Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - x4000

Pages: [1] 2 3 ... 1076
1
Skyward Collapse / Re: Multiplayer Skyward Testing!
« on: Today at 12:39:37 PM »
As an FYI, I really really don't ever see us having more than red, blue, and yellow in the game.  I could wind up eating those words, but we'd have to recode an enormous amount of stuff for that, and the interface wouldn't support that cleanly, either.  I also don't think it's remotely needed.

My goal with co-op is not "let's make a different game that is related to the first."  It's "that looks like a cool game, I want to play too."  None of the suggestions tossed around here really fit with the second thing.  This game is predicated around the premise that you control all sides except for the bandits.  Changing that is a completely different game, right?  Choosing sides in MP was something Josh and I tossed around for a while, but we discarded it because it just doesn't fit with the game.

For now I'm making it increase bandit frequency when you have more players.  But I also think that some of the other changes that I have in mind that are coming up will make this implicitly balance itself a bit more.

2
Skyward Collapse / Multiplayer Skyward Testing!
« on: Today at 06:39:25 AM »
Hello!

I have surprising news. I've been working this whole time on keeping skyward mp-safe as I coded, but have not tested it in mp even a tiny bit. No point until sp settled down, right? Keith graciously offered to take a bit of time away from he next ai war expansion, and spent a day or so getting mp set up as you may have noticed. He found and fixed a few things in he actual gameplay actions related to mp, but mainly his work was on new code -- connections working at all; a manage players screen, some underlying logic, switch to a host-client model instead of a client-server model, etc.

After all that he was able to connect and place some tiles and such. Fine, I figured. Probably still a million bugs, and I'll get to those later. Well, today, I was planning on starting my own testing and seeing what I could see.

But last night Keith and his wife started playing a co-op game of skyward, and got to turn 10 without it having any mp-specific issues. Saving your game seems to kick the clients, which is bad. But apparently that was the only thing noticed thus far.  I'll fix that early this afternoon (EST).

So! With that in mind, I guess it is actually time for real testing of the co-op by more people than just me, if it seems that clean! I'm sure there are other bugs in there, and I definitely want to root those out.

We also need to think about what counter force there should be, if any, to the fact that people get 1x the action points per player. Faster woes? More frequent bandits? The factional stuff will balance itself out, I'd think. My inclination is just to increase the speed of bandit spawns.

Thanks as always for your help!

3
Skyward Collapse / Re: Skyward Collapse Alpha 0.900/0.901
« on: Yesterday at 08:42:10 PM »
Couple of bugfixes now out in .901.  That's it for me tonight though!

4
Skyward Collapse / Re: Skyward Collapse Alpha 0.900
« on: Yesterday at 08:20:35 PM »
I think so, yes.  So sounds like a bug.

5
Skyward Collapse / Skyward Collapse Alpha 0.900/0.901
« on: Yesterday at 08:06:57 PM »
New hotness!  http://arcengames.com/mediawiki/index.php?title=Skyward_Collapse_-_Pre-Beta_Release_Notes#Alpha_0.900

My internet connection is all fixed back up, so that's a relief.  Notes on this one:

1. At this point, we've got the achievements in there.  Wasn't a high-priority thing, but Keith was helping out and so it happened simultaneously with other stuff.

2. The statistics on the profile and on the last turn reports are all in there, and so if something seems wonky now would be the time to make bug reports on those.

3. There are statistics now on the top bar when you hover over the population counts, as well.  Between the last turn report and those, I think that hits most of the information that people were looking for (and everything that I had planned on doing). 

I think the one main data point that is absent right now that some folks is projected expenditures versus current expenditures.  That is something you can look at for the last turn in the last turn report, but it doesn't really help super much because a) it includes direct actions you took; and b) it doesn't average out the expenses of units in queues over turns; it just shows what the costs were the last turn (which are nothing if the building was cooling down.  There is MAYBE some really complex stuff I could do with the costs here by projecting into the future what each building would create if it looped through its entire queue once, and then average that over the number of turns that it took for each building, and then add all those up. 

