UPDATE: The post below is unchanged, but you probably want to read the Current Design Document for the always-latest thinking. Otherwise you kind of have to read the entire discussion below and even then it's not super clear. Thinking on this is evolving daily!Hey all! Firstly, apologies for not being present in the recent threads that I set up about requesting feedback last week. Things have been crazy and I've been pulled in lots of directions. If you're interested in what:
Complete Side Notes You Can Skip1. The new AI War expansion is coming out before long (next week!), so there's been some stuff with that.
2. Getting the generalities for a first Skyward expansion set up, and finding artists that could work on the units and such for a new civilization (as well as some new units for free in the base game). Along with design discussion here to make sure that we have a plan for what we're doing well enough to at least get some of the artists off to a start.
3. Lots of design discussion about our other upcoming game, Bionic Dues. This is a game that Keith will be devoting the bulk of his time to after the AI War expansion comes out, and which I'll be working on as a main designer but not on coding (I'm still going to be working on Skyward as my primary thing).
4. Other various business stuff that inevitably crops up right after a release of a new game; it's always crazy for a week or two right after that, although having Erik and Josh is an
immense help in making it so that I don't just disappear from regular work for two weeks while I'm sorting out all the new-release stuff.
Anyway, I'm going to try to get back into those other discussions this week as well, but there are still a lot of things going on across the board. All happy things, and Josh, Blue, and I are still super excited about building out Skyward more than ever.
Broad Notes On the First Expansion For SkywardThis will be something to arrive either in July or August, for $2.99. Alongside yet more free content for the base game.
This will add one new civilization to the game: the Japanese. I know folks have been lobbying for a variety of civilizations, and goodness knows we hope to do many more of them over time. In looking at things both visually and thematically and mechanically, we decided upon Japan because we felt like it would be most distinct from the existing two civilizations that we now have.
The other big thing in this expansion will be very focused: civilian towns and victories. The design for this is still embryonic, but I think it's really interesting and from the sound of things it's something that players are most interested in, too.
What WON'T be in the expansion, most likely, are things like new maps or Woes or what have you. I want to do tons more Woes in particular, but those will all be free updates to the base game. And in terms of new maps, ideally those also go in the base game. The exception would be if they happen to use some sort of content that is only available in the expansion. In other words, we want to make the expansion a great value in terms of awesome new content, but not something you HAVE to buy just to enjoy the base game. Just as with AI War.
Our New Strategy For Pricing And Development That Started With Skyward CollapseI also wanted to take a brief moment to address this, lest there be any misunderstandings about having an expansion coming so soon after the base game's release (and potentially a second expansion later this year). With Skyward Collapse, we've decided to embark on a new way of making games to see if it makes sense for us and customers (and so far this is obviously a smashing success).
Part of our strategy of doing games these days is to start with the base idea and a dozen or two hours worth of playtime (instead of striving for 100+), and putting out the game at the $5 price point rather than something more expensive to players -- AI War and Valley started out as 4x and 3x as expensive for customers, for instance. Anyway, our new process makes the new games cheaper for us to make, cheaper for the customers to buy, and overall lower risk all around -- if we take a chance on an idea that doesn't pan out commercially, that's okay; and if the customer takes a chance on a game that they don't get dozens of hours out of, but still enjoy for a little while, they still get a good deal compared to most forms of entertainment.
And then with the ideas that DO take off -- as here -- the plan is to follow those up with the AI War style of free content updates plus paid expansions, which gives much longer life to the game as a whole, and in particular lets players choose how much they want to get involved with the game. Just trying it out: get the base game. Super into it: get the expansions too. A lot better than being all-or-nothing committed as a player, in my view.
Looking at another way, it will take five expansions to this game before the cost of the expansions PLUS the base game equal the cost of the original price of AI War. That's, uh, a lot. So long as we're providing awesome value with each expansion, this should be a huge win for everyone, as well as providing something that is actually larger than the original base game of AI War was, for the same price. So that's the plan, anyhow; I've mentioned this before various places, but I wanted to go ahead and put that in this thread.
Actually The Point Of This Thread (Finally) Immutable Design GoalsHere are my
immutable design goals for the civilian buildings:
1. Civilian hamlets would be constructable in completely-destroyed towns that are all-rubble with no buildings left.
2. Civilian hamlets would have no town center, and none of the existing buildings would be valid to build in the hamlet.
3. The hamlets would have civilian-only buildings that do not contribute to the military parts of the game at all, and which can ONLY be built in the hamlets.
