So I was testing something particular and plowed ahead with trying to get the Fringe civilizations to unify under one of my agents, and the Grand Alliance had formed... I noticed that the Necromancers and Lizardmen kingdoms had joined them... and they were republics???
How did this happen.... so I went back and checked all the logs. It appears that the Necromancers got a random event that ports can get that gave them a trade route, AI for trade routes had always been written for Civilized Cultures so they started to act like that with their trade route. They formed a route with the Golden Republic of Toln, and used the trade to get better relations. Eventually the Gold Coin merchant company expanded there, giving them a second trade route, which they created with the Lizardmen kingdom which had formed prior based on a Quest. While I passed turns focused on the Fists of Errus plotline they all gained relations, approaching the cultural bound and the threshold for "Cultured Civilzation Revolution", and at some point reformed into republics, forming a close alliance with Aventura and Toln. The Wayfarer's Adventurers Guild even opened a branch in lizardman capital, spawning a lizardman hero.
This looks pretty sweet.
I've complained about it before, it seems like whenever people try to do a "villain simulator" video game it's goofy tongue in cheek bullshit. Overlord, Dungeon Keeper, etc. etc. I think it's because video game developers are generally incapable of subtlety. I don't think a lot of devs could make a "serious" villain simulator without being overly violent or offensive or just generally hideous (See the ridiculously over the top Dark Brotherhood in Oblivion for a good example of what happens when video game developers try to play it straight.)
I'd really like to see someone play the idea straight for once and do it right and this seems like what I've been hoping for. Still not getting hyped until something playable comes out of it though. I appreciate that it seems like they dropped the announcement pretty well into development, instead of showing us pre-pre-pre-alpha vapor.
Yay hello dev :D I have a few questions.1) To what degree will the different nations interact? For example, will they be able to go so far as to destroy each other without player intervention, of is there a limit to how far they'll go?
Do you have any plans for the shadow of your former self vibe I'm getting? I mean, I'll take growing in strength as a given, but you could have things like steadily regaining your memories (especially of what caused your downfall), erratic control of your power (what happens when Sauron has a nightmare?), even standard villain bait like vague prophecies disturbing your rest. Or, if your weakness comes from ancient, weakening bounds, perhaps you can only use certain aspects of your power for fear of a tightening of the chains? Then there's the labyrinth for the minotaur... the point being, the circumstances of your fall from infamy should impact your rise, and maybe give a little venom to player efforts. On the note of standard villain bait, i recommend plenty of it, and hoisting the player by his own petard.
Thanks for the reply ! :) will you continue to develop and create the game after release ? This sounds like my dream game the only thing I'm worried about is the game being a little shallow, im hoping for huge amounts of actions and events to really make different tactics and stuff different each time.
Also do you have a ETA on the kickstarter ? I promised my self no more kickstarters but I made an exception to this one and really want to throw money at you :P
In response to a more lively map:
Maybe you should add some map animations? Travelers along the road, ships along trade routes, shifting frontlines during wars, etc. etc.
all reflecting whats going on?
Of course, not that it's really representative of what this game is about, but ill point you toward Distant Worlds 4X, the feeling that you can zoom in on individual ships/fleets/planets and that they go about their daily business no matter what you're doing really adds a lot of depth.
This looks pretty sweet.
I've complained about it before, it seems like whenever people try to do a "villain simulator" video game it's goofy tongue in cheek bullshit. Overlord, Dungeon Keeper, etc. etc. I think it's because video game developers are generally incapable of subtlety. I don't think a lot of devs could make a "serious" villain simulator without being overly violent or offensive or just generally hideous (See the ridiculously over the top Dark Brotherhood in Oblivion for a good example of what happens when video game developers try to play it straight.)
I'd really like to see someone play the idea straight for once and do it right and this seems like what I've been hoping for. Still not getting hyped until something playable comes out of it though. I appreciate that it seems like they dropped the announcement pretty well into development, instead of showing us pre-pre-pre-alpha vapor.
Yeah but NO ONE is a good person in Dominions version any of them. Heck even Pantocreator is a big jerk...
It is more of a black and grey world... So by what respect are you the villain?
As for the Alliance and the way the world reacts to your powers, look at it this way. If the world begins to suffer from crazy earthquakes and waves of madness how does each nation act? A nation may turn inward, caring for itself and its own people, close its borders. Another may try to seize the opportunity to grab some neighboring land.
I know this is my second double-post, but it's important. I know there's already ways to bring heroes over to your side by manipulating their willpower and such, maybe some Arthas/Darth Vader shenanigans, but what if you could force them to serve you with a ritual? Maybe there could be a whole god who does it. He can capture heroes and turn them over to his side, giving them special powers and such. Build himself a cadre of unique demigod agents called, I dunno, "The Captured."
And he can be called like, "The Controller." The Controller and his Captured.
Yes. That would be fun.
I know this is my second double-post, but it's important. I know there's already ways to bring heroes over to your side by manipulating their willpower and such, maybe some Arthas/Darth Vader shenanigans, but what if you could force them to serve you with a ritual? Maybe there could be a whole god who does it. He can capture heroes and turn them over to his side, giving them special powers and such. Build himself a cadre of unique demigod agents called, I dunno, "The Captured."
And he can be called like, "The Controller." The Controller and his Captured.
Yes. That would be fun.
I like everything but the names. Can we go with "The Dominator?" How about "The Dominator" and his "Taken?"Spoiler (click to show/hide)
I'll need to readup on the list of things to do when you're an evil overlord. (http://tvtropes.org/pmwiki/pmwiki.php/Main/EvilOverlordList)
a) On Endless Mode - I bet I could just turn off the victory conditions and the game wouldn't break it would just go on. I'll give it a shot and see if it works, but with some of the Old Ones you'd doubtless reduce the world to waste. I can't spend any time trying to balance this, we're strapped for time as it is, but if this works I'll make the Victory Conditions toggle in the editor. Then you could adjust hero spawn rate, restrict the Old Ones, and build one yourself. If it becomes a truly popular option we may make an official Scenario that has a similar idea.
@Endless Mode: Would you consider an option to... feign defeat? When all seems lost... the Chosen One's armies are now knocking on the doors to your seal... can you fake your defeat?
And lie low for the next 1000 years, semi-simming the redevelopment of the world. When the Chosen One and the likes are long gone, you awaken once again, to continue your work, for revenge against the descendants of those who bested you, specifically hunting down the bloodline of the Chosen One and the Heroes who wronged you. (Or choose another Old One to play as.)
Well, maybe as DLC... >.>
Jokes aside, it is a cool idea. Or maybe even just adding that functionality into endless mode as a normal result of losing. Big Bads don't die, they just get put back into the ground. Let the game simulate for a few generations, maybe with some genealogy systems in place if they dont' already exist, then come back.
It's definitely probably more suited for a long-term post release kind of thing.
Jokes aside, it is a cool idea. Or maybe even just adding that functionality into endless mode as a normal result of losing. Big Bads don't die, they just get put back into the ground. Let the game simulate for a few generations, maybe with some genealogy systems in place if they dont' already exist, then come back.
It's definitely probably more suited for a long-term post release kind of thing.
We will be staying far away from genealogy systems and that type of simulation - we avoided it because it adds a huge amount of testing, bug fixing, and the like with the potential for never truly doing it as well as other games which dedicate their development to it have done. By making the game scenarios hand-crafted we've avoided all of that logic, which makes it feasible to do on an indie budget/time constraint.
That being said, if someone else was making the game I'd be asking for that too.
Big decision we made about the Chosen One was that if he is "removed from the picture" before you awaken then fate "weaves another Champion." (think of it as, 'oh we misinterpreted this line of the prophecy')I actually disagree. I personally like the idea of the chosen one being a role, not a specific person, so if you remove the person from that role, then fate chooses another agent to oppose you. It's not you misinterpreting the prophecy, it's you breaking the prophecies and forcing fate to make another hero.
I know it sounds like a cop-out and maybe it is, but the gameplay ramifications of insisting this one single hero be the key to the entire game seemed to dead-end a lot of other fun possibilities. So instead, if you successfully identify and kill/corrupt the Chosen One it is a powerful blow to the forces of good and obviously a fantastic Agent to have. It resets all of the Chosen One's campaigns and engagements, and marks another lower level hero as the new Chosen One.
I swear I'm not underwaterA ha! You reveal yourself, Cthulhu!
Yes you do control land directly, you have your own "Nation" at start in some Scenarios and when a nation joins your side you are able to build, recruit units, and raise commanders. In fact, while Agents are restricted in number you can control an unlimited number of Commanders though they are restricted to military operations. You may have noticed that our early MainGui screen did not have resources on it but our new one does, that's because we are STILL going back on forth on whether resources should be global or unique to each power you control. On the one hand, it being unique makes the game much more strategic, agents have to ferry resources around and you may have one power that is rich but lacking food and another vice versa - however on the other hand it significantly slows down the game and turns agents into couriers, creating some balance issues, so we are currently making all resources global. On the plus side, it let us add in another INfiltration challenge where you can siphon off resources of a country that you have high levels of infiltration.This is more about how you portray the nations under your thumb then, in my opinion. Seems kinda gamey when ingame terms, every other nation has their own supply/resource and has to trade with its neighbors(or they may not even trade at all?) while.... you control 2-3 different nations and they all pool their resources automatically and instantly.
Will there be a mac version?
Woooo KS this month if I'm correct when the kickstarter comes out this will be released along with a demo ?
What sort of rewards are we going to have ? You already have $100-150 from me :P
We're talking this week about the Tier rewards, I'm a huge fan of "in-game" rewards like naming Heroes, Countries, and Agents as well as working with us to make new abilities and scenarios, but my business partner sees those somewhat as a "cash grab" and thinks we should limit ourselves to some physical rewards and then the more usual round of digital rewards like soundtrack, wallpapers, extra copies and the like. Not sure if you guys have an opinion on this - suggestions are always welcome.
Well. I imagine part of the appeal of physical awards is, that even if the game somehow is a huge disappointing mess that you hate, at least you have a spiffy model/map/artbook/misc.swag to show for your cash.
Woooo KS this month if I'm correct when the kickstarter comes out this will be released along with a demo ?
What sort of rewards are we going to have ? You already have $100-150 from me :P
Alright so the Demo was originally supposed to be out already, in fact last weekend - then we got the RPS article and a ton of followers so we threw some more money into the game and updated all the GUI visuals, added some effects, and started redoing some of the AI systems. The end result is our actual demo build is so far behind we don't want to release it - but I don't think given what's on our plate we'd be able to finish the demo and launch the KS this month.
What we decided was we'd finalize features for testing this week (which we are doing now), get that out for a week for bug fixes, spend the week after preparing KS, launch KS, and then try to get the demo out halfway through. We don't want the KS to push any further because a lot of metrics suggest launching closer to Christmas is a terrible idea, and also we want to get the money, if any, for improved assets as soon as possible so as not to delay our Q4 launch. Hopefully people will be interested enough without the demo, but if not they'll stick around long enough to see the demo in action when it's released.
We're talking this week about the Tier rewards, I'm a huge fan of "in-game" rewards like naming Heroes, Countries, and Agents as well as working with us to make new abilities and scenarios, but my business partner sees those somewhat as a "cash grab" and thinks we should limit ourselves to some physical rewards and then the more usual round of digital rewards like soundtrack, wallpapers, extra copies and the like. Not sure if you guys have an opinion on this - suggestions are always welcome.
-Snippity-I don't think this'll be the case tbh. The most direct choices I've seen at any given moment is 4 at a time at start up. Past that, the choices are less pushing, and many of the mechanics sound like things that make enough sense they don't require actually learning. Then again, without having played, I can't comment on the actuality.
You know, looking through all these posts about the mechanics of the game and whatnot, I'm starting to feel a bit nervous about how this game is going to turn out as a whole. I don't mean that the entire project will be a disaster; the fact that you already have most of the game playable speaks for itself in how great this is going to be. The problem I'm seeing, though, is that there looks to be too much game.
From the sheer amount of choice of what you can get your agents to do, the reaction they get and the general goings-ons about the world, the sheer dynamics of this game seem so great that, when the demo comes out, most players will probably have no idea what to actually do for even their first action.
What sort of tutorial is there for this game anyway? Is there a hint system? Maybe some sort of encyclopedia/logbook you can look at and even write notes in to keep track of everything? Maybe I'm just looking too far into this since you've been explaining all the mechanics of this game, but it sounds to me that there is going to be some serious commitment required from players just to keep track of everything important happening. I can imagine the first few games a new player would have not even get to the "conquering" part simply because they have so much difficulty keeping track of all the infiltration aspects of the game.
Don't take this as outright criticism, I want this game to succeed so badly, I'm just starting to get an idea of how too much choice can actually be a bad thing.
It's hard to get a feel for a game just from description. That's why you should release the demo.
Edit: And thanks for being so chatty! You are loading the hype trains full of coal!Indeed, you've managed to get me on board for the game (and KS). :))
Pretty much the only thing I actually dislike more is kickstarter-only non-cosmetic DLC content (course I don't like normal DLC stuff either). Having an extra pretty skin or badge is a great thing from a kickstarter, having access to extra agents would not be.
We will use SteamWorks for a central hub for scenarios and game mode mods as I've used it in the past and it's supremely easy to implement with the structure we have - but for people not on Steam they'll have to rely on a community created hub.
To be honest, the moment this was announced I started of trying to figure out how to implement a variation of the game on a map of North America. Granted, I mostly want a demo to get an idea of scale of the entire game and how much of the map it makes sense to utilize.I'm not sure I could stay alive in a world where Nicholas Cage is the chosen one.
...and I want to make a campaign that leads to a massive set of artifacts behind Mount Rushmore to make a national treasure joke.
100k Stretch Goal - Nicholas Cage voices every Agent...
Anybody already thinking about stuff they want to put in? >:oyou.I'm thinking a steampunk overhaul would be pretty sweet to do. 8)
I think you're going at it with the wrong goals in mind >:o
Dear Media:
Get off your asses and post dat shit.
Well, you could do an end run around the marketing, and just give Bay12 some demos to play with ;)
Modern armies =/= medieval style armies...older armies did have kings and other leaders actually with the troops on a regular basisSee: Battle of Hastings
We added a Bay 12 Event in to the game
You put Boatmurdered in the game didn't you.QuoteWe added a Bay 12 Event in to the game
Mission accomplished. Part of our ongoing effort to ensure there's a little bit of DF in every game out there.
if I post it here first you guys want to give me some feedback so I can quickly make any edits before sending it out?
Bets for how long it will take someone to make a Middle Earth scenario for this after release?
Bets for how long it will take someone to make a Middle Earth scenario for this after release?
It is a rather perfect system and setup for that to be fair
when demoSometime a while after the kickstarter releases IIRC, which as I recall is coming up in a few weeks (I'm sure there was a more exact date given earlier, but I can't recall it ATM).
I think the only significant delay we'll hit is with the KS itself - though I really can't imagine it's as bad as everyone says (plan to have 0 development time??) I'm assuming we may go down to 50% efficiency.From what I know (and have seen/experienced) a lot of that is tied up in handling physical goods for reward levels. If all you are doing is virtual rewards it's still very time consuming, but nowhere near the level that anything physical requires.
So with the idea of roman/modern era scenarios, would you, the elder god, get nerfed in magic as well, since having a world where no one else can use it sounds like it would be quiet easy to overwhelm (unless there's some sort of even where they can steal it from you, maybe)?
You wouldn't even need to have it as a "conquer the world" type deal; just grab a map of a town (maybe even from a lovecraft board game) and put an emphasis on hero "investigators" and what they do.
I've seen what Skyrim modders do, there'll be a modern map at some point.
The world has forgotten your name.I've seen what Skyrim modders do, there'll be a modern map at some point.
Before long, Thomas the Tank Engine skins and making sweet, awkward uncanny valley love to your followers will come to That Which Sleeps as well?
Don't forget destroying the magical land of techno-color ponies...Desire for game just shot up a bit. WHAT'S THAT ABOUT FRIENDSHIP YOU SAY OH LOOK YOUR LAND IS DYING
Come on guys, you proved in like fifteen threads that you can't discuss colored horses without breaking the rules. Get that shit outta here.
Perfect.Come on guys, you proved in like fifteen threads that you can't discuss colored horses without breaking the rules. Get that shit outta here.
I honestly don't know what you mean by that.
Perfect.Come on guys, you proved in like fifteen threads that you can't discuss colored horses without breaking the rules. Get that shit outta here.
I honestly don't know what you mean by that.
Say, are there plans to make the player able to corrupt and use whole nations, taking control of them directly or through agents? As in, turning a nation's leaders into your personal agents or having your agents take over a kingdom in a way or another, eliminate any opposition and then use that nation as a tool to your designs, akin to what sauron did in the third age with the men of harad/khand/rhun/etc.
Also, it would be interesting if there were other evils in the world, altough less powerful or more recent then you, that you could provoke or awaken, to make then cause havoc and thus shift attention from yourself. Something like "OH GOD THE EVIL MAGICAL ARMY OF GOLEMS CREATED BY THE WIZARD BLARAGLGLL SUDDENLY BECAME ACTIVE AND STARTED RAZING WHOLE CITIES LETS FORGET ALL THIS MYSTERIOUS LAND PLAGUE AND GO FIGHT THEM" and etc.
Why weren't they getting posted? The videos, I mean.
It focused more on the politics of leadership than the command and control you usually see (at the time, now a few games have come out/are coming that actually embrace this idea).
perhaps returning to that may streamline both the look and some of complexity of having to look at your opponent to analyze their defenses?
I was a little disappointed by the info drought there for a while but I figured you were working hardcore on the game. I wasn't sold on the brownbrownbrown portraits but now that there's more I think they're coming together pretty well. Animo hero portraits gave me a >:C until I realized they were obviously placeholder shit.