That's pretty hairy for a number of reasons, honestly, and I'm not sure it's warranted.  I understand that folks want to be able to plan based on knowing resource flows, but I'm unsure how much that really is possible in the first place even if you had those numbers; your overall spending habits matter, because you want room for what you are directly spending, and it's nontrivial to work that out because of the finished goods.  Not to mention with resources producers getting knocked out or built or whatever.

To some extent I almost think it would be easier to show trend numbers averaged over the last 20, 10, 5, and 3 turns or something: basically what was the shift in each resource over that period of time.  That's not forward-looking, but it does help you to understand what your trends are like.  Even that, though, I'm not sure is super useful in the face of lots of woes, building losses, building construction, and so forth; the game state changes so rapidly that it's hard to use past trends to really extrapolate much.  So that leaves us with forward-looking projections... but those get blown out of the water as soon as the next woe hits or as soon as enemies overrun a certain town, etc.

To me, it makes more sense to play "in the moment" in this game.  Obviously you want some longer-term strategies, but they're going to largely get trashed by the enemy.  If I know I need a lot of incense to do what I'm going to do, I need to not be trying to fine-tune that balance such that I have just enough incense for my needs, or I'm going to get kicked in the teeth.  I need enough to create an excess of incense (or pigs or whatever).  That way when I get kicked in the teeth, I'm not suddenly completely out of a given resource and scrambling.  When you're trying to build in that much buffer, looking at the last turn report on production, and looking at your general net expenditures, and looking at your general stores of your goods, seems to really handle it. 

So in that sense, keeping a history of "last five turns of this resource's stock" that you can see in their tooltips on the sidebar might actually be all that's needed in order to make good decisions.  Bear in mind: flooding the player with irrelevant information is just as bad as not giving them any at all.  When there's too much noise, the signal gets lost, etc.

4. So yeah, there are also some bugfixes in here, some usability improvements, and some changes to some of the woes (mostly to make them meaner, except for drug lord).  Some solid stuff, but mainly I'm glad to have two big action items off my to-do list: all those statistics all over the place, and the achievements.


If there are any other statistics that you feel like are just vital (not nice-to-haves), then do let me know.  I'm not planning on adding any more unless folks bring them up; we've done what we originally planned to do statistics-wise at this point, plus a bit more based on player feedback.

From now looking forward, I want to devote my time first to getting multiplayer fully off the ground, then to getting more woes, and to working on tweaks and polish alongside all that.  There are also a few things relating to making some of the woes more dramatic, etc, too.   In terms of how they are presented (big text saying what just happened, etc, when it's a "flash this happened" sort of woe).

Going through mantis today, though, it looks like a huge ton of the stuff that had been suggested and that was in the backlog was already addressed.  I'd not been through the full list, as Josh was keeping up with those, so a lot of that seemed to be "great minds think alike" sort of things, or duplicate suggestions at any rate.  Anyway, so polish is looking pretty high to me at least, and there aren't any bugs of large substance that I'm aware of.  Which is a good place to be!  More time for woes and multiplayer.

Knock knock knock on wood. ;)

6
Skyward Collapse / Re: Skyward Collapse Alpha 0.817
« on: Yesterday at 07:49:27 PM »
Ohhh... I see.  That's really odd and should not happen, yeah.

7
Skyward Collapse / Re: Rock Paper Collapse
« on: Yesterday at 03:58:05 PM »
I feel bad for Tidalis but since you guys shot down the suggestion to port it to smartphones I guess you don't want to see it again.

We probably will at some point, there just never seems to be enough time.  I think it would be fun on iPad.