4. Ideally, there would be around 10ish hamlet buildings in this game.
5. Ideally, hamlets would contribute to making the game more interesting, but in a way that does not impact the military part of the game directly. IE they do not generate resources for the military or whatever. Instead, these represent a broadening of the scope beyond the existing military concerns. Something that is attractive to do, and fun, but not required.
6. The hamlets should not make the military part of the game any easier, but they ideally also should not make the game blindingly more complex. To some extent it would be great if the hamlets could in some respect supplant some of the military activity particularly in the late game, if you choose to focus on them. So in other words, hamlets would have their own self-contained complexities and risk and balances (just as the military does), and plenty of "guys not listening" and so forth.
7. Ultimately, one goal of the civilian hamlets is to provide a path to one or more alternate victory conditions. HOWEVER, this should not be the sole point or focus of the hamlets; they should also be able to be used to augment the main military game to a greater or lesser degree depending on your tastes and current goals. But the option to go all-out civilian for the alternate victory condition would be one flavor of how you could use them.
8. The civilians would not be represented by actual units (which are boring to watch move around), but rather just by the buildings they live in.
The Feel Of The HamletsI just love
Boatmurdered. It comes up again and again with me, I know. I never want to try to replicate Dwarf Fortress or to step onto that game's territory. However, in terms of the LPs that it has produced with their hilarity and tragedy... yeah, I'm all over that sort of thing. I think that Skyward already has a bit of flavor of that sort to be honest, but with the civilian hamlets I'd want to play that up even further. Actually, that sort of thing plays into Nick's comic even further, which would be great.
In other words: the civilians should be picky, whiny, hard to get along with, demanding, sometimes dishonest, sometimes insane, and so on. "The civilians" here referring to the people invisibly living in the buildings that are in the hamlets, recall.
How Autonomous?One rather core question that I'm actually waffling back and forth on is whether or not you can actually control what buildings get constructed in a hamlet. Do these things just spring up of their own according the ashes of old towns, and you have to deal with them as best you can? Or are these things that you are specifically designing out and choosing to put in place?
If they are completely autonomous, the risk is of course that it won't be interesting enough or that you won't be able to do enough with them to really make a satisfying game out of the hamlets side of things.
If they are completely "you place the building, you see the results," then that's something that might get marginalized for players who just ignore them and play the military game.
Ultimately I think that having them be something that crops up automatically could be interesting in that it causes you yet one more source of complexity to manage, like the bandits. And it's naturally only something that's coming up in the later game, as that's when more towns are completely razed. But then figuring out how to handle the interaction within these towns is another matter.
Boons And CursesI've been assiduously avoiding sub-menus for the game, so if there is to be interesting interaction with the autonomous hamlets, that seems like that would be needed. But I really don't want to go there!
How about a different approach: one where you can either grant boons or inflict curses onto the civilian hamlet tiles. And heck, this idea could actually be extended out into the military realm and regular towns some, but for now let's just focus on the hamlets.
The idea here is that basically you can't control when the hamlet buildings pop up, and you can't smite them just like you can't smite building ruins (otherwise this gets broken fast), so all you can do is indirectly influence them by applying boons and curses to them in order to sway the tide of what is happening in a hamlet. More on this later.
Do Hamlets Have A Color? Are They Affected By Combat?Are red and blue military, and yellow military, causing grief in these towns? Or are these towns completely "neutral hamlets" that none of the other sides care to mess with. These might as well be terrain so far as the other guys are concerned. These hamlets don't have health, and aren't affected by things that affect "towns" in the normal sense. They don't contribute to population for the bandits or either side.
My thought is... yeah. This is more interesting. The military guys are at war, and aren't interested in these little places. There are bigger things at stake. And when it comes to the bandits, they are pissed at red and blue, so ignore these guys. This keeps the military and the hamlet sides of the game a bit more separate, so the answer to the hamlets that are causing you trouble isn't just "drop minotaurs on them." I like that.
This also substantially alters the late game in general, and makes the hamlets non-optional. Which... hey, yeah, if you're buying an expansion I could see this.