Still hyped as fuck!
Word. A tester tier with some play-at-your-own-risk immediate alpha access would get my money pretty much immediately. Wouldn't even have to consider it.(http://i.imgur.com/OEcbOrN.jpg)
HUZZAH! THE DAY OF THE KICKSTARTER HAS COME! WHAT, YOU MEAN I HAVE TO WAIT AN EXTRA DAY SINCE I LIVE IN A DIFFERENT TIME ZONE? Goddammit...
Something I'm confused about how damage effects heroes; when a hero starts losing health does it actually make it harder for them to complete quests and even close off certain things they could do normally (besides being effected by the wound system), or is like almost every rpg ever where they can fight just as well if they had only one health as opposed to all of it? Is it the same for will?
Just a thought, I don't think I read anything about completing stretch goals after the base game itself is completed on the kickstarter. I feel this is an important thing to note (perhaps in the risks section) in order to reassure people who don't know already that you have thought carefully about the time needed to release the game and aren't going to get weighed down by any stretch goals.
10% funded in roughly an hour...I have a feeling this will end well considering there is roughly 718 hours left of the kickstarter to go :P
Glad to hear everyone is feeling as enthusiastic as we are - I think the Tiers are pretty much set, it's not fair to move them around (and also I think not even allowed).It's totally possible to add new tiers to a kickstarter in progress (though if you add something new to it it's generally assumed that you will grant that same thing to upper tiers as well). I've definitely seen some that have added newer tiers before (including some that have done this exact thing, making a lower beta only tier when a number of people asked for a bit less of a jump between tiers).
First time ever backing, 50 bucks.
Now if only Kickstarter accepted Paypal I could actually back the game myself
I've been promoting the game on some other forums I often visit so hopefully that will give it some more buzz. Now if only Kickstarter accepted Paypal I could actually back the game myself :'(
What kind of scope are you planning on giving the demo by the way? Will it be limited to X turns, or will it be an entire game but limited to only one Sleeper/Background and with the current placeholder graphics?
One small nitpick: I noticed that the red text was hard to read on the dark background in the videos. I'm unable to read what is under "A body yet Remains" after the second combat in the Combat DevLog. This might of course be due to the resolution of the video but just in case it isn't it's never too early for betatesting :)
DEMO DEMO - Belial and Karth are both playable in the demo, but currently only Belial has a proper tutorial. Haven't gotten back to it yet, I'll be able to give you a good estimate by the end of the week.
So we found out from a bunch of people that social media presence helps your KS project's search visibility (and getting it staff picked), so if you guys share/tweet/facebook or anything it's hugely appreciated. We really did not prioritize social media so we're a bit behind there, gotta pick up our facetweeting.
Our facebook: https://www.facebook.com/thatwhichsleeps
DEMO DEMO - Belial and Karth are both playable in the demo, but currently only Belial has a proper tutorial. Haven't gotten back to it yet, I'll be able to give you a good estimate by the end of the week.
So we found out from a bunch of people that social media presence helps your KS project's search visibility (and getting it staff picked), so if you guys share/tweet/facebook or anything it's hugely appreciated. We really did not prioritize social media so we're a bit behind there, gotta pick up our facetweeting.
Our facebook: https://www.facebook.com/thatwhichsleeps
It's a sad truth of indie game development that an effective way of getting your name out there is enlisting as many people as you can into blindly firing the hype cannon into the TwitBookSpace and hoping it hits something meaningful. I generally prefer it when devs don't whore out social media just to get recognized, but I know in a lot of ways it's detrimental if they don't.
DEMO DEMO - Belial and Karth are both playable in the demo, but currently only Belial has a proper tutorial. Haven't gotten back to it yet, I'll be able to give you a good estimate by the end of the week.
So we found out from a bunch of people that social media presence helps your KS project's search visibility (and getting it staff picked), so if you guys share/tweet/facebook or anything it's hugely appreciated. We really did not prioritize social media so we're a bit behind there, gotta pick up our facetweeting.
Our facebook: https://www.facebook.com/thatwhichsleeps
It's a sad truth of indie game development that an effective way of getting your name out there is enlisting as many people as you can into blindly firing the hype cannon into the TwitBookSpace and hoping it hits something meaningful. I generally prefer it when devs don't whore out social media just to get recognized, but I know in a lot of ways it's detrimental if they don't.
On the plus side, it looks like even if we are again not picked up by any journalists we should get baseline funding. Time to get my priorities back to principally development.
Stumbled over this today and read/watched every piece of media that you guys have put out. Going in at the lowest pledge level for the moment, but there's a whole month for me to be hyped up to a larger pledge ;).
Glad to hear that motivation and personality are such a large part of enemy behavior. Having an AI that shows self preservation adds realism. Too many games feature enemies with suicidal aggression when it doesn't make any sense (self-serving sellswords choosing to fight to the death rather than run away).
Assuming that you make both the religion and multiple ancient evils stretch goals will there be an option to just have the ancient evils without the religion and gods? This would make it easy to play a Conan style world where benevolent powers don't exist and instead cults devote themselves to diabolical monstrosities.
RE: Karth and the Ocean - it's not that he CAN'T win that scenario it's just that you can't focus on the playstyle I enjoy most with him, which is just simply zerg waving the humans. To be honest, it's not really a strategy that wins a lot but I use while testing things because it's incredibly fun. I had success in the Trading scenario by buying up a pirate fleet BEFORE I raised a horde (if you have a horde the world is a little more suspicious of selling you a trading fleet) and then using that, but you can also pursue the other element of Karth's power, which is to cause Dangerous Tribes to form in spots of your choosing across the world, spreading chaos and allowing agents to recruit powerful minions in convenient locations.
RE: Wounds and a Hero Killing themselves - it used to happen ALL the time in our early builds back when the Hero AI wasn't fully fleshed out. Now it depends on their personality, a berserker will attack you even if it means his death, a vengeful character that hates someone will do the same, a heroic character will attack if he thinks it will kill you or save his allies, etc. Most of the time now, a severely wounded character will limp away - banking on the "cowardice" of heroes will win you many early fights, but as hope fades from the land the heroes get more desperate and will make more last ditch efforts.
Yeah we are excited at the KS success, my personal hope was 4k by the end of the first week and we really crushed that - without any media coverage as well. We're HOPING that one of the major indie media outlets picks us up this week or next (though still radio silence), and if we can get the demo into the hands of Youtube or equivalent by the third week we're probably in good shape to hit some of the stretch goals.
I really want to put Religion back in, it really opens up so many options in the game.
haha, we wouldn't be supporting Steampunk ourselves - that would have to be its very own tier or some kind of expansion considering how much work it would be. We don't handle "technology" as much as we handle "Government Types", we are comfortable providing a "stone age" experience up to roughly the renaissance because our government types support roughly these levels of technology and you can have a thematically consistent and interesting world.
Could you mod in steampunk? Pretty easily I suppose, if you are fine with the art being somewhat inconsistent - just make a "Victorian Republic" government type and replace all of the general actions for a government with ones that are more flavorful and sensible for that type of world. Defining its interactions with other nations, you may want to take the Empire -> Colony to look down on other civilizations or Civilized -> Empire to have a warier stance. Create some "tech" inspired military units, mod a class to make it an "Explorer" or something more steampunky, set the percentage spawn to the Victorian culture to make only these steampunk classes. Could work pretty well.
We are absolutely making a Colonial map that has elements of what you're saying, though it's not quite King Leopold's Ghost, more along the lines of Conquest of the New World. The scenario is very rough right now, but we're focusing a lot at this time on the difference in a Colonial Chosen One vs a Colonized Chosen One - just this one small difference greatly changes the way the game plays out.
I'd definitely not make it steampunk, I don't like steampunk. Probably victorian era played straight but with magic.
I figured it was more spanish colonial period but I really like the idea of a more modern Scramble for Africa scenario. Maybe some PC sort of risks but it could be rad. Powerful enclave-style colonial powers and a bunch of smaller tribes ranging from a few "good" ones that pose a big threat if they get active against you (maybe their ancestors sealed you before) to a few straight up bad ones who can easily join you, to some virulent anti-colonial ones that could go in multiple directions.
Maybe a unification quest chain with different results depending on which tribe completes it. Zulu-equivalents start posing a serious threat to the colonials if they get everybody on their side, others might be more diplomatic and risk uniting hte whole world against you.
Monkey god (the monkey who stuck his hand in the coconut and wouldn't let go of the fruit) foments greed and avarice and turns the colonials into rapacious monsters.
War god gets the anti-colonials going, spreads chaos and violence
Ebola god's (bad taste?) blood sleeps in your veins and he sings to it, gradually waking up the latent god in everyone. People start going nuts, turning into monsters, etc. When he fully wakes up (with a long timer like Azlan) he conglutinates, taking back his blood to reform his body, with predictably unpleasant results for everyone in the world.
Just pipe-dreaming now but who knows with that modding support!
Nice.
You know, of everything I can see there, that innocent looking mountain on the tip of the continent at the right is what gets my attention the most. The fact that no one officially owns it, and that you can clearly see some sort of trail leading up it must mean there's something good for you there, and disastrous for everyone else (unless its some sort of stupid monk enclave). I MUST KNOW ITS SECRETS!
Absolutely nothing interesting happens on that mountain.... I swear .....
Bronze Age scenario concentrating around Mediterranean Europe/Africa/Asia would be interesting. There was a big crash of civilizations back then and we still don't know exactly why. Sea people ran around burning cities, but we aren't sure who they were or where they came from. The culture of Minos was demolished because of a natural disaster - or an unnatural one. Plenty of legends and mystery cults around, enough to throw in a monster or two.A Karth-type holding domain over the Mongolians appeals to me in this manner.
Cold War in the 1960s/1970s. You are playing an alien infiltrator or an Ancient Power awoken my nuclear testing or the like. Gives nice twist to Vietnam war, troubles in Africa and all that. One ultimate goal might be driving the superpowers into a nuclear war to destroy the world for aliens to colonize/because human are ugly/for lulz. Since CIA and KGB did actually do paranormal research into psychic powers at the time, having some MKULTRA or Rasputin agents running around with "magic" might be okay.
But that means we'd be the most evil plot device in all fiction!
Though that does sound interesting, especially since government of the galaxy is basically on top of the Great Seal equivalent.
Huh, you know, looking at the Aventuran Free State in relation to the rest of the world suddenly made me realize how small it actually is in comparison to rest of the world big powers. It got me thinking about all four major powers (five if you count the enclave) and what you can do to exploit their weaknesses.
So the Aventuran Free state is right next to two major hostile forces, that being the Golden Republic and you/your potential orc hordes. Hell, it looks like it's specifically in the scenario just to give an obvious target for the first-timer overlords.
The Golden Republic itself has to deal with various territories separated by sea and probably all too aware of the fact that slavery is not as popular as it once was. Wouldn't be too out there to assume that the rest of the world that they used to preside over hates them, so they seem a good target to flex your "diplomatic" muscles.
The Kingdom of Cylaria borders various tribal powers, some that would most likely be hostile to colonial imperialism, and the elusive elves residing there would probably give them pause to messing with the region too much. A unified tribal collective would be a scary thing for them indeed.
However, the Arden Protectorate is the odd one out to me in what you can do with them. Sure, the long coastline would be hard to defend, but they must have a pretty big army on hand to defend themselves. The Greywind/possible mount doom combo would certainly give them something to think about, but those all look like mid-late game problems. What would a player be expected to do with them in the early game?
I had one really bizarre game where through a random event the Order developed a port, which gave them trade - the Golden Republic pounced on creating a trade route with them because trade with "uncivilized" and "Exotic" nations is worth a bonus, so then they also established a Merchant Guild branch there, which then led to a second overland trade route which the Order established with the emerging Lizard Kingdom in the swamps to the south. Fast forward multiple turns (I was busy testing something in the wild lands) and the Order progresses to a republic, the Lizardmen become a Monarchy, and they all join in an alliance with Aventura and the Golden Republic. Very odd, but this happened because trade routes can cause cultures to become closer together, and a society can shift it's government type if it becomes close enough with a more advanced government. It was worth it just to see the Lizardmen have a Grand Ball in the swamp.
Have you guys looked at AI War? Similar "don'twakestirunsettle the giant" thing.
Ooh - Narnia, if we can get a rival old one (Emperor Across the Sea) to play against us. We can be whatever the Satan expy was. Thaklabilbus or something.
I mean, it isn't even like the game was particularly bad or that it was all based on promises impossible to keep (since, by all accounts, those early videos showed that what they were planning was totally possible), it was just that we were promised the world and then it never called us back.
I mean, it isn't even like the game was particularly bad or that it was all based on promises impossible to keep (since, by all accounts, those early videos showed that what they were planning was totally possible), it was just that we were promised the world and then it never called us back.
Speaking of which, you planning on releasing this on GoG too? Some people have issues with Steam.
I'm really hoping we get to the 40k stretch goal.I'm just hoping we get to every stretch goal.
Is there any chance of additional stretch goals if you reach the $53k mark with a lot of time to spare?
Flail around like I do in Fortress mode? It usually kinda works.Is there any chance of additional stretch goals if you reach the $53k mark with a lot of time to spare?
Considering the absolute massive amount of content that's already being promised, the best thing would probably just refine and polish everything with the extra money. I remember saying earlier in the thread how too much content and detail can be extremely scary to new players and downright confusing to even veterans. Those Supreme Ruler games would be a good example of this. How the hell are you supposed to play that game? I have no idea what I'm doing in those and the manual doesn't exactly help either.
The game already kind of seems like that could happen. Just so much stuff to do especially considering you can drop an agent in any POI when you recruit him.
I'm actually hoping that population and so on is all in the POIs. I think it adds a lot to immersion if instead of there just being some abstract population number in the background all the people are in those towns and villages we see on the map. That way your undead hordes could turn a kingdom into an ashen wasteland village by village with the desperate heroes and nobles desperately gathering whatever forces they can to stop the onslaught before too many are dead.
haha - I'm getting no development done right now as is - we've got a lot on our plate that is constantly distracting so I'm handling a lot of infrastructure work. I need to expand our tester program to prepare for Beta backers, have to update our terrible website, working on a solution to our dynamic sentence localization support problems, and I need to get my automated scripts that we use for PC regression testing working on Mac and Linux.
So gods and religion are definitely making it in...just a few hundred from hitting that stretch
So gods and religion are definitely making it in...just a few hundred from hitting that stretch
Isn't it exciting? The game seemed to had lots of potential in its original state, and seeing the KK going so well I can't imagine the new situations that can derive from those expansions.
In that regard, though, I'd be pleased if anyone knows how many other big sites of indie-news such as "Rock, Paper, Shotgun" are out there to kind of know if we can expect another of those temporary boosts on backing.
I think once a bunch of Youtube folks get a hold of it and do let's plays with a (hopefully robust) demo we'll see a huge jump. It's interesting because just yesterday I was watching Scott Manley comment on the whole Space Base DF-9 debacle and he specifically said he'll never plug a kickstarter unless it has a working demo. Scott usually focuses on sci-fi games but I'm sure he'd be interested in trying out That Which Sleeps :)
I'm relatively certain that a demo would at least get his attention on that, especially since I can't even think of a kickstarter that showcased a demo in the middle of it.
Kicktraq has this trending for 80k minimum
101k actually, even better!
What is Azlans special purpose compared to the other old ones? Does he take after Cthulhu in that he focuses on causing panic and sending heroes and populations insane or does he have something deeper then that?
Also, if the Rival stretch goal were to be reached, how powerful would these rivals be in relation to you? Would they be able to do everything you can and practically act like an NPC Old One, or are they more like "regional" terrors that are as much a hazard to you as they are to the world?
Kicktraq has this trending for 80k minimum101k actually, even better!
Kicktraq: 80-100K
Kickspy: 56K
But even if we suppose that the rest of the crowdfunding goes really bad, let's say... 500/day x 24days= 12k. Total: 12+23=35k. Rival Old Ones mode activated.
What is Azlans special purpose compared to the other old ones? Does he take after Cthulhu in that he focuses on causing panic and sending heroes and populations insane or does he have something deeper then that?
Also, if the Rival stretch goal were to be reached, how powerful would these rivals be in relation to you? Would they be able to do everything you can and practically act like an NPC Old One, or are they more like "regional" terrors that are as much a hazard to you as they are to the world?
Azlan gets a total of 15 power orbs by the endgame, that seems pretty huge considering that most of the gods get between 4 and 10. He also has abilities that hide him and mess with peoples heads and dreams so he seems to be an advanced stealth manipulator god who doesn't want to go overt at any time. Plus once he hits 15 orbs he straight up wins the game. We don't know what his later abilities do but a lot of infiltration rituals, such as doppelgangers, use a lot of power so he can leverage a ton of magic around the world through empowered agents.
I'm sure this has already been posted here or elsewhere, but. (http://xkcd.com/605/)
To me 500$/day doesn't sound "really bad" when I think about this particular game, but I haven't been keeping up with kickstarters in a while now so I don't know if there's a reliable trend I'm missing.
So would category 3 be creatures similar to the Baron?
I'd like to hear a bit more about religion, especially how it interacts with magic and with politics (1). Is there, potentially, a spiritual dimension to TWS magic? Can gods call for their followers to do things? Can religious hierarchies do things without word from further up?
You've said a few times that you will be polishing up for an "Early Access Release". This will be available for us folks in the sub-$50 seats, right? Just making sure I'm interpreting it correctly.
If you are looking for a post $53K goal, consider "Tiger by the Tail" mode. You take the role of one of the nations which is trying to secretly bridle and control a sleeping old one to help accomplish your goal. You get an expanded list the the nations regular actions to choose from and some protection from corruption by that old one. Bad things happen if your neighbors realize what you are doing. And extremely bad things should it get out from under your control.
