Author Topic: TLF Version 1.013-1.014 Released (Love, Hate, And Challenge)  (Read 4257 times)

Offline x4000

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Original: http://arcengames.blogspot.com/2014/05/tlf-version-1013-released-love-hate-and.html

Version 1.013 is now out, and is kind of all over the place.  I went through our issue tracker and was just really in kind of hoover mode today, cleaning up all the little bits and pieces that I could easily deal with, rather than focusing on anything singularly big.  Makes it a relatively easier way to ease back into the week for a Monday, and I'm quite pleased with how much cleaner the result is, too.

There are a bajillion little fixes in here, but most notably there are a lot of solar map balance improvements, and some key clarity improvements.

You can now really tell what is going on with the fighting at a planet, for instance, in terms of what is going on day to day in the kills and losses (way to go Keith on creating this one).  In a bunch of other cases where you could previously not select a race as an option for some reason for a deal, but you couldn't tell why, it now lets you select that option in a redded-out fashion to see the explanation of why.  Just like the attack race options in the prior version, but now more widely applied.  Again awesome from Keith.

Another biggie from Keith was a whole slew of late-game performance improvements during fighting, particularly ground combat.  There was a savegame that I ran into where the performance was just chugging, and I was surprised nobody had mentioned that.  So we got that back to where it should be.

Keith and I were both doing a metric ton of balance items on the solar map, and really there are just too many things to mention there.  There's nothing singularly huge there, other than the "RCI values climbing on federation races" bug being fixed.  But the sheer volume of little things that prevent oddness or exploits or whatever else is something I'm pleased to have done with.  I realize that these things weren't at the top of anyone's priority list, least of all mine, but I think that when you look at them you'll probably agree it was good to take one of these days where we just focus on "lots of little stuff" rather than always delaying them to focus on the largest items.  Otherwise those tiny items just stack up and never get done, for one.

There are a couple of new features, though, which I'm quite pleased with:

Firstly, there are two new strategic difficulties above Hard, and Hard is also a bit more difficult than it previously was.  We had a number of comments that the strategic portion of the game was too easy, and that's fair enough -- we had balanced it to try not to absolutely crush people on normal difficulty level, and Hard wasn't enough of a jump upwards.  And really there need to be more gradations between "not getting crushed if you are new" and "getting crushed most of the time even if you are very experienced."  So hence we have Harder and Nightmare now. :)

There are also two new race-specific actions, one for the Burlusts spreading hate when not in the federation, and one for the Andors spreading love when they are in the federation.  These are pretty cool, as they provide yet another decision point on when you get who into the federation.  I have the "spread whatever" actions defined for the other 6 races as well, but I didn't have time to get them in to this release.  I'll get those in tomorrow.  You guys had been asking for more things that the races are getting themselves up to beyond just war, and these provide some interesting things that also play into your decisions about who goes into the federation in what order, which is a double-win as far as I'm concerned.  Or will be, when all 8 races have their "spreading" actions, anyhow.

And I promise I will be getting to more quests likely tomorrow and definitely the next day, too.  Those are a big thing on my list for this week.  I just needed to take today kind of as a break from the larger stuff and do some housekeeping.

UPDATE: 1.014 is out as a hotfix version.

--------------- Ongoing Updates All This Month ---------------
The support of the community, and the growth of it, remain amazing to me.  I've been promising daily new features, but last week it became clear that there are other things more on your mind.  Things like added interfaces, new AI behaviors and options, and things like that.  So, you know what?  I'm just going to go with that -- those count as features, really, in that they help to make the game more interesting and easier to understand and play.

So what else is going on?  Well, we're going to be working at this pace on the game for at least another month, which means that you're going to be seeing lots of good things coming.  If you've liked what you've seen in the last two weeks, you can imagine what another month of that will be like.  We do have two other things in the works as well, but we're not quite ready to reveal either one of them (although I am betting that most long-time Arcen fans can guess what both of them are).  Suffice it to say, neither one of these two other things are going to impact the general updates, improvements, and free additions to TLF that are coming over this month.

More to come tomorrow.  Enjoy!

