Author Topic: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!  (Read 9993 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #15 on: June 13, 2013, 10:01:16 am »
I like the souls implantation and potential.  It seems like it could mesh nicely with the sort of resource a hamlet could produce ;)

I agree, but what precisely do you mean?  Hamlet producing souls, basically?  Turnover from births and deaths leading to those perhaps?  That would be easier than adding a Culture resource in some ways, but then again I think also having Culture would be a good thing.

Pretty much exactly that is what I meant, yeah.

Cool.  Not a bad idea at all. :)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Histidine

  • Hero Member
  • *****
  • Posts: 581
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #16 on: June 13, 2013, 10:14:32 am »
Ah. Thanks for the thoughtful reply, Chris; I could say more, but it's not really my place to do so to begin with, and it seems I needn't have worried. Looking forward to the expansion :)

And yeah, you got me there with "AI War" :P

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #17 on: June 13, 2013, 10:19:47 am »
Cheers -- hopefully nobody thinks we actually are insensitive with this out in the wider world; seems like you were worried we might be, which is a different thing.  There's always the risk of a negative public perception.  But given the nature and style of the game, I think it's not a big deal hopefully.  One way or another, haters are gonna hate, and I doubt any outcry about a Japanese name would outweigh the dismissals of the game for other reasons, like art and such. ;)

Incidentally, with AI War: that hadn't been my intended original name.  I was just calling it that for shorthand, and then after 7 months the name pretty well stuck!  I then found there were other games called AI War or AI Wars, so I added the "Fleet Command" to the end to make it more distinct.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline DakaSha

  • Full Member
  • ***
  • Posts: 145
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #18 on: June 13, 2013, 12:22:20 pm »
So I bought this yesterday and i love the concept but there is one thing that has now greatly diminished my want to play more: Non random maps.

Yes i understand that they evolve randomly but having to play the same start over and over is really getting to me and i feel no desire to play again. This is compounded but he fact that i only enjoy playing on the last one (the non weighted map). I really cant think of any reason to not have randomized starting positions (or rather procedural ones that are weighted  according to map type)

This has prob been brought up before but I thought id mention it here since this is the version i started with.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #19 on: June 13, 2013, 12:24:56 pm »
It's actually never been brought up before, to my recollection.  In terms of the maps, the starting positions really last for such a short period of time that I'm surprised it would be an issue to you.  Hmm.  I could look at that, though.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline DakaSha

  • Full Member
  • ***
  • Posts: 145
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #20 on: June 13, 2013, 12:31:19 pm »
Well the thing is that a) Whether or  not they last a long time, i have a very limited number of ways to start my game. its the same thing  (maybe with slight variations) every time. b) I prefer the short games (20 turns per round) so i play more in a short span and also the percentage of my game that is dominated by the same map every time is pretty damn high ;)

I guess if it has never been brought up i must just be more particular about it but again, apart from very minor balance issues (that shouldnt be close to what some starting woes may do) i just dont see a reason to not have randomized maps. It only means more variety, even if its a small perceived gain.

On another not: why no option for the game to roll a random map type as opposed to the player selecting it :P

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #21 on: June 13, 2013, 12:32:38 pm »
The rolling of a random map type has been brought up, yeah.  In terms of randomizing the game starts for the maps, that's actually just the sort of thing that I tend to love as well.  I'm looking at it!
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline DakaSha

  • Full Member
  • ***
  • Posts: 145
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #22 on: June 13, 2013, 12:34:54 pm »
Heh thanks.
And yeah i was very surprised at the non random starts. I've been 'with' the company since the non expanded version of AI war and eveything youve done points at you liking extreme replaybality and a lack of static worlds :P

Anyways thanks for listening as usual.
« Last Edit: June 13, 2013, 12:39:13 pm by DakaSha »

Offline Pepisolo

  • Arcen Volunteer
  • Master Member Mark II
  • *****
  • Posts: 1,511
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #23 on: June 13, 2013, 01:05:58 pm »
Haven't had a chance to play yet, but it's all looking very good. Now that I can see the type of thing you are doing with the Souls idea it seems pretty cool -- big useful uber powers etc. My main criticism of the Souls thing was that it shouldn't be implemented largely as a way to balance that whole Mythos/Unit thing. Glad to see that this is not it's main use and it is actually adding to the fun factor.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #24 on: June 13, 2013, 01:56:45 pm »
@DakaSha: Yeah, I know what you mean on the surprise there.  My rationale was simply that the game state would change quickly enough that it hardly mattered.  But I've implemented random starts for the next version, and it's actually really surprising how much that changes in terms of the feel of the start!  Sometimes the two TCs are vaguely near one another on the other side of this huge mass of wilderness land, etc.  Very interesting stuff, thanks for the suggestion.

@Pepisolo: Awesome. :)  Originally it was considered more as an incentive for the mytho/unit thing, but that was quickly shot down.  I had already had the idea about how that could be adding to the fun factor, though, so that was something I really wanted to pursue despite resolving the mytho thing a different way.

Cheers!
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline DakaSha

  • Full Member
  • ***
  • Posts: 145
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #25 on: June 13, 2013, 03:56:45 pm »
@DakaSha: Yeah, I know what you mean on the surprise there.  My rationale was simply that the game state would change quickly enough that it hardly mattered.  But I've implemented random starts for the next version, and it's actually really surprising how much that changes in terms of the feel of the start!  Sometimes the two TCs are vaguely near one another on the other side of this huge mass of wilderness land, etc.  Very interesting stuff, thanks for the suggestion.

Awesome. I'd brofist you if i could ^^

Offline Winge

  • Hero Member
  • *****
  • Posts: 601
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #26 on: June 13, 2013, 04:43:02 pm »
Looks good!  Unfortunately, I have been temporarily captured by Skyrim, so it will be a little while before I try all of these out  ;)
My other bonus ship is a TARDIS.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #27 on: June 13, 2013, 06:43:06 pm »
Looks good!  Unfortunately, I have been temporarily captured by Skyrim, so it will be a little while before I try all of these out  ;)
I guess we need to arrange for a little Labyrinth+Yggdrasil accident in Whiterun?
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Winge

  • Hero Member
  • *****
  • Posts: 601
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #28 on: June 13, 2013, 10:45:17 pm »
Looks good!  Unfortunately, I have been temporarily captured by Skyrim, so it will be a little while before I try all of these out  ;)
I guess we need to arrange for a little Labyrinth+Yggdrasil accident in Whiterun?

Wait until some dragons attack for some REAL fun!
My other bonus ship is a TARDIS.

Offline LaughingThesaurus

  • Master Member Mark II
  • *****
  • Posts: 1,723
Re: Skyward Collapse 1.008-1.009 "Massive Bigness" Released!
« Reply #29 on: June 14, 2013, 01:58:04 am »
Looks good!  Unfortunately, I have been temporarily captured by Skyrim, so it will be a little while before I try all of these out  ;)
I guess we need to arrange for a little Labyrinth+Yggdrasil accident in Whiterun?

Wait until some dragons attack for some REAL fun!
You mean until the Maker places 1 6 dragons there, right?