Hey guys,
I just wanted to give you a heads up that we'll likely be making slower progress on bug reports in the remainder of this week in particular. It won't be nothing, but there are three major things that we're going to be adding soon, and at least two of those this week, so that's going to set us back some in terms of regular polish work.
Resources And Natural WondersThese are semi-functional right now, as you know, and a lot of them are blank. This is pretty much a data issue at this point, so the ball is completely in my court and doesn't involve Keith anymore, which is good. I've had a serious mental block on this, and so keep putting it off, but I think I'm finally getting to the point where the mental strain of not dealing with this is becoming too much and I'll crack and do it.
Actually I think I've figured out some things that really make these satisfactorily meaningful to me from a gameplay standpoint, which is the biggest part. I just couldn't get excited about things that were too minor and peripheral with them before, which is what I felt like was going on there. I've been trying to make these things have the right balance of rarity so that getting them is a Big Deal and so that they have real strategic significance because of that.
New Difficulty Settings And Game Start ScreenThis has been on my list for a long while, and will probably be a me-thing, though I'm not sure if I can complete this in just one week. The biggest part of this is making it so that you can choose from a selection for every last little variable that is difficulty-specific, and make your own custom difficulties based on that. But the difficulty levels where you just "select a difficulty" will still be there, and the main focus unless you expand the little sub-sections, and so it's not like the AI War lobby where you have a million options to select to get anything done. That said, the number of options here is something I expect will actually be more than the AI War lobby before too long, just better organized.
The other cool thing with this is that I intend to pull the settings and their values for each difficulty level out into an excel file, so that will be something that is moddable and that folks can help tune if they so desire.
Part 2 of this is actually letting you see meaningful info about the race you choose, and actually choose your racial leader (right now it chooses at random). I don't really see how I'll have time for that this week, but we'll see. It's something that needs to get done.
International IncidentsI identified 7 major problems with the game based on my own testing and the testing you guys have been doing, and I've been spending a lot of this week trying to figure out solutions to them. Lots of napkin-drawing stuff and mulling and testing and reading, not design document writing just yet.
But starting this morning am working on the design for a new "International Incidents" mechanic. It should be something that is middling in terms of code complexity, certainly far less than a lot of things, and it actually should have a side effect of inherently optimizing some of the AI military decision-making (by drawing clearer lines of what should and should not be attacked so there are more early-outs more of the time).
This mechanic has a lot of room for interesting data additions without the need for further code, but it's also not super-duper writing heavy like quests were in TLF. This new mechanic will actually do a great job of handling all 7 of my points of concern, which I'm very pleased with. Items #6 and #7 on my list of concerns will also still need some other minor mechanics additions to really make them shine, but 1, 2, 3, and 5 are absolutely 100% wrapped up in this one concept all together, and #4 is tied in pretty closely, too.
It's been a lot of work really trying to figure out something that would function in all those capacities at once, but I've got it figured out now. I imagine that we can MAYBE have a working version of the whole of International Incidents done by the end of this week, with a couple of basic bits of content in it, and then just branch out into more content from there in the following weeks. This is going to be one of those "how could this game have existed without this" sort of mechanics, I'm really pleased.
I'll have more details for you soon, but I want to get through some testing on this before I say too much. My hope is that we can have a lot of this done this week, but that will involve probably a lot of ignoring-mantis for now. I'll still be looking at it for critical issues of course, and I absolutely want you guys to keep logging what you're finding because none of this negates what you are finding. But we do need to set aside some solid time to get this done, and then I think we'll all be a lot happier with the game. I'm super excited about this new mechanic, actually.
If you're curious about my list of 7 issues, this is the internal writeup I did a week or so ago:
1. The military mechanics work very well from a functional point of view, but the overall flow of "I approach you or you approach me and then we duke it out" is really broken in practice. There is such a tremendous first-mover advantage. What I need to figure out is a way that both sides do a lot of positioning and buildup without an incentive to actually strike, and then they actually fight each other using the existing mechanics once some sort of breaking point is hit. This gets back to the idea of Risk: you don't just beat down the door immediately on every territory, or you spread yourself too thin and lose. Right now that sort of blowback isn't present here. I have a few ideas on how to resolve that, and none of them are grand new complex things by any stretch, but I really am trying to make this intuitive and simple for the player and the AI, and that's taking some work. I'm hoping I can have this figured out by the end of next week, but we'll see.
--THIS to be handled by #3, and the AIs threatening you and so forth. AND #6, where you threaten them or they threaten you with various special abilities in reprisal to attacks.
2. The way that GetIsHostile() works and whether AI races decide to engage your forces or not is something that plays into #1, but also plays into the whole concept of attitude. I'm not sure how much I'm loving how that works at the moment. I think something a little more nuanced could work better, and that will take some coding but a lot more testing.
-- Some races to hate you from the start, others to love you, and then others kind of an ongoing relationship.
3. The AI needs to actually get to speaking to you with offered deals (instead of you always being the one to offer), and it needs to also talk to you in certain circumstances when combat is being contemplated by the two of you. "Table talk," as it were. This is both for practical purposes of helping out with #1 and helping to bring players into the diplomacy aspect of the game rather than making it ignorable. I don't think the code here will be terribly complex at all, I think it's mostly writing and design. But there's definitely not NO code involved, heh.
4. The Planet Rage concept is good, but the balance is borked all to heck right now and there's an arms race brewing between players and I on figuring that out. There is probably another (simple) mechanic that is going to need to be added in order to really prevent players from doing certain kinds of spam and getting away with it. That includes both the current styles of city sprawl, and the oversized cities that right now are just frankly too common. Actually! I just had a really good idea on that front, relating to resources, which have been another design thing (much more minor) that I've been waffling on. There's going to be some AI rules here that we're going to have to add and have to iterate on to really get them balanced well. Right now the AIs pretty much pursue unlimited sprawl, just like they pursue unlimited fighting, but they're going to have to learn how to evaluate when to hold back. The AI is also going to have to be taught how to make use of natural wonders, although I'll do my best to make that as simple as possible for calculation purposes.
5. Right now the linguistics stuff is great and people like that, but they're also looking for some new abilities with each race to unlock at each tier. Aka, you can't do certain things with a race until you speak a certain amount well. I think mostly that means gating existing content, but in general we may need to contemplate a few new diplomatic options and thus political deals. I don't think it's anything grand programming or design wise, but I'll need time to figure it out and test it.
6. In terms of the opponents, having them have unique "other ways of messing with you" like the Evucks have their disease thing is something that players have expressed a desire for, and which I think would add greatly to the sense of uniqueness. That's not too bad on design, it's probably more in the programming realm. Hopefully nothing too bad there, but I think it's worth the time IF we're not running behind on everything else. Goodness knows I don't want to try to squeeze in more features for the sake of it. But the whole "lack of personality" thing was such a big negative for so many reviewers on Beyond Earth, and I feel like this particular thing helps take us yet another step in the direction of avoiding that.
7. Additionally, I've already detected an undercurrent from players about how playing the various races as a player doesn't feel THAT different from one another, which I unfortunately have to agree with. That's something that also really bit Beyond Earth in the behind in reviews ("there are only really three factions, because everything else is so similar, blah blah."). So it's something that I want to address if there is time, and I want to do so in such a way that it's interrupting actual gameplay as little as possible and making players feel the differences without making it actually require a ton of new mechanics or something. Because there's no way we have time for a ton of new mechanics, that would be insane. My goal is to add as close to zero new mechanics as humanly possible. That's going to be a nonzero number unfortunately, but a giant factor in my decision making on design issues is not introducing new stuff.
Cheers!
Chris