This is a standard update that you can download through the  in-game updater, or if you have Steam it will automatically update it for you.  To force Steam to download it faster, just restart Steam and it will do so.
« Last Edit: May 05, 2014, 10:51:02 pm by x4000 »
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Offline GC13

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Re: TLF Version 1.013 Released (Love, Hate, And Challenge)
« Reply #1 on: May 05, 2014, 10:21:02 pm »
Wow, huge patch notes today. If you're looking to clear stuff out of the bug tracker, I know I have two issues (here and here) that have been taken care of and should be able to be marked as resolved. ^_^

I'm loving the bug fix day. New features are nice, even necessary, but I think making Monday a Hoover Day every week wouldn't be a bad idea. :)
Furthermore, it is my opinion that Hari must be destroyed.

Offline kamikazi1231

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Re: TLF Version 1.013 Released (Love, Hate, And Challenge)
« Reply #2 on: May 05, 2014, 10:23:36 pm »
Just updated to 1.013 as it came out and ran into several game breaking bugs.

In my already running game researching even a 3-5 month technology for any race nets me 30,000+ credits and several hundred reputation.  The other options still have the low credit and reputation gain as before.

I decided to see if this was just a bug with a save from 1.012 by starting a new game.  No new games will start. Both quick and advanced start with any option results in immediate game over screen that "all other races have formed alliances and hunted you down to kill you." 

I've already tried verifying game files through steam and no errors were found.   I'm running Windows 7 64-bit.

My error:

5/5/2014 8:15:27 PM
:    -----------
OnGUI: System.InvalidOperationException: Comparison threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at World+<>c__DisplayClass11.<GenerateNewGame>b__4 (.RaceState Left, .RaceState Right) [0x00000] in <filename unknown>:0
  at System.Array.qsort[RaceState] (.RaceState[] array, Int32 low0, Int32 high0, System.Comparison`1 comparison) [0x00000] in <filename unknown>:0
  at System.Array.Sort[RaceState] (.RaceState[] array, Int32 length, System.Comparison`1 comparison) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at System.Array.Sort[RaceState] (.RaceState[] array, Int32 length, System.Comparison`1 comparison) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[RaceState].Sort (System.Comparison`1 comparison) [0x00000] in <filename unknown>:0
  at World.GenerateNewGame (MetaMapType MetaMapType, Boolean IsStartingBalanceExport) [0x00000] in <filename unknown>:0
  at MainMenu.StartGameButton_HandleClick (MetaMapType MapType, CombatDifficultyType CombatDifficulty, StrategicDifficultyType StrategicDifficulty, RaceType PlayerFactionType, System.Collections.Generic.List`1 Conducts, Boolean IsMultiplayer, Boolean IsIronman, Int32 StartingYears, Boolean IsCombatPractice, Boolean IsBalanceExport, Int32 GravityMultiplier) [0x00000] in <filename unknown>:0
  at NewGameQuickStart.InnerDoStartNewWorldOKLogic () [0x00000] in <filename unknown>:0
  at NewGameQuickStart.NewGameQuickStart_OK (Boolean WasRightClick) [0x00000] in <filename unknown>:0
  at ArcenQueuedButtonClickDelegate.Execute () [0x00000] in <filename unknown>:0
  at ArcenGUIManager.DrawGUI () [0x00000] in <filename unknown>:0
  at MainCameraLogic.OnGUI () [0x00000] in <filename unknown>:0
Stack Trace:   at System.Array.Sort[RaceState] (.RaceState[] array, Int32 length, System.Comparison`1 comparison) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[RaceState].Sort (System.Comparison`1 comparison) [0x00000] in <filename unknown>:0
  at World.GenerateNewGame (MetaMapType MetaMapType, Boolean IsStartingBalanceExport) [0x00000] in <filename unknown>:0
  at MainMenu.StartGameButton_HandleClick (MetaMapType MapType, CombatDifficultyType CombatDifficulty, StrategicDifficultyType StrategicDifficulty, RaceType PlayerFactionType, System.Collections.Generic.List`1 Conducts, Boolean IsMultiplayer, Boolean IsIronman, Int32 StartingYears, Boolean IsCombatPractice, Boolean IsBalanceExport, Int32 GravityMultiplier) [0x00000] in <filename unknown>:0
  at NewGameQuickStart.InnerDoStartNewWorldOKLogic () [0x00000] in <filename unknown>:0
  at NewGameQuickStart.NewGameQuickStart_OK (Boolean WasRightClick) [0x00000] in <filename unknown>:0
  at ArcenQueuedButtonClickDelegate.Execute () [0x00000] in <filename unknown>:0
  at ArcenGUIManager.DrawGUI () [0x00000] in <filename unknown>:0
  at MainCameraLogic.OnGUI () [0x00000] in <filename unknown>:0