8
Skyward Collapse / Re: Depth of this game?
« on: Yesterday at 01:24:29 PM »
Yep, Mick is correct.

Since you're not playing any opponent -- you play both sides after all -- there's no reason to hold back or add AI functionality at various levels.  The challenge comes from the situation itself, and what woes you are dealt (in a boardgame sense), so that's how things progress in difficulty.  It's very much like a boardgame in much of its design, except that the pieces are alive and hate each other. ;)

9
Skyward Collapse / Re: Depth of this game?
« on: Yesterday at 10:22:39 AM »
I'll leave others to answer that in the main, but what I will say is this: AI War is the product of 4+ years of development and numerous expansions.  I don't think any game is going to approach the depth of it at this point without a similar amount of dev time and scope.  THAT said, there's a big difference between that and a beer and pretzels sort of game; and presuming this does well, we hope to keep developing this for a long time and thus see the depth increase more and more.

With those caveats above, I think it's a pretty deep and challenging game if you play on the higher difficulties.  Even AI War isn't that deep if you play on difficulty 1 or 2, and that's the idea, heh.  I think the general consensus around here was that it was fun for a while, but then started to stagnate as they figured out the intricacies... before we made a bunch of recent changes, like adding Woes and nerfing gods and so forth.  It sounds to me like opinion is swinging in favor of this being a lot deeper all of a sudden in terms of having to think on your feet and having a lot of challenging decisions to make.

But again, that's just me, and I'm obviously biased.  I'm also a poor judge, because I know how things work too well, and so tend to view the basics as being simpler than others do.  I was really surprised by people losing repeatedly on easy when they were first starting, for instance. 

Anyhow, the goal of this is to be a game for grognards that also can be played by midcore players.  Fairly straightforward to learn, but really complex to master if you're playing on the equivalent of AI War difficulty 7 or 8 (that would be Hard or Expert here).

10
Skyward Collapse / Skyward Collapse Alpha 0.818
« on: Yesterday at 09:54:10 AM »
The latest of the new stuff: http://arcengames.com/mediawiki/index.php?title=Skyward_Collapse_-_Pre-Beta_Release_Notes#Alpha_0.818

So, my internet connection is working slightly better for the moment.  Fingers crossed!  Anyway, what's new in this one, in general:

1. Fixed the counterattack bug in the prior version, which was a huge problem for testing accurately.

2. Several adjustments to the timings of woes, which should make things more... interesting.

3. A number of improvements to the tutorial to hopefully make that even clearer and better.

4. More stats are now being logged in the Last Turn Report and your overall profile statistics screen, but these are still not remotely complete.  Should be by the end of the day, though. :)

11
Skyward Collapse / Re: Skyward Collapse Alpha 0.817
« on: Yesterday at 07:40:23 AM »
@Cinth: What you are seeing actually is correct for ultima.  I'll look into the sandbox mode thing.

For the other notes: I'm on em!

My internet connection is cutting in and out today (have a technician coming out tonight), and actually has been the last two days.  So it's difficult for me to respond to everything, and I can't see a lot of the mantis issues directly because it takes them 5+ minutes to open typically.  Along with things like... google's home page taking 2 minutes to load.  I'll get Josh to forward them to me by importance, and I'm working on the stats and such still.

Thankfully I'm able to get new versions out, even if what is normally a 5 minute process has turned into a 25 minute process.  Sigh.

12
What misspelling?  I don't see anything...  Pay no attention to the edit history on the OP! ;)

13
Skyward Collapse / Re: Skyward Collapse Alpha 0.817
« on: May 16, 2013, 08:21:33 PM »
It's entirely probable that I broke that; I did make a change in that area today.  I'll fix it in the morning!

14
Those would be the kids, yeah. :D

15
Skyward Collapse / Re: Skyward Collapse Alpha 0.817
« on: May 16, 2013, 07:35:55 PM »
@Mick: Actually, I was wrong -- it is supposed to be on hard and up.  You should see the bloodlust attribute on them.  Or they might be being spawned by a path that doesn't cause them to get that somehow, not sure.

Pages: [1] 2 3 ... 1076