here. Isn't that how Internet forums always work?

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