   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Configuration.WriteToErrorFile(System.String ErrorFile, System.String ErrorName, System.String ErrorText)
   at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity)
   at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause)
   at MainCameraLogic.OnGUI()
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Offline x4000

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Re: TLF Version 1.013 Released (Love, Hate, And Challenge)
« Reply #3 on: May 05, 2014, 10:24:06 pm »
Wow, huge patch notes today. If you're looking to clear stuff out of the bug tracker, I know I have two issues (here and here) that have been taken care of and should be able to be marked as resolved. ^_^

I'm loving the bug fix day. New features are nice, even necessary, but I think making Monday a Hoover Day every week wouldn't be a bad idea. :)

Awesome, thanks for the extra two ones that could be cleared out. :)  If there are other "dead issues" that people find, then always feel free to point them out at any time.  I agree that periodic focusing on the small stuff is really a needed thing.  Today was particularly productive because there were so many outdated issues that were fixed long ago, and so many dupes of some issues.  So it's very satisfying for me to go through and close out like 200 issues, although in reality we probably only fixed like 60ish things, maybe.  But still, quite a big dent. :)
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Offline GC13

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Re: TLF Version 1.013 Released (Love, Hate, And Challenge)
« Reply #4 on: May 05, 2014, 10:36:20 pm »
You know, the one issue that got fixed in this patch, the extra detail about fights around a planet, I'm not sure how it's supposed to work in this patch, actually. I loaded up an old observer game, and the Skylaxians seem to staunchly refuse to show what they're doing on the attack. For other races, if they're doubling up on an enemy, sometimes I'll see two summaries (one for each race), other times I'll only see a summary for one race (even as I see the power for the other race lowering gradually as well).

And something is up with the tech research. It seems to have been buffed to 1.1 influence/month without an entry  in the patch notes, though it seems to give that amount out properly.
Furthermore, it is my opinion that Hari must be destroyed.

Offline x4000

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Re: TLF Version 1.013 Released (Love, Hate, And Challenge)
« Reply #5 on: May 05, 2014, 10:43:09 pm »
Yikes, thanks!

* Fixed a bug in the prior version of the game where you could not actually start new campaigns properly.
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Offline ptarth

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Re: TLF Version 1.013 Released (Love, Hate, And Challenge)
« Reply #6 on: May 05, 2014, 10:47:11 pm »
Are you going to push out another update tonight? Or should I just play around with saves?

Answer: Updated. Thanks Chris.
« Last Edit: May 05, 2014, 11:14:36 pm by ptarth »
Note: This post contains content that is meant to be whimsical. Any belittlement or trivialization of complex issues is only intended to lighten the mood and does not reflect upon the merit of those positions.

Offline x4000

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Re: TLF Version 1.013-1.014 Released (Love, Hate, And Challenge)
« Reply #7 on: May 05, 2014, 10:51:34 pm »
UPDATE: 1.014 is out as a hotfix version.

Sorry about that!
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Offline Misery

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Re: TLF Version 1.013-1.014 Released (Love, Hate, And Challenge)
« Reply #8 on: May 06, 2014, 12:21:18 am »
Hm, that's alot of fixes!

Though I'll wait for the quest-additions though before I continue, as I'll likely want to start a new game with that.  Quite looking forward to those!


As for the new difficulties, the higher influence loss sounds.... more annoying than anything.  Seems it'd lead to alot of grinding, which isnt fun/interesting. It becomes more of a time-sink rather than something that forces difficult decisions.  Heck, even just playing it on Normal (I definitely aint an expert at strategy stuffs... too airheaded and spacey), I tend to mostly avoid any hostile actions, as the influence loss is already very high, and I havent the undying patience necessary to fix it.   There just arent very many ways to cause big positive influence shifts, and for alot of actions (like tech theft, or worse, something like toxic dumping) the cost is already so high that all political actions shut down until you fix each one. Really slowly. Which may actually be a bit of a problem, come to think of it.... I have no suggestions for it though.