What Do Hamlets Do If You Ignore Them?This is tricky, and I don't have a definitive answer for this yet. Part of me says "descend into chaos and largely not affect the rest of the game." That would make dealing with them optional, even if their presence in general was not optional. That's a plus.
On the other hand, if they are just something you can ignore, that's only so fun. So perhaps "descend into chaos and affect you mildly to moderately depending on your chosen general difficulty level" would be more interesting. Ignoring the hamlets should not lose you the military game automatically, but it should throw some extra kinks into the system.
So What's In A Hamlet?This is something I'm also still only just getting into designing. Figuring out the overall subsystems and the "30,000 foot view" of this has been challenging enough, and I wanted to bring this here for discussion and ideas before I got too far into the details. You folks are clever.
The main thing I am sure I want in there is housing. Probably Peasant and Noble housing, or something along those lines. There's plenty of room for interesting conflict if there is a class divide here.
Beyond that, I've thought of a variety of approaches, but am not entirely happy with any of them:
- Resource chains local to that hamlet, ala Pharaoh. This is too much like the rest of the game, and requires too many buildings to be interesting in a specific hamlet.
- Different flavors of buildings (commercial, residental, industrial) ala Sim City, so that there are a variety of things going on in a hamlet. This is more interesting, but in the theme of the game I'm not sure what these would be that would be different from our main towns.
- Some sort of specialized non-building tiles that are more rural-themed. Maybe things like Beet Farms or Forest Glades or whatever. What are the people in this hamlet doing all the time? That's kind of the crux of this.
- Some sort of improving specialized structures that lead up to the victory condition that is hamlet-specific. This seems important, kind of like building a Wonder (but only in an indirect fashion) in other strategy games.
Maybe it's mostly just houses, and these folks scavenge in the countryside for the rest of what they need. Maybe the nearby presence of lakes, fields, forests, and so on matter. So you can provide them hunting grounds by putting forests nearby, etc. And if they are on an obsidian plain, they are likely to descend into madness a lot faster. And then of course the specialized structures that lead up to the victory condition still on top of this, of course.
I'm still really waffling on this whole thing, but I am attracted to the idea that you can influence the hamlet by putting different kinds of basic lands around them.
What Do Houses Do?My thought is that this is where the personalities of the civilians come from. People who live in the houses probably need names, so you can scream at them by name. Possibly a few people live in some of the houses, and everybody has their own personality and shifting relationships to everyone else in the hamlet. They get jealous, get pissed, and get married, etc.
That sounds super complicated, but I'd make it simple enough that it wouldn't be too terrible to manage on the back end. You'd mostly see the current state of things, and intervene with the boons and curses. Someone being too pissy? Give them some specific kind of curse (rat infestation? Etc.) Someone incurably jealous of their neighbor? Well, we don't want to reward that sort of behavior, but sometimes you have little choice: grant them a boon to make them happy. Someone really despondent because there's nobody for them to marry and they want to have kids? Poof! Here's a husband, nice boon. Etc.
I'm not sure if going so detailed with this is the right choice. It may be better to have things more like broad demands and needs and so forth that you can either choose to fulfill/meet or not. Anytime somebody goes "oh and there will be families and kids and you can have pets and trees will grow out of seeds and blah blah" I always start thinking how that is hugely unlikely to actually live up to what people want. Since that is nonvisual in this case, I think I have a better shot at it. But still, it's something to be approached with some degree of trepidation.
This is one of the big things I'm still mulling, because I know what sort of general effect I want out of this, but I don't have some obvious solution of just "oh look, that game did exactly what we should do here." There's not been another game that's really modeled this to my satisfaction in terms of clarity and functionality. Either clarity or functionality have always taken a major hit.
And How Does That Alternate Victory Condition(s) Work?No idea yet. I can't really even start working on this until the base hamlets model is more nailed down.
Fin.Right now that's about it. Obviously I haven't fully explained my thinking on each item, since that would take forever and I'm still all over the place in terms of potential models I'm considering. But I wanted to go ahead and start discussion here, because I think that some of you might come up with some super clever ideas that I've not thought of, as well as helping me weed out my own potential ideas to just honing the most promising ones. Actually, just writing this all out I've come to a lot of conclusions that previously I'd been waffling out. Always nice when that happens.