(1) A necromancer and a psychopomp walk into a bar. Each places an order for his favorite spirit.
Well, it's been officially a week since the start of the kickstarter and two stretch goals are already done with. Even if it craps out now, at least we have a guarantee of a solid game, right?
I hope infiltrating and controlling religions will be a valid way to win the game and maybe the focus of some specific Old One. It would be an excellent way to a) gain power, b) cause chaos and c) weaken gods. Maybe some Old One could have a victory condition of killing all the gods? That is, removing their influence from the world. You could then achieve it by suppressing and destroying the religions or subvertni them or whatever. Likewise, I hope your agents can form up false religions worshipping your tentacular greatness!
That gives me a random thought - if you ever get around to multiplayer option, I hope it will include a fog of war regarding what Old One the other player is controlling. So you'd have to put your agents into investigating the same way as heroes do; maybe even reveal that Other Baddie to general public to make them do the fighting for you. This can already be put in as a mechanic with possible rival Old Ones in single player. This would match well with every Old One having a personal victory condition or a few to choose from among the pre-set universal victory conditions.
Anyway, I hope you guys can do the basic game ready first, then drop in extra features as sort of free DLCs, if it is sensible from programming point of view. I imagine having too many features to build at the same time can be overwhelming otherwise and people will be happy to experience the game earlier in a more basic format anyway.
When you say challenging the divinities in the heavens, are there maps for that?
Would going up the ascension path to godhood path cause your ancient evil to change into a divinity template? By this I mean will your powers and life force now be tied to the amount of faith you have stored up like other gods, or will you keep your ancient evil template where your power is dependent on your state of awakening? Or will you get both templates and you get a faith meter as well as awakening spheres?
Will the gods have personality traits like heroes do that you can use to your advantage? Could I trick a hero into stealing a sacred relic of a certain god who has the trait "vengeful" and just watch as that god sends his faithful to kill that hero with overwhelming force?
One thing I am curious about is how personal relationships work. They seem like important part in making each hero AI life-like, and clearly there exist some system: people don't mind unification of the world via "friend" (before tweaking I guess) and concept of "nemesis" must exist for there to be vengeful adventurers.
Still, how nuanced are these relationships? Do they consist of hidden numerical values or simple discrete categories? Does each individual have relationship for every other individuals they meet? Can these be exploited (such as siblings or couples whose death would have extreme influence on psych of the other for better or worse, or option to give hero false target of revenge then exploit said emotion)? Will heroes with different personality/willpower react differently to actions of their "friend"? How does people end up like/dislike someone and is this predictable?
I apologize for many questions but this seemed to be the topic that has not been discussed down to the very fringe.
Bunch of questions:
-I want to know about the gods and the other races. Some things that I can think of are the following. Do they have a different pantheon, or they can share gods? If its the latter, do they TEND to stick with different kind of cults of the same religion, or do they treat them it in a different way? I was thinking about elves praising the gods in a different way than a human could do, and also different than an orch would do. Does this have something to do with the polytheistic, monotheistic, or shamanistic cultures? Can any type of race have any type of religious culture?
-I also want to know more about the implications of the gods and religion in the combat system and its relation with the heroes. There are 3 new classes, and I suppose that all of them will be able to fight. But the Inquisitor's description says something about being dangerous for other heroes. Does this mean that heroes also have their faith and can be chased because of it?
As far as how the Aspects will affect your Old One, we originally designed it to augment your role not for you to begin to collect Faith as a god might. We wanted the lost prayers of the people to represent their mistaken faith in your deception, not a valid (if terrible) choice in a new god.
As far as how the Aspects will affect your Old One, we originally designed it to augment your role not for you to begin to collect Faith as a god might. We wanted the lost prayers of the people to represent their mistaken faith in your deception, not a valid (if terrible) choice in a new god.
How hard would it be to mod a fallen god Old One who is greatly dependent on mewling supplicants?
I, for one, enjoy listening to smaller games developers talk about their game. There tends to be more genuine comment and perspective on their game; I enjoy listening to people talking about their own work with less alienation.
I, for one, enjoy listening to smaller games developers talk about their game. There tends to be more genuine comment and perspective on their game; I enjoy listening to people talking about their own work with less alienation.
Remind me which Agents you can hire right from the start? And what they do?
Release both just to be sure?
I suppose that is possible. I imagine that a way to disprove your heathen thoughts would be...oh, I don't know...a demonstration of some sort coming out in the next week or so? Anything could happen.
On the subject of movement; do the heroes and non-controlled armies already have their movement predetermined at the start of the turn, so having sufficient infiltration could tell you where they are going and let you react to them?
Also, when it comes to when battles and the like happen during a turn, do you move an army/agent into a POI with an enemy and the battle occurs immediately (assuming the army/hero knows you're there and has a reason to fight), or do you need to wait until the start of the next turn before the battles actually begin?
...Holy crap, I just realized that demo = demonstration. Gah, I can't believe it took me this long to figure that out!
In the most recent video the prophet overthrew the mason guild and had an option to make himself the new leader. If he had done that and then proceeded to spend all his time in a faraway land excavating a ruin (with no contact with guildmembers), would his influence and power over that guild slowly decay? I mean, any leader who just ups and disappears can't expect to show up years later and have everyone instantly obeying him like nothing had happened.
Some kind of influence decay mechanic would give players an interesting dilemma whenever they have the chance to have an agent take on a title or position; is taking this position worth having my agent being partly tied down to this area or is it better to keep my agent free to be sent to where he is most needed?
Or maybe there can be a usurper mechanic where your agent's influence does not change but if your agent has been out of contact with his cabal/guild/position for too long then a lower ranking member will attempt to take his position and influence in one go. The amount of time you could be away safely could depend on your agent's leadership stat (with higher leadership allowing you to remain away for a longer time).
So is all interaction basically done at POIs, and movement between POIs is abstracted? I was just thinking about your "Haven" as a model for Rivendale, and while Sauron's minions couldn't enter, they'd lurk constantly just on its boarders waiting for the Fellowship to leave so they could gank them. Can you interact with heroes via Agents while between POIs, or cast spells at them? Because they'd be most vulnerable to ambush when they're between cities, where there's no one to report back what happened to them....
In the most recent video the prophet overthrew the mason guild and had an option to make himself the new leader. If he had done that and then proceeded to spend all his time in a faraway land excavating a ruin (with no contact with guildmembers), would his influence and power over that guild slowly decay? I mean, any leader who just ups and disappears can't expect to show up years later and have everyone instantly obeying him like nothing had happened.
Some kind of influence decay mechanic would give players an interesting dilemma whenever they have the chance to have an agent take on a title or position; is taking this position worth having my agent being partly tied down to this area or is it better to keep my agent free to be sent to where he is most needed?
Or maybe there can be a usurper mechanic where your agent's influence does not change but if your agent has been out of contact with his cabal/guild/position for too long then a lower ranking member will attempt to take his position and influence in one go. The amount of time you could be away safely could depend on your agent's leadership stat (with higher leadership allowing you to remain away for a longer time).
Thanks for the video repost.
Not sure if people enjoy hearing me talk on the Dev Logs or they'd rather get more teaser type videos. Here I know you guys like the information, but in general the Dev Logs see very little viewership.
Also feel free to go PIE IN THE SKY as far as what happens, part of the purpose of this exercise is so that I can take whatever idea gets voted up and then translate it into what is feasible in the game
Good to know that somebody likes my event :) I thought 10 turns was a bit much as well, but I wanted heroes and champions from neighbouring countries to join as well and there were about 7 "steps" between the capital of Cylaria and the Arden protectorate and more between other major capitals. I don't know if heroes move more than one step per turn, but since all actual numbers are more or less a placeholder anyway this seemed reasonable.QuoteAlso feel free to go PIE IN THE SKY as far as what happens, part of the purpose of this exercise is so that I can take whatever idea gets voted up and then translate it into what is feasible in the game
I hope you do the balance/quality adjustment as well, to account for the fact that we in fact have no experience with the game. For example, one of the events I found interesting - The Grand Competition - occurs 10 turns (!) after the "preparation" announcement, which if my understanding is correct is significant length of hiatus.
Hey KDG, you mentioned there was going to be a Dev Log on Wednesday. It's Thursday today and my computer can only survive so many hits on the F5 button so is there any info on when we can expect the new log?
Also we THINK that we're going to be able to tackle the map overhaul based on current KS conservative projections. What we'd like to do is really get you guys involved in the samples we're going to start collecting. I'll be posting more information in the coming weeks, if you're in the Beta Tester tier you'll be getting more specifics and a link to our scenario viewer build once the KS ends but if not you'll still be getting updates here on the possibilities we've discovered that work within our budget and time constraints.
I want to state again that this is possible because the map itself is treated as a Sprite Background - game mechanics have no dependency on the map and it is simply a matter of aesthetics. Don't be discouraged if it ends up we cannot replace the maps, the game will still have all the same features and strategic depth.
I know you're probably tired of hearing it, but what's our ETA on the demo? Plx man plx.
Would he still be overpowered? I recall ya'll worrying about that?
If you do have to go down that route, please make it clear that the demo uses the "very easy difficulty" God. While concern that press won't have enough time to learn nuances of the game are understandable, it is also going to be first real representation of the gameplay uninformed gamers will have - especially so since the demo is going to be public.
My concern is that Death God may be so powerful that the way game mechanic plays out (when and how to use these events) becomes different enough to become inaccurate representation of the actual game, such as failure to appeal the need to play stealthy or cautious.
While a good demo would be a strong boost to the kickstarter a poor one would damage it.
Are you planning to get the demo out before the KS shuts down? If not, will you keep taking paypal latecomers through the site?
After the Confederate Express debacle I've absolutely sworn not to jump in to a KS without a public prototype.
Well, in your case its more about not immediately breaking an oath than about lack of trust.
So how's the Steam Greenlight looking, then? What are your plans for the early access there, if you're planning on going on that route at all?
That event with the herun demon shows that ancient power can be transferred between old ones. Does this mean that I can send an agent to camp out on the seal of a rival old one and use a ritual to siphon away their power and augment my own? Could you even use this as a legitimate path to victory, a sort of dark mirror to the ascension path where you spend most of your time researching and hunting down rivals?That sounds way cool. If it's not a general mechanic of its own, it could be an event. A barrow, seal, or other place of internment / imprisonment is discovered or learned of (and then discovered through research and adventuring) and then possibly either destroyed or parasitically taken advantage of. Or maybe the creature within could be enslaved, or even freed as an agent... so cool. So promising. So potential.
this might have been asked before and i'm sorry for the hassle if it was but, how modable will the game be? in terms of map making and unit customization
That event with the herun demon shows that ancient power can be transferred between old ones. Does this mean that I can send an agent to camp out on the seal of a rival old one and use a ritual to siphon away their power and augment my own? Could you even use this as a legitimate path to victory, a sort of dark mirror to the ascension path where you spend most of your time researching and hunting down rivals?
Can rival old ones recruit agents too?
So, is the contest thing over? What won?
I assume all this stuff will be optional? I kind of like the idea of lesser beings but a full-on Old One that's your peer in power doesn't really sound like something I want to play with. I'm the Dark Lord, not a Dark Lord.
Someone just backed 1000$. This puts us 60$ short of rival old ones, i think its a safe bet to say we'll hit it in a hour or so.
With 17 days to go still, procedural generation becomes a very real possibility!
(I'm hoping we get every stretch goal and then some, then you can spend the extra money on more art/music which is always nice to have and doesn't make you any extra work.)
First of all, congratulations Devs for reaching Rival Old Ones!Someone just backed 1000$. This puts us 60$ short of rival old ones, i think its a safe bet to say we'll hit it in a hour or so.
With 17 days to go still, procedural generation becomes a very real possibility!
(I'm hoping we get every stretch goal and then some, then you can spend the extra money on more art/music which is always nice to have and doesn't make you any extra work.)
Yeah, I saw it too and it surprised me. That's a really good thing since at this hour usually there are like 50 bakers whereas today there's only 14.
One thing I'm delighted of aside from the fact that each pledge approximates us to the next stretch goal is that the big pledges actually give us more replayability. As of now, we'll have 17 new events (+ the contest one), 9 new guilds/companies/royal families and 1 new agent. :)
I'm wondering, though, where will those new guilds or royal families be placed? Will the current Scenarios have to be expanded or does this mean that sometimes some will appear and sometimes others won't?
Also congratulations on becoming a Kickstarter Staff Pick! This is going awesomely well :D
(I'm hoping we get every stretch goal and then some, then you can spend the extra money on more art/music which is always nice to have and doesn't make you any extra work.)
Yeah, I saw it too and it surprised me. That's a really good thing since at this hour usually there are like 50 bakers whereas today there's only 14.
One thing I'm delighted of aside from the fact that each pledge approximates us to the next stretch goal is that the big pledges actually give us more replayability. As of now, we'll have 17 new events (+ the contest one), 9 new guilds/companies/royal families and 1 new agent. :)
I don't know about that. The game is good as far as graphics are concerned. They could just save the money, after all it's better to have some cash in case expenses go out of hand. Or they could add more content to the game. As said above adding races is a good choice or making nations more complex (economy, trade etc).
king any chance of a ETA on the demo ? :PThe last page (50 post/page) has quite a few mentions of that. Basically:
No ETA yet - I know it's frustrating.
I cannot say with certainty that it will be out before the close of KS, and every day that I can't say it than it becomes more likely that it won't.
king any chance of a ETA on the demo ? :P
I think better art and sound is what has the potential to draw in people that aren't just hardcore strategy gamers...and make TWS a run away hit.
Tbh, for additional stretch goals I'd like to see more agent types and AI types than anything else. Maybe more quests that can pop up, or random events. Shouldn't be too hard given all you've said on modding, but still adds a lot to the game.
As far I'm concerned we could do without a demo. I don't see the need to spend the resources on it since the game has been successfully funded and that it will be available through early access on Steam . Again, that just my opinion.
It might be a bit premature to talk about other stretch goals, there's still a lot of ground to cover until we reach procedural generation. However, it's still a lot of fun to do so. I don't care so much about graphics. I saw above the opinion of the experts but that's still the way I feel. I would like to know more about the game features that were scraped during development because of money constraints etc. So far religion and gods were a pretty good idea to say the least. Maybe you had a few other ideas that didn't make it and that are worth developing.
My brain knows no demo might be for the best but my heart has been itching for a demo since the beginning of august. It's tough!
While you are talking about art assets, how distinct are the heroes and can we visually follow them through their careers? How different will two heroes with the same class be?
I've articulated about how I'm feeling about playing games before they're done, in .jpg
(http://i.imgur.com/eztmBks.jpg)
@KingDinosaurGames:
Wow, that was a really complex game you had in mind. I'm impressed. On the bright side, the only thing I don't mind gone is the multilayer.
As a Crusader Kings fan, I am most impressed with political system charted per government. That would have been interesting to have even only if its for the fun factor. In the end evil doesn't necessary need to be efficient, he can corrupt lesser being just because of envy etc.
One more aspect that I've being meaning to ask you about. If I understand correctly donations through your site count to the KS goals. How are they going?
Also, would it help you from a cost perspective to donate thorough your site rather KS?
I love this game. I put down my $50 and I would like to see a demo / early access build. I might even write a preview on my blog.
Please? Need early access ...
Cities originally had a lot more detail then they have now, we were going to have a very simple district system that let you slowly corrupt areas of the city, wage guild and thief wars, and be able to secure a district as your stronghold. Heroes would have to retake districts from you, slowly fighting for control. It was actually a very fun system and pretty lightweight for the depth that was offered, but the supporting elements to really actualize it would have cost far too much - and the asset requirement was fairly high.
I just thought of something that I think would add to the stories generated by the game quite a bit, if it isn't in there already.
Is there a log kept during the game of what the various entities are doing? Hero X went to POI Y on turn Z or something like that? Because if that were the case (or gets added on or whatever) then that could really assist people in doing interesting writeups of their game, or writing a run through of their game from the Chosen One's perspective or something.
I know this is derailing the conversation from the kickstarter, but I have a bunch of questions about how the armies are represented:
So how large are the military armies supposed to be? Are they represented by an abstract "health bar" for each unit or do we see an actual number of how many men are in each regiment? Are armies made from the population of where they are spawned, and how do these cities react to a mass amount of people being taken from their cities this way and possibly killed, if they can react to it at all? How much information does each army give (assuming max-infiltration or control) on its individual regiments (like which culture they belong, which city they spawned from, etc)?
I just thought of something that I think would add to the stories generated by the game quite a bit, if it isn't in there already.
Is there a log kept during the game of what the various entities are doing? Hero X went to POI Y on turn Z or something like that? Because if that were the case (or gets added on or whatever) then that could really assist people in doing interesting writeups of their game, or writing a run through of their game from the Chosen One's perspective or something.
Cities originally had a lot more detail then they have now, we were going to have a very simple district system that let you slowly corrupt areas of the city, wage guild and thief wars, and be able to secure a district as your stronghold. Heroes would have to retake districts from you, slowly fighting for control. It was actually a very fun system and pretty lightweight for the depth that was offered, but the supporting elements to really actualize it would have cost far too much - and the asset requirement was fairly high.
Any chance of this making its way back in ? this sounds amazing!
Will this game be USB portable? I use different computers frequently due to circumstances so it'll be useful to know if I can carry entire folder around without leaving artefacts on the host computer.
Also, how is PayPal donations doing?
Playing Shadow of Mordor and fighting The Tower of Sauron (http://img4.wikia.nocookie.net/__cb20140814122651/middleearthshadowofmordor7723/images/d/d5/MiddleearthShadowofMordor_The_Tower_Screenshot.jpg) got an agent in my brain.