Still, overall, looking good!  Your patience for bugfixing is astonishing.  I'd have launched the monitor down the stairs after 2 or 3 of them.
« Last Edit: May 06, 2014, 12:23:01 am by Misery »

Offline x4000

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Re: TLF Version 1.013-1.014 Released (Love, Hate, And Challenge)
« Reply #9 on: May 06, 2014, 08:37:26 am »
As for the new difficulties, the higher influence loss sounds.... more annoying than anything.  Seems it'd lead to alot of grinding, which isnt fun/interesting. It becomes more of a time-sink rather than something that forces difficult decisions.  Heck, even just playing it on Normal (I definitely aint an expert at strategy stuffs... too airheaded and spacey), I tend to mostly avoid any hostile actions, as the influence loss is already very high, and I havent the undying patience necessary to fix it.   There just arent very many ways to cause big positive influence shifts, and for alot of actions (like tech theft, or worse, something like toxic dumping) the cost is already so high that all political actions shut down until you fix each one. Really slowly. Which may actually be a bit of a problem, come to think of it.... I have no suggestions for it though.

Generally speaking, for the folks that are looking for a higher strategic difficulty, it's a matter of looking for tougher choices.  That of course means things being more complicated and "smarter" where possible, but in general I don't want to restrict too much stuff to higher difficulties or else the game winds up being simplistic on the lower difficulties.

So that kind of means increasing the opportunity costs for things on the higher difficulties, because then every step you take is a tense one fraught with potential woe.  You're a whiz at the tactical stuff, so think of it like the high damage from enemy ships on Misery difficulty.  For you it's no problem because you want that extra intensity and you are quickly playing through that and dodging and not taking many hits.  But for most people, they would be getting killed immediately because they take too many shots already, and the only way they really know how to avoid taking shots is to string out a battle to an incredibly tame, grindy, un-fun length.  But you don't do that, because you're able to dodge and whatnot, and so it winds up being tense without being grindy, because you know what you're doing (much better than me, even).

I think that's a really analogous thing for the strategic mode, honestly.  For someone who is really considering all their options very carefully and selecting optimum choices, they're finding that there's not enough pushback -- there's not enough consequence for making the right choices, and thus by continuing to make right choices the game becomes increasingly trivial.  Which is great for those of us who don't make optimum choices every last time, but quite boring for those that do.  From the AI War side, it's interesting to me how a lot of the players play on difficulties 8, 9, or even (shudder) 10 with that sort of thing where it is just absolutely bananas.  It's not something for most people, for sure.

To me, that doesn't mean throwing in the towel on fixing exploits or improving the consequences of things even on normal difficulty, or even the possibility of some stuff that only shows up on Hard or Harder or whatever, but step 1 is definitely getting those opportunity costs up there. :)  Kind of the TLDR there is that if you're enjoying Normal difficulty, then this isn't for you, any more than Misery combat difficulty is for those guys, heh.

Your patience for bugfixing is astonishing.  I'd have launched the monitor down the stairs after 2 or 3 of them.

Are you kidding?  It's bloody fun, to be honest.  I say that in all seriousness, I get great satisfaction and enjoyment from it.  If it's preventing me from doing important things, or if there's so much that it can't be addressed, then of course that's very stressful.  But the act itself is kind of the same sort of dopamine hits I'd get from playing an FPS, for instance.
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Offline Mick

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Re: TLF Version 1.013-1.014 Released (Love, Hate, And Challenge)
« Reply #10 on: May 06, 2014, 08:54:47 am »
I'm glad you like fixing bugs. I fear many developers like working on new features sometimes too much over the bug fixing. You see that a lot in early access games, where the developers constantly only add features, and never go back and fix any of the problems in the features they added. Anyone pointing out the bugs gets shouted down by a fanboy cry of "it's only alpha!" What happens next? "Feature complete", game is released, dev takes a "well deserved vacation", and that big mountain of bugs might get sorted... some day.

Offline x4000

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Re: TLF Version 1.013-1.014 Released (Love, Hate, And Challenge)
« Reply #11 on: May 06, 2014, 09:08:20 am »
I think that you can gauge a lot of indie studios by what kind of core profession they are.

Are they, at core, art designers?  Well, expect lavish visuals and incredible animations and production values.  Extreme cleverness in that area.  Don't expect anything amazing in the underlying mechanics, certainly not procedural generation, but the underlying levels may be extremely well hand-crafted and the story may be amazing.  But it's clearly a focus on a finite piece of art that exists on its own, and is likely to be very polished.

