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Post by ScottFarRoad on Apr 24, 2016 12:01:36 GMT
I'd love to hear the one thing you want in the game next.
I know there are tons of things that could be added to the game, but what's the most important one for you right now?
Perhaps it's the thing that's stopping you from playing more? Perhaps it's the thing that frustrates you the most? Or that the game needs ahead of anything else in your personal view.
What is the biggest thing the game is lacking in your personal view?
We already have a huge list of content and improvements to add the game ourselves, but this thread helps us prioritize content.
Thanks everyone! This should help keep the updates coming as efficiently as possible.
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Post by InVitriol on Apr 24, 2016 17:27:47 GMT
I would say more game play by default. On a smaller note I found it quite annoying working with the avatar. I'd like to be able to zoom out fully and click where i want him to go instead of being locked to him and slowly click-guide him in the general direction. Down the road a mini-map would be useful, that i could click on to send him further away.I'd imagine you have all these ideas for the avatar already, like an auto-work function etc so i'll not go into them!
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becky
Worker
Founder
Posts: 28
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Post by becky on Apr 27, 2016 5:59:27 GMT
I'd go with 'saving and loading', personally. It'd be nice to play some, then take a break and come back to your game later. I'd recommend that you add a versioning record to your save game system, though. Something like "Warning, this save game was made with version 0.0.1, and you are currently running 0.0.3. Are you sure you want to attempt to load this game?"... if only to cut back on user mistakes and misunderstandings.
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Tongkuta
Survivor
Founder
Currently saving money for a new computer...
Posts: 2
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Post by Tongkuta on May 3, 2016 21:28:48 GMT
I would suggest something however my current specs aren't up to par enough to run the game to give a honest opinion about.
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Post by ScottFarRoad on May 4, 2016 21:16:38 GMT
I would suggest something however my current specs aren't up to par enough to run the game to give a honest opinion about. I'll take that as a comment to work on the frame rate/performance of the game. (We've got some stuff in store for lower spec machines in the not too distant future)
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Post by rand0mname on May 6, 2016 1:20:23 GMT
Saving and loading, cant have a game like this without it.
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Post by DragonShadow on May 15, 2016 17:29:27 GMT
Saving and loading, cant have a game like this without it. The '70s would disagree with you.
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Post by goodwitch on May 16, 2016 1:07:57 GMT
Population overview screen/menu. For example: a way to determine how many of my original engineers are still alive. I envision a table with citizen name, occupation, needs, etc.
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Post by Jetcutter on May 16, 2016 13:21:57 GMT
I'd go with 'saving and loading', personally. It'd be nice to play some, then take a break and come back to your game later. I'd recommend that you add a versioning record to your save game system, though. Something like "Warning, this save game was made with version 0.0.1, and you are currently running 0.0.3. Are you sure you want to attempt to load this game?"... if only to cut back on user mistakes and misunderstandings. Well said. I totally agree.
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Post by skedaddler on Jul 8, 2016 23:08:46 GMT
Since saving has already been emphasized...
Citizen management. But there's many facets that I'd like to see.
I need to know when my buildings aren't fully staffed without right clicking each one, or at least an auto employ feature that let's me keep X employees working so a new one get's hired when another dies/quits.
Some Centralized info for citizen status that's more detailed than the current general status bar.
Indicators for citizen status. As leader of the town I'd like to put the armed, disgruntled, drunk in the choke before he kills someone.
Prioritize groups for resources (send low morale citizens to the theater, etc)
resource availability meters
etc.
So far, nice work. Having fun getting angry at your incomplete vision. Bought my special edition to keep you going!