What about a hellraiser-looking demon with will-breaking abilities and corrupting abilities at very low will, and a scheme that lets him fully assume the form of a hero he's killed? I'm assuming people don't immediately learn about a hero's death if nobody saw it. He hunts down and murders a hero, takes his form, and as long as nobody knows the guy's dead he can infiltrate like that.
And his combat abilities are more along the lines of what we see the Tower doing in-game, fucking with people's heads, making them see relive traumatic events and see everyone they've killed, then warping them towards the dark side when their will is very low. But maybe that's more in a scheme's power level. Maybe this is really more along the lines of two separate heroes
That is fascinating Agent concept! Haven't played Shadow of Mordor, but one of the description reminds me of Doppelganger and that's a pretty awesome creature. In one story I read, Doppelganger is an apocalyptic horror that must be contained and killed no matter what the cost, because once released onto open society, it'll keep switching appearance, navigating itself to higher and higher echelons until it attains suitable power - such as that of the King - and wreck havoc.
Also this mention of log makes me curious: is there option to generate external txt log for all events on the game (even ones you don't discover), so you can check them later to read about the events you had no idea took place in-game?
@ Cthulhu; before the new post:
The motivations of my tools are no concern to me. :P
Hmm, maybe instead of the Agent, introducing it as one of the Lesser Beings could be viable option as well (these can be 'somewhat' recruited as well, right?) and give developer more option to be creative code-wise. I can imagine such replicative abilities going out of control like God of Death though.
@ KingDinosaurGames:
Thanks for the reminder. I recall reading about Doppelgangers on one of the displayed events now. If so, keeping it simple like your proposal is probably the best way to introduce the ability, the Agent in question achieving "shape-shifting" differently to that of the Doppelgangers (like some kind of innate magic?). I hope that system will still allow Agent to hop person to person when convenient or useful, of course with significant risks.
What's the word on post-release support, if any? DLC? I'm tempted to back this game, but I've been burned on Kickstarter a few times already and would hate to throw money at something that's going to die on the vine, so to speak.
With the endless simulation, will it be a case where being defeated and sealed up simply makes the game "skip" ahead for a time and you rise or and start again. If so, can you have it that your surviving agents (if any) can look for a way to reverse the seal and get you back in early, whether via event or controlling them directly?
Can't wait for the videos to come out. Got a bunch of questions about your post as well.
So with the whole idea of endless mode being that your rise to power is just a period of uncertainty of the fate of the world rather then a foregone conclusion (one way or the other) between light and darkness does that mean you can have a game where you can do your own thing and not try to take over? While taking over the world would probably make whatever "objective" you're trying to fulfill easier, can you actually let the world continue on while you watch and try to complete whatever it is you're trying to do without interfering, or even benevolently?
Is it possible, or planned, to be able to create your own kingdom but rule it as a "fair" leader (or through one, at least), setting up diplomacy and trade with neighbors and foster your own place in the world? I'd love the idea of getting a bunch of tribal orcs, prosecuted for being what they are and trying to shape them into a noble race of free men (for given value of "free" and "men"). Hell, that scenario start choice saying that you have "children" wondering around the world would be a perfect excuse to set an objective to find them and forge a home.
Also, since heroes are supposed to be solving problems and bringing the world closer together in friendship and harmony (bleh) what's stopping them from doing so in the endless/procedural mode when you're not around to actually contest that?
What does POC mean, by the way?
Quick question regarding procedural generation and the ability to turn stretch goals on and off. If you find the procedural generation goal reached, will you be replacing the current map system with a sprite based map? Will modders still be able to use a single image to create a new scenario map?
So we can still win by killing everyone and ending the world, right? (Kind of a core game concept).
So if you used your own map, how does the game recognize where to put the POI's and what type to have them be, or is it not possible to use crafted maps with procedural generation?
I keep thinking of a sort of colour-coded editor mode for the map before the procedural part begins, where you're essentially given a paint brush that has different colours on it that link it to different terrain types, so painting an area, say, brown would make POIs spawned there made into dessert-type biomes. Obviously the colours would be hidden from view when playing the actual game.
Cool dev log. After reading it, I have a bunch more questions.
Can you switch Old Ones during play? While Azlan failed to subsume the world, the chaos he caused gave the orc tribes room to grow and mingle. Now you, as Whatshisface, manifest to lead them to conquest.
Will Agents respawn? Azlan gets his peddler killed. Does he get another in a later rising. They are archetypes, after all. What about long lived ones like the Baron who might remember you? Could they continue after your fall as Lesser Evils?
Any chance of Agent and government types dependent on things that happened back in the history? For instance, the only way you get a Necromantic Republic is a large amount of prior research on thinking unlife.
How will the game handle city build up? The impression I have from glimpses at the scenario video is the cities start with a few building and guilds and add more over the game. Was that because Adventura was a relatively young city?
How are you thinking of handling an Old One victory? I think a Sim City emergency menu would complement the scenario creation choices.
I'm asking in the context of endless play and multiple attempts to take over the world. The last peddler was over 200 years back. He would be naturally dead by now. This also means that each attempt to play would have an increasingly small supporting cast.Cool dev log. After reading it, I have a bunch more questions.
Will Agents respawn? Azlan gets his peddler killed. Does he get another in a later rising. They are archetypes, after all. What about long lived ones like the Baron who might remember you? Could they continue after your fall as Lesser Evils?
How are you thinking of handling an Old One victory? I think a Sim City emergency menu would complement the scenario creation choices.
Agents never respawn except for very rare, and special, circumstances (and they will not be quite the same). Each agent is an important tactical piece and losing one is very impactful.
What do you mean by Sim City emergency menu?
I looked it up and, properly, it's called the Disaster Menu. You get a list of disasters, choose one, and it happens. Flood, fire, godzillas. For TWS, force a successful overthrow and sealing by a Sage, Hero, King, or Rival. Iterate a few hundred years. Then resume play in Endless mode. It is one answer to Old One victory as the end of history.
I'm asking in the context of endless play and multiple attempts to take over the world. The last peddler was over 200 years back. He would be naturally dead by now. This also means that each attempt to play would have an increasingly small supporting cast.Cool dev log. After reading it, I have a bunch more questions.
Will Agents respawn? Azlan gets his peddler killed. Does he get another in a later rising. They are archetypes, after all. What about long lived ones like the Baron who might remember you? Could they continue after your fall as Lesser Evils?
How are you thinking of handling an Old One victory? I think a Sim City emergency menu would complement the scenario creation choices.
Agents never respawn except for very rare, and special, circumstances (and they will not be quite the same). Each agent is an important tactical piece and losing one is very impactful.
What do you mean by Sim City emergency menu?
I looked it up and, properly, it's called the Disaster Menu. You get a list of disasters, choose one, and it happens. Flood, fire, godzillas. For TWS, force a successful overthrow and sealing by a Sage, Hero, King, or Rival. Iterate a few hundred years. Then resume play in Endless mode. It is one answer to Old One victory as the end of history.
Edited to say I was talking about respawns for endless play.
I looked it up and, properly, it's called the Disaster Menu. You get a list of disasters, choose one, and it happens. Flood, fire, godzillas. For TWS, force a successful overthrow and sealing by a Sage, Hero, King, or Rival. Iterate a few hundred years. Then resume play in Endless mode. It is one answer to Old One victory as the end of history.
That could be a very interesting "survival" tactic: conduct a ritual to purposely seal yourself back up for a vague amount of time in the event of the world becoming aware of your return too early or are just plain too difficult to beat. Then, after a vague amount of time, when your name has once again passed into legend, rise up and try again. You could even have it that each time you cast the spell, the sages of the world have a stronger chance to recognize this sudden "defeat" of you for what it is and try to disrupt it, possibly resulting in you sleeping for a lot longer/shorter then you would want, or your powers being messed with.
On the subject of that: are there any plans for some sort of "dynamic" magic system where the old one your playing as can gain and lose certain abilities over time due to various "prophesies" and the like? Hell, if you can, I would like a game mode where the longer the history of the world continues on (in endless mode, of course) magic starts getting weaker over time before fading, limiting your own powers or forcing you to try and bring it back.
We don't really have a solid commitment to expansion plans - what we have is a commitment that the game on release will be feature complete, fully moddable, and have enough hand-crafted scenarios to provide a ton of content. That being said, I can't imagine a scenario where we aren't at the very least adding in new agents, abilities, and classes - though I expect modders to be racing us down that road.
So... question on moddability, what with rival old ones and what-not.
Theoretically, I'd be able to mod in something along the lines of deities/old ones that would only 'care' for a certain race/their own followers and their relations can range from genocidal to 'leave me alone and I'll leave you alone'. (The fact that their strength can be based on faith is a big plus...)
>.> Just a little world that I play around with in my head every now and then... the mechanics of this game and its moddability may be awesome enough to make something of it.
Eh, like Jalek said, that theme/ability seems too redundant to warrant distinct Agent. You can use the Hero's weaknesses with any Duelist Agents and achieve a similar thing.
Endless Simulation achieved!
Someone backed 300$ more.
i really hope this reaches 53k.
Congrats on yet another stretch goal, though it didn't seem that surprising at this point. I think that, unless potential investors get some sort of additional incentive (demo), we're going to be really hard pressed for the next stretch goal.
How's the next video going to come along?
I'm agenting all over the place. If I had a million bucks...
You mentioned duelist agents so this might already exist in some form. The Champion (or something) is a mysterious warrior who specializes in luring people into single combat and fucking them up. Abilities are combat stuff based around forcing heroes to fight one on one to the death and killing them in said manfights.
Scheme is Vendetta, sends a hero a challenge he can't refuse. He gets a compulsion to seek out the Champion and duel him, slowly losing will (and falling prey to some kind of insanity/corruption if it gets too low, permanent berserk rage maybe?) the longer he goes without fighting him. Probably would need some kind of lesser but equivalent effect on the Champion so you don't just keep running away until the guy goes crazy.
Set him up in some high-danger dungeon or something and send the call to some hero, watch him abandon his mission to go on some suicidal cross-country journey to duel a guy who will almost certainly kill him.
With the minions that your agents can have, do some of them have some sort of passive bonus they bring if there is another army in the area doing its own thing? Like, say, your agent has some giants with him and an army of yours clashes with another in the same POI, can you use those giants to provide "shock" damage or whatever at the risk of getting them killed? I'd imagine they would be hard to miss in a middle of a war-zone.
We're releasing the prior demo in 3 parts starting today (uploaded last night), we need to somewhat draw it out while we get the Procedural Demo Video up and running. We also have about 40 minutes of military gameplay we need to distil down, but that's going to be a lower priority then the Procedural Demo.
Ermahgerd, that is one sexy mod toolkit. Not being proficient in scripting myself, I'm glad you broke it down as simplistically as possible. Love that we can just raw import assets into the map, in lots of games that is a huge pain in the ass if it's possible at all.
I noticed that in the stats screen the number of nations is 16 but the number of champions is 8, is this the condition at game start, where 8 champions have been pregenerated and more champions will be selected in the 8 nations without champions? Or is it the total number of nations that are able to have champions? I always expected each nation to have a champion for some reason, like a representative of the nation at a hero vs. agent level of the game which would otherwise be difficult for the nation to interact with directly.
By the way, the endless simulation update mentioned the possibility of some sort of continuity with the old ones you use between each scenario, if you want. How would that work, and is there some sort of character creation and statistics screen you could have for your old one to represent it's "birth" and journey through the dimensions? Could there be a bunch of custom ritual trees you could assign to your old one at start so you wouldn't have to make your own rituals in the editor and be forced to constantly fine tune and balance?
You can make a ton of custom rituals, but those are generally not assigned to an Old One (though that option exists).
Not every nation will have a Champion - though almost every major nation will have at least one. It was a design choice on our end to represent a weakness on the part of that nation that they don't have the capabilities a Champion offers, not only does it make them a more viable choice for infiltration early in the game it also makes you want to prevent them from gaining Champions as the game goes on.
You can make a ton of custom rituals, but those are generally not assigned to an Old One (though that option exists).
What I meant is that can there be a list of pre-made powers somewhere that I can switch out with the various old ones existing ritual trees so that I can add a more personable touch without having to make a power myself?
Not every nation will have a Champion - though almost every major nation will have at least one. It was a design choice on our end to represent a weakness on the part of that nation that they don't have the capabilities a Champion offers, not only does it make them a more viable choice for infiltration early in the game it also makes you want to prevent them from gaining Champions as the game goes on.
And some nice advantages if you get one of your corrupted heroes into the coveted post?
Is it possible for there to be multiple Champions per nation? If so, do they form one single "squad" (party) or act independently depending on the situation?
Is it possible for there to be multiple Champions per nation? If so, do they form one single "squad" (party) or act independently depending on the situation?
There is no limit to the number of Champions a nation can have, but outside of the Knight class (a mid tier fighter class that requires sponsorship by a nation) heroes do not often become Champions of a nation. If a sufficiently large threat emerged they may form a Party but in general they act independently to efficiently put down threats and help bolster the nation depending on their class.
Probably the costs associated with it, fluffwise anyways. Champions represent the realm in question and are likely to gain a lot of support of all types from the nation they represent. Having more then 1 may be costly and egos of multiple champions may clash, even as far going out of their way to deny help to each other, all the while flittering the resources of the realm to accomplish that. /fluffMaybe champions are a factor in AI threat assessment. A small nation with several is potentially as scary as the mid-sized one with a decent army.
Is it possible for there to be multiple Champions per nation? If so, do they form one single "squad" (party) or act independently depending on the situation?
There is no limit to the number of Champions a nation can have, but outside of the Knight class (a mid tier fighter class that requires sponsorship by a nation) heroes do not often become Champions of a nation. If a sufficiently large threat emerged they may form a Party but in general they act independently to efficiently put down threats and help bolster the nation depending on their class.
Is there a cost to having/creating Champions? Why wouldn't a nation sponsor several?
So if the procedural generation manages to get him, are the maps going to have the same aesthetics as the ones you have now or are you planning some other look? Can you also change the actual look of the map in the game, such as covering everything in snow or raising sea levels, rather then have it represented by some POI status effect?
Also, are there any pirate/warlord government types somewhere, that while technically part of the civilized world, are so aggressive in their social norms that they might as well be one of the "red" nations?
So if the procedural generation manages to get him, are the maps going to have the same aesthetics as the ones you have now or are you planning some other look? Can you also change the actual look of the map in the game, such as covering everything in snow or raising sea levels, rather then have it represented by some POI status effect?
Also, are there any pirate/warlord government types somewhere, that while technically part of the civilized world, are so aggressive in their social norms that they might as well be one of the "red" nations?
So if the procedural generation manages to get him, are the maps going to have the same aesthetics as the ones you have now or are you planning some other look? Can you also change the actual look of the map in the game, such as covering everything in snow or raising sea levels, rather then have it represented by some POI status effect?
Also, are there any pirate/warlord government types somewhere, that while technically part of the civilized world, are so aggressive in their social norms that they might as well be one of the "red" nations?
That could lead to some really amazing Ancient Ones (or even Rival Ancient Ones). I can imagine an old Ice God trying to start the next Ice Age, or some other god who wants to drown the entire world. The Ice Age would first start with lots of failed harvests and starvation, whilst the flooding one would be able to destroy coastal POIs. Even if the map doesn't change you might be able to do something with the particle effects by overlaying a rather large white/blue layer and mark the POI as destroyed.
Pirates (and bandits) would indeed be a nice faction to see. They could easily mess up trade which is a good thing as I understand it.
Can they, instead of destroying a village take it over? Doesn't make sense for them to completely destroy their source of loot. But then, their actions will probably leech the life out of a village enough to end up destroying it I guess.
I just remembered that you said that "black" classes would be put in if the old one stretch goal was made. So, are the plans for that still on and what examples are there?
Also, are there any plans for an official scenario to represent a late roman-era timeline, by that I mean a massive empire that stretches over half the map with various cultural and economical tensions with a hostile collection of tribes migrating in?
Where the hell are these bursts of backers coming from? From what you were saying before, I thought that there was hardly any media for this.Well that last burst was probably from the greenlit happening, which's timing probably couldn't have been better.
Where the hell are these bursts of backers coming from? From what you were saying before, I thought that there was hardly any media for this.Belial did it
The sacrifices were not in vain.Where the hell are these bursts of backers coming from? From what you were saying before, I thought that there was hardly any media for this.Belial did it
Besides the Death God, were there any other old ones that were cut out of the game? What were they, and why?
Also, what was it about the Death God that made it too unbalanced but essential to his theme that you had to get rid of him, rather then mod out whatever it was that was causing the problem?
How about having a Death God that takes the death part as it is naturally intended to? Have an Old One that gets it's power from death without the actual rising part. you get a bunch of powers relating to that that slowly kills the world (plagues, blights, blotting out the sun) and the balance is in trying to kill off the world while making sure you don't accidentally put down your own allies/agents too quickly at the same time? Although, I guess you could put that under some different Old One, like Nurgle or something.
By the way, can you have the official (or modded) Old One's that you can choose at scenario start possibly show up in the game as rival Old Ones later on in that game?
Maybe some lore would help with the death god. If it ruled in the ancient past, why was there anyone alive to oppose it? Perhaps it needs to be the one seeking balance; after all, if there is no life there can be no death.
Perhaps a view change is also necessary. Death can also be seen as the absence or weakening of Life. Death's march can be seen as that of a virus, it weakens it decays. It doesn't find allies, it makes them until the host is unable to fight back. But particularly virulent diseases are the ones that people eliminate quickly. A Death God that is raising armies of bones is going to be countered. Instead of burying the dead, burning them so that their bodies cannot be eliminated. Priests are like Doctors, they know how and where to find cures. A priest in the right place at the right time can counter, even cure the disease of death.