Are they, at core, game designers more than anything else?  Well, expect huge amounts of features, lots of cleverness in them, and that sort of focus towards adding more features.  Polish may fall by the wayside as there simply isn't time, and even if there is time, there's not inclination.  Art may or may not be there, it really depends on the studio.

Are they, at core, programmers more than anything else?  Well, expect highly-engineered products with lots of unusual technical features that may or may not actually improve the game experience from a players' point of view.  Expect the bug count to fluctuate, but never be something that is not ignored.  Doing new technical features inevitably leads to bugs, but programmers often really like fixing bugs as well, so it becomes kind of a cyclical thing.  With these guys, expect usability to suffer in many cases, art to be iffy unless they have the support of someone else doing art, and so on.

For us, we fall somewhere in between game designers and programmers at core.  I've been a game designer much longer than I've been a programmer, but I love programming dearly and Keith and I both really enjoyed our past jobs doing "boring" programming for business stuff.  Of course every studio is some blend of all three of the above, but at core if you put a gun to Keith's head I'm pretty sure he'd pick programming over any of the rest of it.  If you put one to my head, you might wind up shooting me because I'm not sure I could choose between programming and game design.  Just to avoid getting shot I might grudgingly choose game design, but only just. ;)
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Offline DrFranknfurter

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Re: TLF Version 1.013-1.014 Released (Love, Hate, And Challenge)
« Reply #12 on: May 06, 2014, 10:07:07 am »
I think that you can gauge a lot of indie studios by what kind of core profession they are.

Are they, at core, art designers?
Are they, at core, game designers more than anything else?
Are they, at core, programmers more than anything else?

Do you think that you and Keith work well together because of the programmer/game designer overlap in terms of a focus on features, mechanics, science, maths and all the sandbox elements? Generally just understanding one another well, abilities and methodology.
I mean, would it be as easy to work with an art designer if you were instinctively taking very different approaches to each problem, challenge and opportunity? (The artist wanting to make a rigid campaign, levels, scenarios and visual elements and less eager or able to work on simulations, complex interacting mechanics and balancing gameplay)

Is there a distinction between the three groups because it's harder to have a team with all three having equal focus and being pulled in slightly different directions. How common are Programmer-Artists for example? I would have thought being able to resolve those opposites and get the best of both worlds would make them significantly more valuable to a team than either an extra programmer or art designer. I know a Scientist-Artist, Historian-Scientist, Scientist-Theologian and a few other mixed/combined discipline people and I've found that those "Jack of all trades" are rarely "masters of none" and it is the combining of two ideas and concepts that actually produces something new, unique and... well, priceless

Offline x4000

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Re: TLF Version 1.013-1.014 Released (Love, Hate, And Challenge)
« Reply #13 on: May 06, 2014, 10:32:27 am »
Do you think that you and Keith work well together because of the programmer/game designer overlap in terms of a focus on features, mechanics, science, maths and all the sandbox elements? Generally just understanding one another well, abilities and methodology.

Yes, Keith and I have an enormous amount of overlap in how we approach software design and a lot of things in general when it comes to game development, which is part of why I hired him in the first place.  If you have someone tugging the code in completely alien directions, that is always very hard to work with.

That said, we have various strengths and weaknesses that are complementary, too.  He's better at profiling and a lot of math things than I am, and I'm much more familiar with graphics pipeline programming, for instance.  I have a lot more experience with certain types of loose procedural generation (for lack of a better word, let's call it noise based procedural generation, though that doesn't really cover it), whereas he has a lot more talent than I do with... for lack of a better word, fractal-style procedural generation.

So it's good, because we agree on the big things, but can divide up certain other things where our skills don't overlap as much.

Ideologically, when it comes to game design we have very similar philosophies on certain numeric things on balance and other constrained concrete tasks.  But that said, our approaches to larger game design are incredibly different and often at odds, and we don't generally like the same sorts of games -- at least not in terms of top favorites.  So there is a certain amount of friction there, but I think it's a healthy kind of friction in that he makes me consider things from different angles, and challenges my assumptions on certain things from a game design sense.  That's been something we've had to adapt to over the years to really work well together, figuring out our respective roles for really being able to work together effectively on that front, but ultimately I think it's a good thing indeed.
 
