What do you think alpha 3 will have?

Started by a89a89, March 03, 2014, 12:52:33 AM

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a89a89

What do you think alpha 3 will include?

Tynan

I'd like to know too!

To give a general idea of what I'm doing, here's my to do list (or, the first page of about 50): http://puu.sh/7h9ob.png

These aren't promises or plans, though. It's just the current priority listing, and it's rather ragged at this moment (not well-expanded into microtasks or really thoroughly prioritized).
Tynan Sylvester - @TynanSylvester - Tynan's Blog

keylocke

thanks Tynan! awesome list. though i got questions.

-in the culture and factions section : are the players allowed to make allies with AI controlled factions or are those factions always hostile with the players?

-in the equipment system section : i like to see most of these implemented (especially the effects in movement speed so that colonists aren't always wearing battle gear or carrying guns at all times). although, i'm also wondering what are the types of equipment slots the colonists are allowed to carry? can they have a primary/secondary weapon/tool slots so they can switch between the two? will they finally have work equipment like pickaxe/blowtorch/trowels/etc so that they will use them when working rather than carrying a rifle? also, can this new equipment system differentiate between clothes and armor? can the colonist keep their clothes when they equip or unequip armor?

-reachability graph : i'm not sure what this means. is this about enemy AI pathfinding when indoors?

Quotedefeat exploits : http://ludeon.com/forums/index.php?topic=2255.0

this part made me lol. will be looking forward to siege warfare.  ;D



ShadowTani

#3
Nice to-do list. :3 I can see the faction system being particularly fun whenever Randy decide to throw us two raiding parties at once, like he sometimes do - having those parties shot each other down. xD

Would be nice if the various factions behaved differently too, like one faction being more interested in reaching your stockpiles to grab loot and run off than to get into a gun fight. While one faction being bounty hunters coming for you when you got colonists with a past as a criminal (I see those quite a bit so...) and stuff like that.

Tynan

#4
Quote from: keylocke on March 03, 2014, 04:16:44 AM
thanks Tynan! awesome list. though i got questions.

-in the culture and factions section : are the players allowed to make allies with AI controlled factions or are those factions always hostile with the players?

-in the equipment system section : i like to see most of these implemented (especially the effects in movement speed so that colonists aren't always wearing battle gear or carrying guns at all times). although, i'm also wondering what are the types of equipment slots the colonists are allowed to carry? can they have a primary/secondary weapon/tool slots so they can switch between the two? will they finally have work equipment like pickaxe/blowtorch/trowels/etc so that they will use them when working rather than carrying a rifle? also, can this new equipment system differentiate between clothes and armor? can the colonist keep their clothes when they equip or unequip armor?

-reachability graph : i'm not sure what this means. is this about enemy AI pathfinding when indoors?

Quotedefeat exploits : http://ludeon.com/forums/index.php?topic=2255.0

this part made me lol. will be looking forward to siege warfare.  ;D

I don't know. These systems don't exist, and haven't even really been paper-designed properly. People always ask me questions about what the game is going to be, and I never really know because it hasn't happened yet!

As a rule, I don't make hard plans about non-existent, untested designs.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

TimMartland

Waitwaitwait. Artillery
Artillery.
Hell yes. Tynan, you are the best. Also, the clothing will be welcome so I can fix that one awkward colonist who turned up with no clothes on D:
'Two possibilities exist: Either we are alone in the Universe, or we are not. Both are equally terrifying'
-Arthur C. Clarke'
'Needs moar boosters!'
-Jebadiah Kerman

Stalker102

Will there be any chance of the Air system being possibly added in like it was for Eclipse Colony or has this moved too far ahead Project wise. Only reason I ask because I thought that was a cool system you had there.

Life has many Bridges. Don't burn the ones you crossed

ShadowTani

If there is one thing I am wishing for in Alpha 3 more than anything else, then it's more ways to use our silver. Seriously, I have literally nothing to buy.. I sell all the extra weapons, I sell people to the slaver, I sell food - and I'm left with nothing to buy. All the unique trade goods are currently not used in the game after all.

Ekornserk

Quote from: keylocke on March 03, 2014, 04:16:44 AM
Quotedefeat exploits : http://ludeon.com/forums/index.php?topic=2255.0
this part made me lol. will be looking forward to siege warfare.  ;D

Tynan: I agree that you should fix the obvious/breaking exploits.

But please don't spend much time on fixing exploits in early alpha. I'm worried it will turn into a time-consuming whack-a-mole. And exploits that work today may not even apply after siege warfare or other game mechanics are added.

Keep the focus on creating features and expanding the game. Plenty of time to go exploit hunting when you approach beta.

Tynan

I will fix exploits by expanding the game.

Don't worry, I've spent years dealing with degenerate strategies across various game - I know how to do it sustainably.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

colonistPally

Quote from: Tynan on March 04, 2014, 04:53:34 PM
I will fix exploits by expanding the game.

Don't worry, I've spent years dealing with degenerate strategies across various game - I know how to do it sustainably.

Yep yep. I think we've already seen this pseudo-play out over the forum. Most exploits will not be fixed, will more so just be phased out or irrelevant as the game gets enhanced. Either way we're going to have fun!

Tynan

Over the long term I'm hoping to pursue a Guilty Gear approach to balancing, where you don't really have to balance elements finely against each other because there is just so much different stuff that there are always new combinations and situations.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Thunder Rahja

External code loading.

Would love to get a peek at the fertilizer pump test mod.

colonistPally

Quote from: Tynan on March 04, 2014, 11:20:41 PM
Over the long term I'm hoping to pursue a Guilty Gear approach to balancing, where you don't really have to balance elements finely against each other because there is just so much different stuff that there are always new combinations and situations.

Exactly. :) I totally hear you loud and clear on that.

Instead like StarCraft 2's initial launch made it so incredibly tight that it wasn't fun. Street Fighter 4 variants are sort of in the middle. Same with MvC and TvC. Throw in enough stuff, make sure something can't wipe everything out and let the community sort out the rest.

keylocke

#14
Quote from: Ekornserk on March 04, 2014, 04:27:42 PM
Tynan: I agree that you should fix the obvious/breaking exploits.

But please don't spend much time on fixing exploits in early alpha. I'm worried it will turn into a time-consuming whack-a-mole. And exploits that work today may not even apply after siege warfare or other game mechanics are added.

Keep the focus on creating features and expanding the game. Plenty of time to go exploit hunting when you approach beta.

agreed. finding exploits is part of the fun of playing an alpha, since it allows the players to better understand how the game works. but yea, focus more on adding new features for now, 'coz there will always be exploits anyway, and it's usually up to the players if they want to keep abusing it or not.

players can just use debug mode or edit their own save files or use whatever mod they want if they want to. devs don't usually have to worry about these things unless it's completely gamebreaking or if they're doing it on multiplayer.