In addition, I have a feeling that Death does not gain allies easy. It's binary nature, live or die, does not normally attract allies. Revealing Death's true nature should and would rarely be a good thing. No one sane would want support death. Logistically, death doesn't retreat. Although Death should be able to raise larger armies than the other Old Ones, it's not a sophisticated living army. Retreat is not an option. Most undead creatures aren't sentient enough to run. Therefore, Armies are expendable, although not unlimited.
So perhaps that should be the game of Death. Wait in the shadows, slowly building a sizeable army. Timing is everything because Death cannot hide.
Meep. Thoughts.
Dominions 4 has some interesting effects relating to death magic.
A dominion of death lowers income and causes population loss across the board lowering income for everyone.
A "well of misery" that bestows the caster with considerable resources for death magic rituals, but acts a global misery and illness syphon, slowing the spread of disease, raising happiness and taxation efficiency, etc.
"Burden of time" causes -everyone- in the world to age extraordinarily quickly.
Ideas like this, and perhaps playing into Death as an aspect and champion of natural growth and justice, the passage of time, the judge and executioner, rather than a pure malevolence that wants to replace humanity with the walking dead... that angle might result in a more interesting Great Old One.
After all, Death created time to grow the things it would kill. When the world is ash and everything is dead, death has defeated itself.
After all, Death created time to grow the things it would kill. When the world is ash and everything is dead, death has defeated itself.
Death's agents, rather than grow ever more powerful, should opt to "join their master" once they've become true disciples. His greatest servants become the soil which will grow the food that will feed his disciples that will become the soil...
Death should revile healing and the sciences.
Death should view the undead as an abomination.
Death has no enemies, nor does it play favorites. It will take you no matter how much you love it or how much you hate it.
It's win state is the undoing of the sciences, the return of mankind to its natural state of savagery, beasts that eat and sleep and shit and procreate. To break man's yoke over nature, arrest its dominion over the course natural law.
Here's a thought. Giving the God of Death an ability that kills off something that is inhibiting the growth of towns and cities. In a farming sense, it is tending and fertilizing the crop. Killing off Locusts that are eating the local wheat farms allows for a surplus of food, which in turn boosts that population. Fertilizing the fields with Death. Then, when Death finally chooses to "reap" the seeds that he has sown, he'll have a harder job of it do in a large part to the fact that there is a larger population, but his yield is much greater. His reward for helping a city to grow is now that there are a lot more people in that city that are going to die.I dub thee Farmer Death.
Exactly! And that's the kind of thing that makes for fun mechanics and abilities that avoid the typical undead zombie apocalypse snowball.I dub thee Back-to-Nature Death.
Death seeks the quickening. Everything so busy growing, screwing, and dying, that they don't have time to move out of the caves and start developing medicine and culture.
Human mayflies. Culture is idolatry, medicine and science are outright defiance.
The biggest issue with that, though, is convincing a player that making their ultimate enemy stronger is worth the time and effort required when they could possibly get the same results by trying to kill everyone now. I suppose one way you could motivate the player to go down that route would be that some of their more powerful rituals cannot to be used (or at least used effectively) unless there is some sort of status effect on a certain number of POI's that can only brought on by casting another, earlier ritual.A passive that any POI under the effects of one of your positive boons is more likely to divert their religion to you - after all, you're keeping the people happy, healthy, and well-fed, surely you are a merciful god. In other words, Unitologists.
Failbetter Games, they of Echo Bazaar/Fallen London and Sunless Seas, just recced That Which Sleeps on Facebook. That should provide a nice little boost.
With the addition of the endless mode, Ive been thinking about a cyclical old one. With standard old ones the goal seems to be to gain as much power as you possibly can in a single attempt, and if you really need to go back to sleep or you get sealed then you take another chance later.
My idea is an old one that is only able to gain a small amount of power within any individual cycle and could only stay awake for a limited time (which increases with every cycle) without causing yourself harm. Over multiple cycles you would slowly get stronger, and once you free yourself from the seal you would be permanently awakened.
One power tree would be unless within any single cycle, but would give you powers that would be useful over longer time periods.
For example:
1) A power that corrupts the seed/womb of (captured?) individuals. It would be useless in the current cycle, but it would allow you to corrupt their descendants much easier when you run into them in a later cycle. Or it could be something more interesting, making their descendants passively weaker/more cowardly, or simply make them more and more monstrous with each passing generation. Or make them turn all into monsters (with a strength based upon how many generations its been) when you activate a trigger.
2) Freeze some agents/corrupted heroes/captured individuals in hibernation until you awaken and unfreeze them. Your agents would be able to rejoin you at their current power (allowing you to keep some strong agents for another cycle), while kings that waken later could cause chaos in the nation they used to rule (but dont anymore due to being dead for hundreds of years. You can freeze as many agents as you want, but there is a significant cooldown between each use, which means that to freeze many agents you would have to take the first of them out of action long before you go back to sleep.
3) Curse a nation, making their actions worse on average. This would take a long time to take effect, and while you are awake it would be unobtrusive and minor, but over the centuries the game runs in endless mode it could have a pretty huge effect, and could even result in the eventual destruction of the nation (via civil war or conquest) where it would have otherwise have thrived. You can only curse one nation at once.
4) Whisper into the mind of immortals as you sleeps, corrupting them over the centuries. Obviously wouldnt work with rival old ones or Those That Remain, but dragons (if they are in), elves, and monstrous immortals would be significant targets. The ability must be targeted before you go to back to sleep.
5+) ???
The other power tree would give you shorter term powers which you would use while you are awake. Im not quite sure what this tree would consist of, although my current thoughts of it mainly consist of it largely revolving around sleep. For example:
1) Puts a target into an enchanted sleep for 5-10 turns after a few turn delay.
2) Prevents the target from sleeping. When used on heroes it slowly driving them insane (but doesn't corrupt them). When used on agents it increases their efficiency, increasing the speed at which they complete rituals and travel by 10-20%.
3) Temporarily awaken the sleeping elemental forces in an area, creating an earthquake/tornado/volcanic eruption/flood depending on the primary elemental force nearby.
4+) ???
Failbetter Games, they of Echo Bazaar/Fallen London and Sunless Seas, just recced That Which Sleeps on Facebook. That should provide a nice little boost.
If you're married to the god of death being the god of undeath then a solution may be to de couple death from undeath. Thematically your awakening is breaking down the gates of the underworld, the more ancient power you have the more undead you have at your disposal. However, since the souls of the dead are pretty much infinite adding more souls to the underworld does not increase the number of undead avaliable to you, as they go straight to the underworld. This prevents your classic zombie horde but means you actually have a resource to manage rather than snowballing by creating your own resource doing what you're already supposed to do. It also opens up a couple of ritual ideas, an agent opening a second gate to the underworld would provide you with more undead to throw around but be comparatively easy for the heroes to close. An agent putting up a barrier between life and death would allow you to play as the old broken undead old one who snowballs for a while, but generate a massive quest, something that makes literally every hero turn up to try and stop it, drops clue tokens everywhere and makes your agent certain to be hunted down.
Just my two cents. Create an old one of death and undeath but keep the two mostly distinct and unable to feed into each other. (the idea of killing a specific part of the animal or human population and then raising them back up again seems really cool to me, how do you deal with undead locusts which never stop eating? Are the undead sages you made going to be discovered and hunted down, or is their knowledge seen as to valuable for them to be destroyed?"
If you'd like to see the actual stats for these minions, or if you'd like to get another sampling, please let us know!
Update 10: Procedural Generation, Minions, and Greenlight (https://www.kickstarter.com/projects/kingdinosaurgames/that-which-sleeps/posts/1014773)QuoteIf you'd like to see the actual stats for these minions, or if you'd like to get another sampling, please let us know!
Can I see their stat sheets? :x
If you're married to the god of death being the god of undeath then a solution may be to de couple death from undeath. Thematically your awakening is breaking down the gates of the underworld, the more ancient power you have the more undead you have at your disposal. However, since the souls of the dead are pretty much infinite adding more souls to the underworld does not increase the number of undead avaliable to you, as they go straight to the underworld. This prevents your classic zombie horde but means you actually have a resource to manage rather than snowballing by creating your own resource doing what you're already supposed to do. It also opens up a couple of ritual ideas, an agent opening a second gate to the underworld would provide you with more undead to throw around but be comparatively easy for the heroes to close. An agent putting up a barrier between life and death would allow you to play as the old broken undead old one who snowballs for a while, but generate a massive quest, something that makes literally every hero turn up to try and stop it, drops clue tokens everywhere and makes your agent certain to be hunted down.
Just my two cents. Create an old one of death and undeath but keep the two mostly distinct and unable to feed into each other. (the idea of killing a specific part of the animal or human population and then raising them back up again seems really cool to me, how do you deal with undead locusts which never stop eating? Are the undead sages you made going to be discovered and hunted down, or is their knowledge seen as to valuable for them to be destroyed?"
This is also a very interesting interpretation - part of the difficulty for me in introducing a concept of the underworld is I want to truly integrate it into the game - it also may trod a bit on the feet of the Gods. But I'm going to let this idea percolate for a bit, and see how it feels. I'm trying to purposefully not think about the Death God right now (because it's a tantalizing problem) so we can focus on more fundamental mechanics until we want to tackle him again, but it's good to try and figure out how these other implementations may work within our system.
Well, this interpretation of Death is basically something like a necromancer I assume. It is kinda generic and not 'Old One' material... as its objectives of killing everything for *insert generic death god/thing reason* is all there is to it...If you're married to the god of death being the god of undeath then a solution may be to de couple death from undeath. Thematically your awakening is breaking down the gates of the underworld, the more ancient power you have the more undead you have at your disposal. However, since the souls of the dead are pretty much infinite adding more souls to the underworld does not increase the number of undead avaliable to you, as they go straight to the underworld. This prevents your classic zombie horde but means you actually have a resource to manage rather than snowballing by creating your own resource doing what you're already supposed to do. It also opens up a couple of ritual ideas, an agent opening a second gate to the underworld would provide you with more undead to throw around but be comparatively easy for the heroes to close. An agent putting up a barrier between life and death would allow you to play as the old broken undead old one who snowballs for a while, but generate a massive quest, something that makes literally every hero turn up to try and stop it, drops clue tokens everywhere and makes your agent certain to be hunted down.
Just my two cents. Create an old one of death and undeath but keep the two mostly distinct and unable to feed into each other. (the idea of killing a specific part of the animal or human population and then raising them back up again seems really cool to me, how do you deal with undead locusts which never stop eating? Are the undead sages you made going to be discovered and hunted down, or is their knowledge seen as to valuable for them to be destroyed?"
This is also a very interesting interpretation - part of the difficulty for me in introducing a concept of the underworld is I want to truly integrate it into the game - it also may trod a bit on the feet of the Gods. But I'm going to let this idea percolate for a bit, and see how it feels. I'm trying to purposefully not think about the Death God right now (because it's a tantalizing problem) so we can focus on more fundamental mechanics until we want to tackle him again, but it's good to try and figure out how these other implementations may work within our system.
While I understand that at this point your time is much better spent elsewhere I thought it might be important to stress that the important part of the idea is to decouple the number of corpses in the world from the power of the old one, why this is the case (theme) and how this is the case (mechanics) is somewhat beyond my ability to speculate- though of course I tried!
Update 10: Procedural Generation, Minions, and Greenlight (https://www.kickstarter.com/projects/kingdinosaurgames/that-which-sleeps/posts/1014773)QuoteIf you'd like to see the actual stats for these minions, or if you'd like to get another sampling, please let us know!
Can I see their stat sheets? :x
Give it naow.
Update 10: Procedural Generation, Minions, and Greenlight (https://www.kickstarter.com/projects/kingdinosaurgames/that-which-sleeps/posts/1014773)QuoteIf you'd like to see the actual stats for these minions, or if you'd like to get another sampling, please let us know!
Can I see their stat sheets? :x
Give it naow.
Oh yeah interest - you want the JSON dump or do you want some screenshots of their in-game description and stats?
Well, this interpretation of Death is basically something like a necromancer I assume. It is kinda generic and not 'Old One' material... as its objectives of killing everything for *insert generic death god/thing reason* is all there is to it...
But if you insist, I agree with Mithras, decouple its eldritch powers from things dying.
If there is an issue of balance, generic undead made from non-combatants are near worthless fodder that will basically be a waste of Mana(or whatever you use), most likely a last ditch effort, use em to screen an agent's escape or something. If they have no experience in fighting during their life, their afterlife will be the same.
A random dead peasant isn't miraculously going to get a sword or even armor out of nowhere either. Maybe they can come with a pitchfork or some other improvised weapon. (Add in the restriction that undead troops cannot get better/gain experience.)
Nor can the undead be easily fixed. Broken bones are broken bones, patching that together is basically life magic, most likely an affront to Death. So even if you do try to fix the dead, you and yours won't be proficient at it... Goes with the idea that blunt weapons are indeed, super effective against the undead, break their bones and they won't come back up.
Otherwise, it is pretty much generic snowballing of an ever big horde of undead that only ever fights enemies weaker then itself and comes out even stronger each time as it both 'heals' its own and recruits the recently dead fighters, till it hits the tipping point. Well, that'll still happen, but it slows it down significantly...
Meh, Necromancer/Underworld Death isn't really interesting as Farmer Death and Back-to-Nature Death.
Could you give us projections on when the dev logs will be uploaded? Assuming they are already completed in advance and is just waiting for uploading at appropriate time.
Ach, that's brutal. De-pledging? I may want better graphics but they're not a requirement of me liking the game.
Maybe they saw the anime placeholders and had the same reaction I did.
Depending on how shambling the undead are, some might not want to stick with the Old One and its necromancers. Any chance of undead refugees? A bit like Fallout's ghouls or Diskworld's Reg Shoe and his cohort. It strikes me as one more interesting thing for the various nations to deal with an an interesting angle for the player to mess with.
De-pledging? I'd been anxious for the next dev log but I fully understand the delay.
It's interesting in that I've never heard a dev mention it, and we've had quite a few here by now talking as they progress through their Kickstarter. I'm sure it's a case of "best foot forward" and all that, but still. That's a under-discussed datapoint in Kickstarters I'd be interested to see more about. You can only make correlations as there's not rigorous detail in the data about why they do it....but it'd still be interesting to know more about what makes people change their mind on a pledge. I've always thought of most KS backers as "True Believers", in that once they give their money, they're committed. I guess that's not really the case (especially if you're part of the "Kickstarter as a pre-order system" camp.)
Yeah, it's been a point of confusion for us - the first time we assumed it was just an aberration but then the second time (and with other updates) it was a pretty clear correlation. I'm the kind of person that wants to be fully transparent and just stream everything I do, but if my mumbling over alpha assets is going to cost us a stretch goal I'd rather not.
However, once the KS is over we intend to stick to at the minimum a 15 minute dev log a week (barring the Holidays)
New stretch goals:
Graphics: I'm really interested in them almost just for this because the graphical upgrades seem like they will enhance gameplay. If i'm able at a glance to tell what goes wrong/right, how much a town is damaged without having to go on it it makes for faster decision making. Plus, before taking action i can always look in depth at the PoI and its surroundings, graphical cues just allow me to do a rough estimate of how the things are going much quicker. I understand you already had this in game (looking at the video i can see icons showing hunger or some animations for war/plague) but enhancing that aspect and providing more nuances can only help (and if it does also look awesome, great!)
The last aspect of these graphical enhancements that makes me want them is that it will allow for better modding too. I have absolutely no doubt we will see very interesting fan content being created and if that can be supported by better/more variation in stock graphics, i'm all for it.
Now as for new agents/races/Old one, obviously i am very interested at seeing what other twisted thing we can unleash on the world. As for the first new agent poll (getting ahead of the funding but well, 9K$ more seems a pretty reasonable guess as to how high the funding will go), I must say i am the most interested by the Biomancer (Creating Uruk-Hais? Mutating dogs into zerglings? yes please!), then the False One.
I felt like the Devourer was not really well shown. While i have a pretty solid idea as to how the two other will play out, i have no idea on how he will. And, while i can already imagine some really interesting plays emerging with the false one and the biomancer all i can see with the devourer is a kind of pet relationship, tending to him when he is weak, feeding him and then waiting to unleash him on my fated enemy while hoping he succeeds. Now what would make him interesting is if he had the possibilty to overthrow you if you feed him too much (like using him to defeat an enemy old one for example). Is it too early too discuss this or do you have a bit more to share on him?
Could you give us projections on when the dev logs will be uploaded? Assuming they are already completed in advance and is just waiting for uploading at appropriate time.
We actually go back and modify them quite a bit based on feedback and new questions received - we're being very... conservative with videos now because the last two videos that went up we saw a not insignificant amount of de-pledging. I'm guessing it has to do with the fact that we're showing off some very raw assets, especially considering updates without videos see no de-pledging - so people aren't taking the time to read that these are still alpha/beta assets and NOT the new updated graphics. We are definitely posting Parts 2 and 3 this week, but we may just post the other Dev Logs onto youtube (with links here), I think they are mostly for the forum audiences as you guys are the people most interested in reviewing mechanics.
Something I'm confused about when it comes to kickstarters is how important the initial boost of money into the stretch goals actually are, and what happens to these stretch goals if the money isn't made up for it. I honestly expected the money to peter out around the old one stretch goal and maybe get to the endless mode near the third week, not for it to explode like it did.
That said, if the money were to stop rolling in after the generation goal is met, what happens to those newer ones? Are we going to have to contend with a a relatively static map (at least compared to its full potential) or would these eventually find a way in way after the game actually comes out?
Could you give us projections on when the dev logs will be uploaded? Assuming they are already completed in advance and is just waiting for uploading at appropriate time.