I mean, would it be as easy to work with an art designer if you were instinctively taking very different approaches to each problem, challenge and opportunity? (The artist wanting to make a rigid campaign, levels, scenarios and visual elements and less eager or able to work on simulations, complex interacting mechanics and balancing gameplay)

That's not someone I would hire, and ultimately we'd have to part ways.  If they were open to trying to get at the spirit of those sorts of features that interest them, but in the structure that I am laying out, then that again could be very positive.  It would be a challenge at first, but we might wind up with kind of a hybridized model that is stronger than just the sort of thing I'd do on my own.  But it would depend on their personality, and if they're trying to ultimately change the direction of the sorts of things that Arcen does, or enhance it.  So it depends on the individual.

Is there a distinction between the three groups because it's harder to have a team with all three having equal focus and being pulled in slightly different directions.

Ultimately there has to be one producer who has the central design in their head, and basically gives everything direction.  That's me.  That doesn't mean a dictatorship, because when you do that you lose the benefits of the individual team members.  For instance, I encourage the artists to say things like "if we could change XYZ then I could do better art, but right now this particular aspect of procedural generation is really hampering me."  Or other suggestions along those lines of how we can mutually figure out a better way to do art without sacrificing a sense of uniqueness and replayability, etc.

So it really depends on the personalities involved, and how willing they are to work together toward a central vision.  Ultimately the central vision has to be maintained typically by one person, and that person's job is to try and make sure that everyone else's contributions enhance that central vision as much as possible, while stifling those people as absolutely little as possible.

You've probably heard the joke about projects: "The project can be good, fast, or cheap.  Pick two."  That's a joke, but it's pretty true.  I think that with the three areas I mentioned above, that is also broadly true.  Pick two.  That doesn't mean ignore the third, but if you try to do everything you pretty much can't.  You can't do Minecraft with ornate hand-crafted graphics, it just wouldn't work for all sorts of technical reasons.  You can't do something the scale of AI War in full 3D with true physics for similar reasons.  You can't have the flexibility of Dwarf Fortress if you're trying to make static levels.  Etc.

How common are Programmer-Artists for example? I would have thought being able to resolve those opposites and get the best of both worlds would make them significantly more valuable to a team than either an extra programmer or art designer. I know a Scientist-Artist, Historian-Scientist, Scientist-Theologian and a few other mixed/combined discipline people and I've found that those "Jack of all trades" are rarely "masters of none" and it is the combining of two ideas and concepts that actually produces something new, unique and... well, priceless

Among successful indies, people that found their own company solo are able to generally at least somewhat skilled at every aspect of game creation, and tend to have a deeper talent in one area or another.  I know quite a bit about art, for instance, although I'm not a true artist by any stretch of the imagination.  I know how to evaluate music and sound and give useful feedback, although I can't create it on my own at all.  And so on.  Most indies that start solo wind up hiring out for art and music/sound, at least those that I know.  Some are able to manage all of the above, usually by going lo-fi but with a good sense of design.  So it varies.
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Offline DrFranknfurter

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Re: TLF Version 1.013-1.014 Released (Love, Hate, And Challenge)
« Reply #14 on: May 06, 2014, 11:50:33 am »
Thank you for the reply, it's an interesting insight into things. (Fractals and maths seem to have been in the news lately with fuzzy fractal black-holes, the fractal behaviour of plasma -when particles are moving in parallel with the field lines- both in stars and fusion reactors here on earth...)

I do hope that you eventually get to work with the right sort of art designer, there are elements of each game in Arcen's catalogue that (although not needed) I'm sure would benefit from someone able to fully realise a dynamic, procedurally generated, reactive and fractal piece of story-telling. I can picture future Campaign-focussed expansion packs where the chaotic and varied worlds your games create develop into a stronger and more epic campaign than usual. I'd love to see how a campaign-style piece of linked storytelling would emerge from the events during a long difficulty 10 game of AI-war or 500 year game of TLF (Although I suppose light of the spire tried that adding nebulae and the fallen spire, while the interactions with everything else is dynamic the steps themselves are linear and scripted... which is very different from the rest of the game.)
TLF does do that in many ways... but I think it'll take more quests and linked quests for some things to feel *real*... if that makes sense. (I'd like a CEO, hive queen or senator's name to matter, to think "Oh no, not him again!" But for now I think the races serve that purpose, each having a personality, quirks and differences from game to game.