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Post by ScottFarRoad on Jul 9, 2016 12:56:23 GMT
Since saving has already been emphasized... Citizen management. But there's many facets that I'd like to see. I need to know when my buildings aren't fully staffed without right clicking each one, or at least an auto employ feature that let's me keep X employees working so a new one get's hired when another dies/quits. Some Centralized info for citizen status that's more detailed than the current general status bar. Indicators for citizen status. As leader of the town I'd like to put the armed, disgruntled, drunk in the choke before he kills someone. Prioritize groups for resources (send low morale citizens to the theater, etc) resource availability meters Yep, I pretty much personally concur with all of that! The next 0.0.4 version of the game will have a stats screen (accessible via the town hall when you build it) that will provide some of the info you require as a town leader. When it's out players can test it out soon and let us know any additional info they'd like to see on that stats screen. I'll see what we can do about making keeping buildings fully staffed less tedious. Agree that's an issue. Interesting you want to arrest people before they've even committed a crime. I think that's a nice moral dilemma that we could do something with eventually. So far, nice work. Having fun getting angry at your incomplete vision. Bought my special edition to keep you going! Thanks! Rest assured that positive anger is definitely shared at our end. I want the vision to come together so much it keeps me up at night sometimes. The pre-alpha is a crude frame of what's to come, but the faith and feedback (and tiny bit of cash!) from all our early players is a massive bit of fuel for this game dev journey.
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Post by the2ndhank on Sept 10, 2016 11:23:08 GMT
Although not for the next game, it did occur to me that low moral has no consequence (ATM).
Perhaps adding a rioting system in the future so that citizens start to demolish village buildings such as Town Halls and Jails or take Greenhouses and Wells for themselves or declare themselves separate from the community. Counter measures could be; naming them traitors and causing a counter-riot/coup, appeasement to get them to calm down, martial law to force them to back down, etc.
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Post by ScottFarRoad on Sept 11, 2016 11:41:12 GMT
Although not for the next game, it did occur to me that low moral has no consequence (ATM). Perhaps adding a rioting system in the future so that citizens start to demolish village buildings such as Town Halls and Jails or take Greenhouses and Wells for themselves or declare themselves separate from the community. Counter measures could be; naming them traitors and causing a counter-riot/coup, appeasement to get them to calm down, martial law to force them to back down, etc. Something a bit like this should be included with the Faction System. Current plan (though we've got a long way to go) is that citizens who dislike your ethics will gradually, in stages misbehave in various ways. It will then be down to you to decide how tolerant you are towards strikes, riots, etc.
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Post by the2ndhank on Apr 28, 2017 9:39:37 GMT
So long time no anything, I thought I'd swing back and see how you guys are holding out. Gotta say, I'm impressed thus far considering the last version I played didn't even have chapels, or save files.
Whilst I was clicking away it occurred to me that the game doesn't really have a point beyond 'build a settlement, make sure people don't die'. I know that's THE point, but it wouldn't hurt to include either a quest or event system so that there are goals and surprises. Anything from a "help, help, bandits invades my village" to "A rambling old man enters the town and swears there's a hidden catch of weapons and food in the mountains" to "The hospital is on fire" type of stuff.
Also, minor suggestions; -Resource difficulty (only challenge with resources on normal diff is that space fills to quickly) -Building spaces (have it that buildings of the same type can be built wall to wall) -Exiling or segregate the plagued.
Looking forward to seeing you guys advance further!
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Post by ScottFarRoad on Apr 28, 2017 15:10:57 GMT
Welcome back Hank! Good to hear from you again.
Some cool ideas there (and in the other threads). We do have very early plans to add in a series of "event cards" that pop up as you play. A bit like random chance cards in a board game that will offer you some fun choices as you play. Exiling plagued citizens as you suggest is a dramatic choice and could be wrapped into that system. I'm going to add that to the list. This event system is probably at least a couple of versions away though, and will no doubt evolve over time.
There's also going to a way to "win" at making a city, for those like having a goal (like me). Though people can keep building beyond that point if they wish.
Resources are definitely a little too abundant at the moment but there's various missing buildings from the overall design. We've got new buildings coming in the next version that will start to burn through them. When we've got all the buildings in I can start to tweak the actual number of resources on the maps.
Spacing between buildings probably won't be able to get any narrower unfortunately. It's a limitation of the way we've setup the game and how buildings change the scenery in real-time.
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