We actually go back and modify them quite a bit based on feedback and new questions received - we're being very... conservative with videos now because the last two videos that went up we saw a not insignificant amount of de-pledging. I'm guessing it has to do with the fact that we're showing off some very raw assets, especially considering updates without videos see no de-pledging - so people aren't taking the time to read that these are still alpha/beta assets and NOT the new updated graphics. We are definitely posting Parts 2 and 3 this week, but we may just post the other Dev Logs onto youtube (with links here), I think they are mostly for the forum audiences as you guys are the people most interested in reviewing mechanics.
That is unfortunate. If it's of any condolence, the initial three dev log videos had huge influence on me getting interested in the game, and I sincerely hope you can at least upload the rest as private and only post links here or something; my intent is to pledge for Beta Tester tier but my plan was to wait for rest of the videos before doing so. Of course I can afford to wait if the Paypal donation at your website is going to be open longer than the Kickstarter, but I do not recall any specific date and I rather avoid the uncertainty.
Could you give us projections on when the dev logs will be uploaded? Assuming they are already completed in advance and is just waiting for uploading at appropriate time.
We actually go back and modify them quite a bit based on feedback and new questions received - we're being very... conservative with videos now because the last two videos that went up we saw a not insignificant amount of de-pledging. I'm guessing it has to do with the fact that we're showing off some very raw assets, especially considering updates without videos see no de-pledging - so people aren't taking the time to read that these are still alpha/beta assets and NOT the new updated graphics. We are definitely posting Parts 2 and 3 this week, but we may just post the other Dev Logs onto youtube (with links here), I think they are mostly for the forum audiences as you guys are the people most interested in reviewing mechanics.
That is unfortunate. If it's of any condolence, the initial three dev log videos had huge influence on me getting interested in the game, and I sincerely hope you can at least upload the rest as private and only post links here or something; my intent is to pledge for Beta Tester tier but my plan was to wait for rest of the videos before doing so. Of course I can afford to wait if the Paypal donation at your website is going to be open longer than the Kickstarter, but I do not recall any specific date and I rather avoid the uncertainty.
I was just reading through the reddit forum and saw an interesting proposal; that the portraits of the heroes be dynamically generated with a simple set of hair, eyes, armour, colour scheme (skin and clothing) and whatnot that change during the course of the game to reflect whatever "journey" that hero has been going through. A mercenary that's been through a lot of battles and has lost faith (will) will have scars and ruined armour and whatnot. What are your thoughts on a system like that?
Also, since the endless simulation is now in, do you plan on having agents being able to level up like heroes (though through a different set rules), since they now have a reason, story wise, to grow older, wiser and more experienced within the now much longer time-frame of the game?
Posting to say that I love the progress so far into the game on what we know. I actually have been working in the depths of my mind on the world building event, but regardless.
However, I am a bit curious though, on one thing. You have shown us the strength of early and mid game agents and their actions. My question is, what are those compared to the Old One itself? Would Baron Greywind in a (hypothetical) fight get his arse handed to him by the Old Ones themselves, once they awaken?
And, we just broke 53K! The last two days were amazing.
I've given in and backed this. I really admire how you're being so transparent and informative about your games development.
just watched a few of the devlogs and i've gotta admit i'm very impressed!
btw you should lower the music volume and up the voicing as it's hard to figure out what you're saying
So what would happen if the "life goes on" goal is met but the other two aren't? I think it would look a bit odd if all those trade caravans, peaceful farmers and flourishing fields were to just "disappear" like they never existed when the shit hits the fan.
Interesting news, someone from the 1K tier upped his pledge to the 3K tier!
That means a new scenario for all of us, yay!
I'm a little sad to see the additional agent go though, does he also get to create one?
This also puts us at 55,25K, a mere 2.75K away from the next stretch goal, which we should hit within a day or two if everything goes well.
Interesting news, someone from the 1K tier upped his pledge to the 3K tier!
That means a new scenario for all of us, yay!
I'm a little sad to see the additional agent go though, does he also get to create one?
This also puts us at 55,25K, a mere 2.75K away from the next stretch goal, which we should hit within a day or two if everything goes well.
Interesting news, someone from the 1K tier upped his pledge to the 3K tier!
That means a new scenario for all of us, yay!
I'm a little sad to see the additional agent go though, does he also get to create one?
This also puts us at 55,25K, a mere 2.75K away from the next stretch goal, which we should hit within a day or two if everything goes well.
OMG! Let's Praise The Sun together! This is getting even more exciting than before! The only thing this project needs is that we make sure we give great feedback during the beta phase, and with the current development of events I'm feeling comfortable to say it will! :P
Personally I still really like the current design. It kind of has a hand-drawn aesthetic while still being terrain-ish (? Topographic? Displaying features as features rather than representations you'd see on a map, I dunno) enough that the rest of the art style doesn't look out of place.
Like if it were done parchment-style with black ink everything then everything else would look weird. It reminds me of Dominions a lot.
At the risk of encouraging too much crowd sourcing of opinions....it'd be swell if we could see your top picks on the visual style and vote on the one we think rocks the most.
Personally I still really like the current design. It kind of has a hand-drawn aesthetic while still being terrain-ish (? Topographic? Displaying features as features rather than representations you'd see on a map, I dunno) enough that the rest of the art style doesn't look out of place.
Like if it were done parchment-style with black ink everything then everything else would look weird. It reminds me of Dominions a lot.
Plus it looks like one of the easiest styles to replicate during modding. With the whole part of the game devoted to being able to mod everything, that's kind of important. Hell, you could use a coloured in-version of that old-looking map of Middle-Earth and it would still fit (though good luck reading all the names of the places).
At the risk of encouraging too much crowd sourcing of opinions....it'd be swell if we could see your top picks on the visual style and vote on the one we think rocks the most.
Personally I still really like the current design. It kind of has a hand-drawn aesthetic while still being terrain-ish (? Topographic? Displaying features as features rather than representations you'd see on a map, I dunno) enough that the rest of the art style doesn't look out of place.
Like if it were done parchment-style with black ink everything then everything else would look weird. It reminds me of Dominions a lot.
Plus it looks like one of the easiest styles to replicate during modding. With the whole part of the game devoted to being able to mod everything, that's kind of important. Hell, you could use a coloured in-version of that old-looking map of Middle-Earth and it would still fit (though good luck reading all the names of the places).
We will continue to support the current style - drag and drop mod functionality is very important to us. The new style will be very easy to work with as well, think along the lines of the Civ V map building. If we reach an impasse where one style must supersede the other for functionally we will discuss that with everyone before coming to any decision.At the risk of encouraging too much crowd sourcing of opinions....it'd be swell if we could see your top picks on the visual style and vote on the one we think rocks the most.
We're releasing a build to Beta Backers and above very shortly after KS is released that is meant to test assets, we'll be working with them to figure out the best possible solution from the map down to the individual units. All other backers will be able to see the progress on the internal board where we can have an open debate on the different screenshots posted from various samples.
We're releasing a build to Beta Backers and above very shortly
We're releasing a build to Beta Backers
What all will this build include? Obviously I'm not gonna be That Guy and use my beta access as a playground but I'm still pretty excite.
What all will this build include? Obviously I'm not gonna be That Guy and use my beta access as a playground but I'm still pretty excite.
I thought the point of the beta early access was to use it as a playground and provide feedback and whatnot, or am I completely missing something in what you're saying?
Also, I'm a bit confused about the beta we're going to get considering what's been said on it; are we going to be able to see and use the modding tools only, or do we play the game itself as well? if the former, how are we supposed to know what's balanced or not, or is there some other purpose to this beta?
I'm curious, won't you possibly get in trouble for using the term Mindflayer?
"Illithid" is IP of Wizards, mindflayer is a generic term afaik. I've been kind of expecting them to sue Dominions for using "illithid" straight with their R'lyeh.
Only the Warhammer dudes are evil enough to try and trademark every combination of words having to do with their games. (Like they trademarked space marine. You can make a game about marines in space, but not space marines.)
Random scenario idea (for modders, I guess): Opposite day. Put player in as an imprisoned force of goodie goodness in a world overtaken by darkness, trying to make it a nice place again from the shadows. As a super-exotic version, make it a rebellion in Hell where an imprisoned angel is secretly turning the damned nice. :p
They trademarked WAAAGH!TM?
Goddammit GW.
They trademarked WAAAGH!TM?
Goddammit GW.
Personally, I'm most interested in Biomancer, though the name is a little lame - something like Fleshweaver would be more fun. The thought of capturing heroes and molding them into unholy abominations is appealing.
In the name of science! And I guess maybe medicine and progress too....
Yea, Biomancer is my first pick. I would not mind the false one.
But... I think I like the idea of adding unique mechanics even more, so whichever Agent does more of that.
Tough question for KDG, what will you be adding for the expansion agents that the game doesn't support now? I thought a bit about a Dr. Moreau style hybridizer who can to a remote POI, perform a series of long challenges at the end of each he receives a building, a progressively nicer minion, and can recruit more of that minion in the future. Or he can go to a town having trouble, perform shorter, noisier challenges, kill a bunch of folks and scare more, and get increasingly fine surgically augmented minions. How is the Biomancer different?(1)
I'm fond of her, then the False One, and the Devourer least.
For the new species, I like the Mind Flayers the best and shall name one Sam Starfall. After that the Minotaurs. It looks like they're filling a Noble Savage pushed to the edge role while the Orcs are the traditional Violent Savage poised to strike.(2) How does history explain the Minotaurs? Are they part of a broader group of animal-men? The Dragonkin don't do anything for me.
Three questions on procedural. Nations increase Strength by fighting. What sort of limits are there? A need to recharge between fights? Diminishing returns? Can you save the game an interesting point and turn it into a scenario? And will you support saving and backing up every few game years?
(1) Any chance of her creating distinct populations? How about in the endless game?
(2) Could an endless game have the Orcs as the overarching culture and, say, the Dwarfs pushed into the badlands.
I'm going to put my votes for the Biomancer agent, then Dragonkin race, because dragons are awesome.
A few questions about precederal and endless; if we have the ability to make a scenario during the history of the world at any point, what's stopping us from making a scenario immediately, when everyone's underdeveloped and probably haven't even gotten out of their starting POI at that point and crushing everything right out of the gate (besides that it wouldn't be as fun that way)?
Also, are all the races thrown into the game at the same time at the start, or do they all show up at pre-determined, or randomized, points in history?
Is there an option to have these races have cultural traits that don't coincide with their stereotypes, so we could have the noble, civilized Orcs trying to stop the bloodthirsty Elf hordes and whatnot?
So, it's been about a week since part 1 of devlog 4. Are the other bits still due out?
To be honest, I think it would be best to bite the bullet and just release the videos. While the depledging is certainly a sting (and a bit confusing), no amount of criticism is going to change the fact that you've already so much money now that it shouldn't make a real difference.Eh, personally I'd rather hit a stretch goal and wait one extra week to see the logs than get them now but lose a stretch goal due to depledging. I mean as a person who already pledged it's not exactly like it'll make a difference in the long run to me whether I get the logs now or a week from now.
To be honest, I think it would be best to bite the bullet and just release the videos. While the depledging is certainly a sting (and a bit confusing), no amount of criticism is going to change the fact that you've already so much money now that it shouldn't make a real difference.Eh, personally I'd rather hit a stretch goal and wait one extra week to see the logs than get them now but lose a stretch goal due to depledging. I mean as a person who already pledged it's not exactly like it'll make a difference in the long run to me whether I get the logs now or a week from now.
On a tiny note that I just can't keep from mentioning: The icon signs for statuses in POI's look very similar for level 1 and level 2 (both surrounded by a fairly thing grey border). You can still tell they are different, but a larger difference in look (eg. Give level 1 a bronze border (so its bronze->silver->gold for the border colors)) would be nice. Of course, the difference could be totally fine when actually playing the game, but it seems (just from seeing the icons) that a slightly larger difference would be better.
I like the False One the most, and of the races I'm torn between minotaurs and mind flayers. Dragonkin don't do much for me.
Post-release when you're bringing in revenue from sales and such can we hope to see some of the stuff that got passed over in these polls?
I probably should have asked this before I threw more money at it, and the Biomancer (Fleshweaver is the superior name but for now...) gives me hope, but there's going to be, like, some non-healer women as heroes, right? I assume so, since I saw something about heroic marriages, but I guess I could be surprised.
Secondary question: Aside from being party members and sources of aaaaaaangst/revenge for heroes, does them being buddies change much? I saw something about trading clues, so that's presumably involved, but can they for instance, recover each other's willpower/strengthen each other from its losses? What about corruption? Do corrupted buddies generate clues? Can corrupted buddies be saved (At least, prior to their activation)? Can corrupted buddies themselves be a source of corruption? I was having trouble finding a unified listing of all that we know, and while I did read the devlogs on IndieDB, well... X3
Ooo, ooo, and since you said GOOs can be moddable, I was kinda unclear on what you meant by the Prophet's scheme being an event? Does that mean "Yes but it's not quite in the GOO file"? And can I take what you said as confirmation that there are some events specific to a GOO being your main character? I mean, I assumed Rival GOOs would occasionally have events, but for some reason I kinda thought you would not (Since really, everything you do is an event for the world, not the other way around.) Can you, like, I don't know, occasionally get rammed into by a fishing boat and slip further into sleep as Cthulhu or something?
Woo, Fleshweaver, woo! I will gladly come up with more interesting terminology for KingDinosaur at a very cheap price! I only require there to be pink invisible unicorns named Fred in the game!
It would be interesting if heroes had relationships both as a source of strength and weakness. So friendships/romances would make ties between heroes strong enough to grant boni and make the heroes likely to search for each other when lost. So if you kidnapped hero A who was a lover of hero B, you'd be pretty sure hero B would come looking for him/her. That could be a bane or a boon; if you wanted to entrap hero B using hero A as a bait it would be a benefit. Likewise, if you could corrupt a hero, s/he would then spread misinformation and/or corruption among friends and lover...not to mention being used for a backstab at a critical point if necessary. On the other hand, the corrupted hero should have a tiny chance for redemption for the sake of love or friendship. All these are, after all, storylines present in variety of fiction.
"The custom Prophet element is handled solely through events, unfortunate there is no custom component specifically for Old One/Chosen One interactions."It sounded like "The GOO-specific Scheme is done through an event at gamestart", a cludge I've tried using for CK2 before. Like, I'm not super concerned about ease of use for modding, since I'm not a modder and just want to make a bunch of themed GOOs, but I was vaguely curious.
I believe we have revealed two female agents - the Great Captain and the Exile. Both of which wouldn't take kindly to being called a healer. Their are more as well, though there are more males then females.More men than women was expected, I'm just glad there's some cool stuff!
As far as heroes goes its a 50/50 spawn rate unless the Culture is specifically Patriarchal/Matriarchal.Praise the sun!
Yes there are Events specific to an Old One, some of the Old One's have LONG event chains with mechanics tied in that effect their core gameplay while others have very few and mostly thematic events that provide at best little mechanical differences.I'm guessing Belial's one with a long, important event chain, but variety is the spice of life just the same. That sounds super cool.
Friendship amongst heroes (and even more importantly if they are friends with Champions and Leaders ) is extremely important, the value of exchanging clues alone can not be understated. Corruption, willpower lost, wounds - all of these things are much easier to heal, and sometimes only if, they have a loyal friend with them. Quests and Campaigns are much easier if a Hero can call on friends to help him, rather than have to either gather strangers or go it alone. If you have corrupted a Hero he can spread his corruption to friends and those around him, though it's not a sure thing or particularly strong. However, just having the corrupted Hero and the Infiltration he grants opens up more paths for your methods of corruption.Oooo, wait, that makes total sense, being friends with leaders and stuff opening up avenues to, well, mostly Bad Things for you (Unless corrupted, I guess!). It'd be kind of hilarious if some poor, dumb bastard had no chance in hell of interpreting an amazingly big Clue that they just happened to take off the map, but is like, six degrees removed from Aladrane, First Blade of the Republic. And then it becomes one of those Things where you start killing all the people who notice you're killing people... And this all sounds fantastic, I'm quite a fan. I'm guessing corrupting heroes has its own costs, since (and I may have misunderstood), they can be agents.
"Corrupted Buddies" is a great term by the way, that should have been our company name.I am proud, yet ashamed, to have come up with competition for dinosaurs.
It would be interesting if heroes had relationships both as a source of strength and weakness. So friendships/romances would make ties between heroes strong enough to grant boni and make the heroes likely to search for each other when lost. So if you kidnapped hero A who was a lover of hero B, you'd be pretty sure hero B would come looking for him/her. That could be a bane or a boon; if you wanted to entrap hero B using hero A as a bait it would be a benefit. Likewise, if you could corrupt a hero, s/he would then spread misinformation and/or corruption among friends and lover...not to mention being used for a backstab at a critical point if necessary. On the other hand, the corrupted hero should have a tiny chance for redemption for the sake of love or friendship. All these are, after all, storylines present in variety of fiction.Yeah, I was thinkin' of all of that, and I'm glad to see it's in there.
Okay I can't find a way to link comments on IDB, but you said it on the That Which Sleeps summary page in response to Guest-me;Quote from: KingDinosaurGames"The custom Prophet element is handled solely through events, unfortunate there is no custom component specifically for Old One/Chosen One interactions."It sounded like "The GOO-specific Scheme is done through an event at gamestart", a cludge I've tried using for CK2 before. Like, I'm not super concerned about ease of use for modding, since I'm not a modder and just want to make a bunch of themed GOOs, but I was vaguely curious.
Oh, I like that. A Faustian Pact Old One would be cool - the mortals would corrupt themselves in their greed and lust for power without you having to do much. Most likely they wouldn't quite know what they were dealing with - and of course, should you grant too much power, they might become too mighty to control and turn against you.
It could also be an addiction; even the purest Hero gradually succumbing because they need the taste of your dark magic. This could tie into low willpower, more desperate heroes being more likely to take another look.
Okay I can't find a way to link comments on IDB, but you said it on the That Which Sleeps summary page in response to Guest-me;Quote from: KingDinosaurGames"The custom Prophet element is handled solely through events, unfortunate there is no custom component specifically for Old One/Chosen One interactions."It sounded like "The GOO-specific Scheme is done through an event at gamestart", a cludge I've tried using for CK2 before. Like, I'm not super concerned about ease of use for modding, since I'm not a modder and just want to make a bunch of themed GOOs, but I was vaguely curious.
Ah, that was a typo - the first "Prophet" should also be "The Chosen One". I believe they were asking about the special interactions we had mentioned that a certain Old One (Sisyphus) has with the Chosen One, and if that was a special "element" of the Old One's configuration - but it's actually configured in the events section with a simple IF statement.
@KingDinosaurGames:
Did you post a video somewhere? I'm asking because the funding has been slowing down a bit. (joke)
Oh, I like that. A Faustian Pact Old One would be cool - the mortals would corrupt themselves in their greed and lust for power without you having to do much. Most likely they wouldn't quite know what they were dealing with - and of course, should you grant too much power, they might become too mighty to control and turn against you.
It could also be an addiction; even the purest Hero gradually succumbing because they need the taste of your dark magic. This could tie into low willpower, more desperate heroes being more likely to take another look.
Except that thanks to the stretch goals, the devil has to sell at competitive prices. Cant let the Jones's do all the corrupting!
On that note, do you plan to have NPC's play you off against their enemies?
Okay I can't find a way to link comments on IDB, but you said it on the That Which Sleeps summary page in response to Guest-me;Quote from: KingDinosaurGames"The custom Prophet element is handled solely through events, unfortunate there is no custom component specifically for Old One/Chosen One interactions."It sounded like "The GOO-specific Scheme is done through an event at gamestart", a cludge I've tried using for CK2 before. Like, I'm not super concerned about ease of use for modding, since I'm not a modder and just want to make a bunch of themed GOOs, but I was vaguely curious.
Ah, that was a typo - the first "Prophet" should also be "The Chosen One". I believe they were asking about the special interactions we had mentioned that a certain Old One (Sisyphus) has with the Chosen One, and if that was a special "element" of the Old One's configuration - but it's actually configured in the events section with a simple IF statement.
No, that was me. I was asking if the Prophet's Scheme for a particular GOO is someplace convenient in the GOO file or not. Just an idle ease of use question I have no business asking right now.
So wait, we CAN make our own Chosen One/GOO interactions as well? Cool! I don't know that I would, but I like that we can!
And thus, we have a new Race! Now, the question is, what can we do with the last 3 days?
As for what I have see so far, I also prefer Minotaur. I like the lore surrounding them the most, but as the potential that they might unwittingly know how to defeat you, even if they don't know who you are, via ANCIENT ORAL TRADITION.
Yeah, I for one second an additional stretch goal, especially since if you put one there is pretty good odds that it will be reached.
That sounds cool. I suspect they need the right scenarios. Set them up so you can choose to build up their grievances, strengthen ties with the orcs and others who will fight against the civilizations, and otherwise bring them into contention, versus ignoring them and hoping they do not develop in ways that undermine you. Other places, they would be the minor nuisance you want to crush before they get bigger.And thus, we have a new Race! Now, the question is, what can we do with the last 3 days?
As for what I have see so far, I also prefer Minotaur. I like the lore surrounding them the most, but as the potential that they might unwittingly know how to defeat you, even if they don't know who you are, via ANCIENT ORAL TRADITION.
One of the reasons we cut Minotaurs from the original design plan is that it seems to ALWAYS MAKE SENSE to crush them right away. They are an exotic culture with a foreign race so no one cares about them, and they threaten to give yet another type of Lore bonus to the civilized world if they are brought into the fold. Still, it was a somewhat painful loss because we had a whole system designed around their unique lore and multiple interactions with slaver states and magocracies/mage guilds.
We put them back in as part of the stretch goal because a) Tribal Humans needed another interesting party to make their areas more diversified and b) with rival old ones they now can become an early point of "cold war" contention between the old ones, since they would make powerful tools to use against other dark gods.
That sounds cool. I suspect they need the right scenarios. Set them up so you can choose to build up their grievances, strengthen ties with the orcs and others who will fight against the civilizations, and otherwise bring them into contention, versus ignoring them and hoping they do not develop in ways that undermine you. Other places, they would be the minor nuisance you want to crush before they get bigger.And thus, we have a new Race! Now, the question is, what can we do with the last 3 days?
As for what I have see so far, I also prefer Minotaur. I like the lore surrounding them the most, but as the potential that they might unwittingly know how to defeat you, even if they don't know who you are, via ANCIENT ORAL TRADITION.
One of the reasons we cut Minotaurs from the original design plan is that it seems to ALWAYS MAKE SENSE to crush them right away. They are an exotic culture with a foreign race so no one cares about them, and they threaten to give yet another type of Lore bonus to the civilized world if they are brought into the fold. Still, it was a somewhat painful loss because we had a whole system designed around their unique lore and multiple interactions with slaver states and magocracies/mage guilds.
We put them back in as part of the stretch goal because a) Tribal Humans needed another interesting party to make their areas more diversified and b) with rival old ones they now can become an early point of "cold war" contention between the old ones, since they would make powerful tools to use against other dark gods.
For me, the above is why I have "no love" for the Dragonkin. TWS is making heavy use of existing fantasy tropes and I don't see where they fit. The Minotaurs are Noble Savages and your choices are push them towards savagery, build a civilization to include them, or hope they do not go against you. The Mindflayers represent the unknowably eldrich in a tidy package. But what are the Dragonkin? I have not been following the Hasbro/Wizards/D&D fiction line, but I cannot think of any literary half-dragons besides the Dragonlance books. And those were heavily tied into the stories lore. They felt tacked on, to me, in 4th ed. D&D.
I don't think I asked my question about turning procedurally generated worlds into scenarios well. Having stopped generation, will I be able to open it up in the editor, modify some leaders, add a POI for the Baron, and otherwise tweak things. It would be a bit more work than sharing a DF seed and map location, but much less than a full custom scenario. I can see the community wanting to distinguish the two, but it makes for a potential core to build a story out of.
In terms of your next stretch goal, I'm also not a big fan of Voice Overs. I have no idea about pricing, but FTL benefits hugely from the sound. Would more tracks be a valid goal? I'd also like to see a commitment to post release scenarios.
I don't check this for one day and 5,000$ was added.. Wow, all stretch goals seems easy now! I'm so very excited for this game, thank you Kingdinosaur for presenting this to us so openly the entire process. Made it easy to back. :]
I do like that much more. The dragonkin description didn't have the flair of the other two.
I assume you can subvert their quests? Bring back the dragons under your control? Deceive them into funneling that energy into your own resurrection instead?
In the event of the last kickstarter goal being reached, I am casting my vote for the Jungle god, Moloch, while my brother wants to see the Laughing God, Tzadar, in action.
Also, just gone over the additional stretch goals and have a question about the Ascended one; will these new old ones that emerge through game-play have their own ability trees that set them apart from the "vanilla" old ones? How would such a system work if they do?
I cast a vote for Anaxas.
He seems the most original in terms of awakening, only when his hoard is threatened. It makes for interesting growth and bursts in power something the other old ones don't bring. (They all seem to use the growth other time paradigm). I also find the ability to be able to break the bond between a magic user and the source of his magic very interesting.
There was no mention of it in the article so: does he have an awakening timer too or does he only fully awaken when his riches are theatened?
It was a very hard choice though, because all three sound awesome so i will be pleased with the result of the vote whatever it is.
Will I be able to vote if I do PayPal donation during the voting period, or do I have to contribute beford the end of Kickstarter?
Would it be possible for you to explain how these Old Ones were conceived (instead of their mechaincs being integrated to other existing Old Ones) and any reason why these Gods were eliminated from the final list? Having read about further explanation on Dragonkin and Minosaurs, I think understanding their design intent would be much valuable on making a choice.
Also I read on Kickstarter comment you are interested in relating "Mindflayers" and Azlan together - is there a lore reason why they don't have any closer affliation with Enoch? I would have thought they share some sort of close relationship due to their subterranean nature.
That actually reminds me, when the game generates Rival Old One (which I assume is picked randomly since figuring out their identity is another componenet of the game), is it possible for your competitor to be playable Old One you haven't selected, such as Karth?
I'm kind of confused as to what Ascension means. So like, if Gorblap the Whatever Lesser Evil latches onto me as Belial and drains my power over the course of a game and for whatever reason I don't swat him, when I go to start my next game Gorblap will be occupying a seventh Old One slot with a mix of his and Belial's powers and whatever else he managed to gobble up during that game? Or do you mean I'll be able to swap to said Gorblap Old One if I continue the game via endless mode?
That could be really sweet or it could turn out lame depending on what kind of powers he absorbs. harder to get that perfectly thematic handcrafted design you've got for the other Old Ones.
And there's only one slot? So if a different Lesser Evil ascends Gorblap the Old One disappears? What made you decide to limit it like that? It makes sense as a component of Endless mode but I dunno why what happens in one discrete game would affect the next one (aside from the bit of metagame we're allowing when we bring an ascended lesser evil into the Old One selections for the next game).
So it's sort of an ever evolving meta-AI that carries over between games? That sounds like it could be pretty fun. Any plans to be able to set the total number of slots instead of just one though? I could totally see having several other AI "players" that constantly oppose me through the different games I'm playing (preferably with the option to wipe one from the "table" between games if I want to.
So is it possible for multiple old one's to get absorbed and replaced during the game until your new game old one selection is completely replaced by these guys?
Also, if something like that were to happen, there is an option where I can just "reset" the old one's back into power, right?
Can you have actual gods, or even the chosen one or powerful agents fight for this celestial throne as well?
Do they specifically have to target you to get to the ascended, or are there other ways?
is there going to be an option to play as a sort of blank-slate old one that gets more powerful through the meta-game and ascended mechanics? I would love to have something like that in, where you gain your actual abilities and refine them through several scenario playthroughs. I'd imagine it would result in a lot of defeats at first but that just makes the victory all the more sweeter and make the old one more personable to you.
Say, is there a way to set it so that the Chosen One is always a certain class and gender? I just realized that a Samurai Jack mod of this is possible, but there wouldn't be much point to playing Aku if you couldn't curse the damned Samurai again and again.
Well, sort of, though that also sounds like a cool feature you could do - get the Chosen One out of your plans for a while in exchange for the prophecy elements being kinda accelerated once he arrives in your future.
Say, is there a way to set it so that the Chosen One is always a certain class and gender? I just realized that a Samurai Jack mod of this is possible, but there wouldn't be much point to playing Aku if you couldn't curse the damned Samurai again and again.
Tzeentch is a God of Chaos who represents the vitality and volatility of change. Tzeentch is closely associated with sorcery and magic, as well as dynamic mutation, and grand, convoluted scheming. The domains of history, destiny, intrigue and plots are his chief interests, and in pursuit of these aspects he listens to the dreams and hopes of all and watches their plans take form. He is not content to merely observe, however, and chooses to interfere in the skeins of fate in order to fulfill his own, unknowably complex schemes. Tzeentch is known by an endless multitude of names, but the chief titles he bears are the Changer of the Ways, the Master of Fortune, the Great Conspirator and the Architect of Fate.
I love the idea of an Old One similar to Warhammer's Tzeentch. From the Warhammer 40k Lexicanum:QuoteTzeentch is a God of Chaos who represents the vitality and volatility of change. Tzeentch is closely associated with sorcery and magic, as well as dynamic mutation, and grand, convoluted scheming. The domains of history, destiny, intrigue and plots are his chief interests, and in pursuit of these aspects he listens to the dreams and hopes of all and watches their plans take form. He is not content to merely observe, however, and chooses to interfere in the skeins of fate in order to fulfill his own, unknowably complex schemes. Tzeentch is known by an endless multitude of names, but the chief titles he bears are the Changer of the Ways, the Master of Fortune, the Great Conspirator and the Architect of Fate.
It seems to fit the game perfectly, although the old one who can influence events might already fulfil a similar role
Those are some nice maps. Will she also be doing the game-manipulated assets for the procedural?
Ascension sounds neat. How will it interact with scenarios?
I'm looking forward to galleons and galleys and catamarans and more. How hard would it be to create an aquatic or semi-aquatic race? A periodically accessible POI. (Usually drowned landbridge. Rises from the depths. etc.)
Okay, I've procrastinated as far as I can.
I would like to follow the development of this game, but I do not have time in the next six months to actively play or make constructive comments on the beta.
I would, however, like to read the development forum as it updates. Is there a backer level that would allow me to do so? I do not feel the need to post or have input, as I do not have the time to devote to this in any meaningful way.
I would like to passively consume some of this information, as small-shop product and software development and especially game development are in my interests.
Is there any sort of backer level that would let me read the dev forum? Will this be publicly readable, or will someone need beta access to even see changelogs and what the dev's are posting to the community?
Can you, the player, skip the emergent-ness of the Ascended and just add them? I imagine if I bend a game to having a Lesser Evil eat me who wants to eat me, it'd be hard to fail, but it seems needlessly time consuming. I actually have no interest in this and may never see them (I have a habit of abandoning games well before I lose, which is a poor habit, I'm aware), but I'm pretty sure others will care.
More questions: I want to understand the basic mechanism and realize I do not: Is Ancient Power just currency, or also a timer to awakening? I know you can use it to fund agents, for instance, and some other actions, and if it's also your timer to awakening it adds some pretty ... harsh bits to some actions. I guess sometimes, you just REALLY need something done, if some actions are done with 2 or 3 Ancient Power.
Can Agents be de-activated? If so, what is the cost? I assume that the answer is either 'no' or 'yes, and high', or there'd be no incentive not to use all the early game agents and then switch as you get betterer options. I'm aware that you can willfully have them killed by continuing to take very high risk actions as a sort of Great Conqueror, but I mean more simply (and potentially with the option to rehire in the future)
How does Profile work? How much of a risk does it represent? From what I've seen, a Profile is either a modifier to having your nature as an agent of ULTIMATE EVIL seen, or a modifier to Fame gain. Can you reasonably have, say, the Peddler wander around with any help whatsoever and Not Be Seen? Similarly, are there Minions who really just don't attract attention (and similarly don't really have high power and can only realistically screen or MAYBE kill/provide some labor)? I imagine that, if not heroes, you can find sellswords or thugs for a Peddler to not instantly die when confronted, but still have at least a bit of cheap labor.
How much do your resources matter? How do you gain resources? You don't control a whole lot directly for a while, so I was curious. Gold's utility is obvious, as is Lore's, but what are you going to do with food? Lumber? Edit: What you can plausibly do with it given 100% free reign is one thing, I'm wondering what we know the game actually permits right now.
There's what, 22 agents now, counting stretch goals and Backers? What's the highest amount you can POSSIBLY get [Edit: In-game]? What about REasonably? Idle curiosity, this one. [Edit: Obviously the potential number of agents to exist at all is incalculable, thanks to modding]
Not really a question, but reading the older posts did remind me how much other gamers sometimes amuse me. Ah, my people.
Ancient Power is both a timer and a currency, the timer element is your "maximum available" and inside that you your "available Ancient Power" fluctuates. It is definitely a precious commodity, and choosing when to use it is crucial to your strategy.
QuoteAncient Power is both a timer and a currency, the timer element is your "maximum available" and inside that you your "available Ancient Power" fluctuates. It is definitely a precious commodity, and choosing when to use it is crucial to your strategy.
Hm, so spending Ancient Power does not cause you to remain asleep? I realized that was possible, so I was wondering if the long-term costs vs. short term gains you guys seem to talk about was that, vs. 'You accomplish it quick and easy but with lots of clues for Heroes to figure out'. This is a sincere question, since I think I missed some foundational conceits, but the game's basic concept really appeals to me, so I'm glad to throw money at it.
Unrelated, what ridiculous scenarios do people want to include via modding? I'm a bad person, so aside from Touhous, I seriously wonder if it'd be possible to do Earthbound as a Scenario. The problem is I'd actually feel really bad putting in a way to crush those cheeky kids.
QuoteAncient Power is both a timer and a currency, the timer element is your "maximum available" and inside that you your "available Ancient Power" fluctuates. It is definitely a precious commodity, and choosing when to use it is crucial to your strategy.
Hm, so spending Ancient Power does not cause you to remain asleep? I realized that was possible, so I was wondering if the long-term costs vs. short term gains you guys seem to talk about was that, vs. 'You accomplish it quick and easy but with lots of clues for Heroes to figure out'. This is a sincere question, since I think I missed some foundational conceits, but the game's basic concept really appeals to me, so I'm glad to throw money at it.
Unrelated, what ridiculous scenarios do people want to include via modding? I'm a bad person, so aside from Touhous, I seriously wonder if it'd be possible to do Earthbound as a Scenario. The problem is I'd actually feel really bad putting in a way to crush those cheeky kids.
In a world where ancient mad gods are a tangible thing, people might be less likely to colonize random islands emerging from the sea.
If the process to raise the island isn't directly inspired by The Magic Candle, I'm going home.
So what sort of system is there going to be to make sure that these ascended don't become over/under-powered compared to the rest of the old ones (outside of how over/under-powered they're supposed to be)? I remember there being talk of a necromancer lesser evil, so if it were to become an ascended, what would stop it from being just as unbalanced as the death god you had to cut?
Also, are the abilities that these ascended are going to have different from the abilities that the normal old ones get, or are they essentially taking the abilities from different old ones that already exist and just mix up the order in which they get them with maybe a name change and the order of which they can use them?
Another question aimed at the official scenarios; you mentioned that one of them was based around an island (or continent) suddenly rising up from the sea. What is the method planned for this new land to be treated with the panicked curiosity that attracts colonials and explorers like it would garner in real life?
That wouldn't be much fun. He got punked by a fishing boat in canon, and for a long time an african elephant stampede was a surefire way to kill him by the rules. :3Actually, going by what I read the boat just passed through his head without any harm done.
I do hope Cthulhu gets some custom events with the sea, it's kind of a thing for him, isn't it?
few/no casualties
Hence the elephant stampede. Not trivial to engineer, but valid by the rules and basically not resistable. I suppose someone has to be present to try keeping them on track, unless i'ts the modern era, but hey. The trick is I don't recall, out of hand, how to reduce POW.few/no casualties"EDIT: "Each round 1D3 investigators are scooped up in Cthulhu's flabby claws to die hideously."
Basically the four old ones are Karth, Belial, Sisyphus and Azlan (who is Cthulhu, actually). As far as we know, we're going to have a vote for who the fifth old one is going to be from the three ideas put forward. And then there's the Death God that they still need to balance, so he may get back in. The Terror of the Sea stretch goal also mentions the possibility of having an extra race or old one put in as well (presumably also from the stretch goal ideas), so the game we're going to get in total is going to be 5-7.I thought it was 6, + Stretch goals? I may have misread that. I mean, 5 is a fine number since people will be modding them in like hotcakes (I mean, Sauron, the lovecraftian pantheons, whateverhisname is in WoT, and others are basically guaranteed), I'm just curious.
I'm pretty sure with his physical form down and few/no casualties, there's ways to muck with his POW? My memory's bad and I don't recall much of CoC.
Hey, is anyone but The Laughing God going to have abilities that interact with cults much by default? It's going to be weird if not. I'd think Azlan and indeed Cthulhu would have a good go at it. It'll also make adding one of the closest things I have to a religious figure as a GOO harder if it can't be done through mod tools (And is probably the only serious reason I have to vote against Moloch atm).
Who the devil are the 6 default GOOs anyway? Cthulhu is obvious (Even if I don't know his actual gameplay schtick yet), Azlan is one I recall (Focused on subtle manipulation on a super long scale because he only has like 3 agents and a super long spawn timer), then Sisyphus (I know his fluff, and that his abilities tie back to your genned scenarios for him), Karth (Orc God of War who wakes up fast, and needs to consolidate fast), and Belial (The baseline dude who is more meant for newer players but is still supposed to be good). What am I forgetting? Or is the answer 'we don't know'?
We're throwing up a summary of them on the KS page today. Though only The Laughing God begins with a cult, any Old One can send his agents out to infiltrate a cult, start a religion, etc.
The Death God is definitely in, he just needs some.... work.
We're throwing up a summary of them on the KS page today. Though only The Laughing God begins with a cult, any Old One can send his agents out to infiltrate a cult, start a religion, etc.
The Death God is definitely in, he just needs some.... work.
I may be misunderstanding how abilities work, but don't they affect the world in general, in different ways for different things? If not disregard, if so wouldn't cults be part of that for everyone, even if they don't have one at this time?
Could you post just one more update explaining (giving more info about) the last goal? When you did same with the dragon race people got interested. Maybe it will help reach the last goal.
Fortunately, I recall them saying at some point that all the add-ins are choosable if you want to enable them or not, I think.
Well to admit Human cultures and the Ascended seem like unnecessary additions (well... as written) so I am not too invested in it being hit.
Not that I cannot see them being great additions, it just isn't how they are written.
Edit: I think I'll leave this like this >_< given that I am technically criticizing the people who are making this... right to their face... on a board I wish to be welcome to.
I had a question but I can't remember what it was now. Maybe I'll remember it at s--oh!
Will the Rival Old Ones change the implementation of unique late game agents like Shadowmere and Baron Greywind? I know you suggested both of them (or at least Greywind?) can be released without your intervention and begin acting independently. Will their status change more towards the Lesser Evils you're adding or will they remain how they are?
On the same note, will it be possible to bind the new lesser evils to your will and turn them into agents the way heroes can become agents without being on the hardcoded agent list?
I'm not sure I understand the question - Cults are formed as an extreme element of an existing Religion, they choose one of the God's Aspects and have abilities based around it. They spread from POI to POI to further their agenda, which is based on the Aspect selected. The world may begin with multiple cults, or it may begin with none depending on the scenario and settings - others may emerge through general gameplay OR by an Agent successfully starting a cult.Okay, I'm asking the wrong question to start with. What do Abilities give you, the player? I assume it's not just a way to spend Ancient Power, since then you wouldn't necessarily use them because THANKS HERO SHERLOCK.
The Laughing God begins with a cult already in existence under his control, and has powers that augment the abilities and spread of that cult - other Old Ones may interact with cults via Agents but are limited to the standard abilities.
Pardon the intrusion. Do you have any projections on when the recorded devlogs are going to be available? I thought it might be good time to bring it up again since we're nearing end of the Kickstarter.
QuoteI'm not sure I understand the question - Cults are formed as an extreme element of an existing Religion, they choose one of the God's Aspects and have abilities based around it. They spread from POI to POI to further their agenda, which is based on the Aspect selected. The world may begin with multiple cults, or it may begin with none depending on the scenario and settings - others may emerge through general gameplay OR by an Agent successfully starting a cult.Okay, I'm asking the wrong question to start with. What do Abilities give you, the player? I assume it's not just a way to spend Ancient Power, since then you wouldn't necessarily use them because THANKS HERO SHERLOCK.
The Laughing God begins with a cult already in existence under his control, and has powers that augment the abilities and spread of that cult - other Old Ones may interact with cults via Agents but are limited to the standard abilities.
Unrelated, do you and the Rival Old Ones share the same Chosen One?
$80000 has been breached. What the fuck this is amazing
Abilities are split between Passive effects that change gameplay, Active abilities that are powerful but cost Ancient Power and generally produce clues, and Imbues to make your Agents more useful to you.I see. How broad are the passives? Karth's are presumably focused on the Orcs and on War, but presumably in regard to the Orcs he has something to help them develop their culture, not just pure stomping power.
Quote from: King Dinosaur GamesAbilities are split between Passive effects that change gameplay, Active abilities that are powerful but cost Ancient Power and generally produce clues, and Imbues to make your Agents more useful to you.I see. How broad are the passives? Karth's are presumably focused on the Orcs and on War, but presumably in regard to the Orcs he has something to help them develop their culture, not just pure stomping power.
So I assume some of the passives have to do with a religion outside of wozzername the Laughing God? Like, not "The ability tree is ABOUT the religion". That is clearly Joker's job. But say, "Karth's got something in there to help him start a religion *with the Orcs*" or "Azlan gets a bonus to subverting the cult regarding around sleep and/or dreams"
Unrelated, but Fallout From Heaven sounds like a kickass name for a band.
Also, when a non-Azlan Old One wakes up, can we actually walk around the map and fight people face-to-face? I got the impression that that was the case, but I just want to confirm that.
That's why I was asking; It was a stretch goal, and you hit it, so I was wondering if you'd revisit Abilities of existing GOOS to add in support for it where appropriate. It sounds like Karth doesn't actually need it if I'm understanding the 'bonus to orcs' bit right, and I know anyone else's bonuses besides Laughing GOO are going to be far less and restricted to individual aspects of some existing passives, but it'd make sense to put it in where it's suitable to.
I mean take Belial; his agents have some foreknowledge of events that Will Be. I assume that being able to present as a good Diviner is already useful for infiltration and influence gaining overall, but it must be all the moreso for breaking into a god of prophecy's house. Where that isn't a thing, then it doesn't help much, and you can still exploit events you know will come. If his agents can't present as a good diviner (Which is still perfectly plausible, since they could easily only be getting brief, not-understandable DO THIS urges and the like), then it doesn't make sense to add such a bonus. I don't know what's in the abilities, but I find it slightly difficult to believe that there aren't some passives that'd be more useful for this purpose.
Since procederal and endless are in, how are you planning on having the nations and POIs tell us about their history? Is there going to be some sort of dynamic encyclopedia in-game that we can look up a generated history on?
Is there any chance of some sort of "history viewer" that we can use in-game that lets us view the nations rising and falling, like dwarf fortress does with it's legend map mode?
I'm glad it didn't come out as jibber jabber! Full disclosure, I really care so I can vote for Moloch and still see some support for abilities influencing religions. At least one of the GOOs I want to mod in would really want a religion. Though it's a mystery whether I'll really be able to make her without Tzadar in (I finally remembered his name X3). But even without that, it would legit feel really weird if Aspects that were similar to your god were not things your god were better at manipulating, either metaphysically (For the win-via-godhood) or more viscerally in terms of their followers.
I see where you are coming from, it may make sense to tie this to an imbue on an Agent if we decide to give a thematic bonus.
POIs, Heroes, Nations, Kings have history panels that should suffice for this - they're rather bland right now (just dumps of text) but we will probably group them up by age and highlight the most important events.:D
So the kickstarter comes to a close in six hours and the new stretch goal is just out of reach. How important is that last $2,000? I'm fine without those culture graphics, but can we see the ascended option added in anyway?
So the kickstarter comes to a close in six hours and the new stretch goal is just out of reach. How important is that last $2,000? I'm fine without those culture graphics, but can we see the ascended option added in anyway?
I'm glad it didn't come out as jibber jabber! Full disclosure, I really care so I can vote for Moloch and still see some support for abilities influencing religions. At least one of the GOOs I want to mod in would really want a religion. Though it's a mystery whether I'll really be able to make her without Tzadar in (I finally remembered his name X3). But even without that, it would legit feel really weird if Aspects that were similar to your god were not things your god were better at manipulating, either metaphysically (For the win-via-godhood) or more viscerally in terms of their followers.
I see where you are coming from, it may make sense to tie this to an imbue on an Agent if we decide to give a thematic bonus.
So, I remembered some of the other stuff you said about religion. What does religion actually do for you, aside from serve as a flashpoint for conflict or wake up Tzadar? Using Karth as an example, it occurs to me that there's really no point in getting the orcs all religious; they already <3 you. Them worshipping you doesn't give you power, since it isn't Dominions, and they're not some sort of window or backdoor into another God somehow, I'm guessing (Since they weren't worshipping anyone else; I imagine other religions are this). Much like with, say, lumber or food, I can definitely see plausible uses. Corruption through followers seems easy, for instance. Using them to stir up conflicts is another. But what else is the sort of thing we can do with them?QuotePOIs, Heroes, Nations, Kings have history panels that should suffice for this - they're rather bland right now (just dumps of text) but we will probably group them up by age and highlight the most important events.:D
I always love clicking on the history of provinces I've captured some time into the game in EU4.
So the kickstarter comes to a close in six hours and the new stretch goal is just out of reach. How important is that last $2,000? I'm fine without those culture graphics, but can we see the ascended option added in anyway?
6 hours left and 85000-82991(Kickstarter)-700(Paypal)= 1309$ to go. That seems pretty doable considering the speed at which we've been going.
Backed. I don't have time to go through whole thread right now (dammit you lot, 66 pages!) but I'll just say that I really like the idea this game has. Can't wait to see how it turns out.
Pledged as well. It's my first project ever to pledge towards, even though I've been following countless projects. See that as a compliment towards the game and your attitude KDG! :D
As I remember you can usurp aspects of a god and gain power from those things, so as the orc GOO you can steal the link between conflict and power while a war god is weak then send your orc hordes rampaging through the countryside to capitalise on that link? Something like that?
I do like that you made sure that not all the old ones are like Lovecraftian ones with some that differ quite a bit.
Some having a Abrahamic theme and some having somewhat of an Aztec one.
KDG, would it be possible to upgrade my Paypal pledge from Beta tier to Worlbuilder tier by donating another 50$. Just in case the final stretchgoal seems just out of reach?
Yeah, seems like SEVEN TIMES the starting goal was a pretty successful KS. Congratulations to you guys! I will eagerly await my release-day purchase. :P
Ah bloody hell, I was seriously going to upgrade to modder tools and forgot to. I don't suppose there's still a way to do so? Regardless, cool beans. I wanna see the devlogs too, btw, I just wasn't gonna ask when you'd made it super clear that you weren't doing it til the end of KS :3I was actually thinking of doing that too, checked in an hour too late.
Ah bloody hell, I was seriously going to upgrade to modder tools and forgot to. I don't suppose there's still a way to do so? Regardless, cool beans. I wanna see the devlogs too, btw, I just wasn't gonna ask when you'd made it super clear that you weren't doing it til the end of KS :3
With $85,593 through KS alone the fund-raising has ended. Congrats for this massive success!
I'm eagerly waiting for the next part: asset choosing. I can't wait to see what the updated map style will look like!
I'm so excite, but I kind of lost track of that Very Excite Thing that's been a Very Elusive Thing.
I think I remember you guys saying the demo might show up around the same time as Scenario Viewer, or it might show up a few weeks after, or it might show up with hte beta in December, or it might not show up at all. Now that the Kickstarter is winding down can we get an update on that?
On that note....please post the funding-killing videos now, plox. :P
Uh, have I missed something - backer forums? Are they just not up yet, or was there a link I didn't see in the updates?
In any case, Amazon cleared that my payment went through. Hurray! You know what, treat yourself with my... 25. You can get a good goat to sacrifice with that, I'll tell you.
Since you've said that there's no blank slate old one we can use to play as an ascended straight away, could I just design one with the mod tools and force it in the ascended slot myself and it would work just as well otherwise?Back on page 23 I asked an Old One modding question and on 24 I got a detailed answer. That might help. I, also, am looking forward to the new devlogs and hope we'll get a few talking about what KDG learned while balancing the scenarios. I suspect it is easy to create an "of course I win" Old One or an impossible scenario. Hordes of orcs shaking their fists at the sea comes to mind.
Speaking of modding, are there any plans for a devlog explaining how to mod in an old one, specifically?
Since you've said that there's no blank slate old one we can use to play as an ascended straight away, could I just design one with the mod tools and force it in the ascended slot myself and it would work just as well otherwise?
Speaking of modding, are there any plans for a devlog explaining how to mod in an old one, specifically?
Hey KDG, enjoy your sleep, it is well reserved. Just in case you do check our forum I saw that there was a new update on Kickstarter which was marked as backers only. Since I'm one of the Paypal backers I'm now burning with curiosity to find out what's in that update. It might be a good idea (if you've got a list of Paypal-backers) to mail them the info in these sorts of updates.
So, any news?
So, any news?
The first step is for KS/Amazon to finish processing all the pledges (should take about 7 days) and then the TWS forum will be up and running. If all goes well, next weekend we should have the forum up and we can proceed from there.
When you say 'before the beta', re upgrading my rewards, you mean it, right? Since right now I probably should wait on doing so, so I'm going to. Beta's not for a while, is part of why I'm asking (I'm not planning on upgrading at the last second or some shit, just... not this instant)
I really like the agent you designed, Rylen. The only problem I can see is that he might be too powerful if treated properly.
I'm ridiculously excited for this. I can't wait.
A few quick modding questions that I don't remember being answered:
1) Is it possible to have a quest chain that results in a new POI?
2) Are guilds/cults/etc just abstract political entities you can influence, or can heroes and/or the elite units have an affiliate to one of them? Then if so, can that affiliation give abilities to the hero?
I'm more excited for this game than I've been in a long time! I just managed to get to the tail end of the kickstarter, but I've been eating up every scrap of info I could get my hands on.
The main question I still have is about how complex we can mod governments to be? Can we add in multiple layers of government? I'd like to try my hand at making a scenario centred around a Byzantinesque Empire, where at the top you'd have the Emperor, the Military, and the Bureaucracy vying for power (you would have a large amount of possible strategies, try and corrupt the bureaucracy and stage a civil coup, or perhaps just turn the high general into a coward thus hamstringing the Empire's military.), while below governors are running their territories almost like they were independent countries (a big part of the balance would be that if you corrupt the top, individual governors can counter the effects within their own territory, while if you corrupt individual governors you run the risk of the higher government taking notice and replacing them).
Would modding in such internal politics be possible? Or are you relatively limited to unified government?
Also, if you can create somewhat more complicated governments, can you dynamically lower or raise the influence of individual actors within it? For example, say you mod a new government that is a confederacy of city-states, with a ruling council made up by a delegate of each city. Could you mod it so player and AI actions could say raise one city-states 'voting power' in government decisions, at the expense of another of course. Could you mod it where you could, for example, take over an independent city, apply for membership to the confederacy, and then increase your influence till your city becomes the de-facto sole ruler (probably requiring winning civil wars in the process).
Seems like having your Great Old One almost awakened or even awakened will pretty definitively bring about the victory of the game.
I praise the game for having a system to prevent the sort of "last base" scenario so many games of this type often game without sacrificing the large and expansive world.
If this game was/is multiplayer I can only imagine the chaos as multiple eldergods start plunging the world into chaos.
Would it be possible to have the guildmaster give the heroes powerful abilities that come with grave costs, like the sword that the Peddler leaves behind? I could easily imagine a guild or group of mages being enticed with UNLIMITED POWER only to burn out in its corrupting power.
Will there be devlogs or updates awaiting on us on the forums, or have you just been busy getting everything set up?
And though I know you didn't intend it, getting access to the forums for a game about demons taking over the world on Halloween is oddly fitting. And if we don't get treated to access, I'm sure we can figure out some trick to play on you. :P
Should we have received a confirmation email if our charge was successful? Because I'm still listed as a backer but I don't have an email or anything. I haven't had a chance to check my history to see if it went through.
Okay, I didn't get the email but amazon payments has it confirmed on the site. We good.
Edit, apparently if you have XCOm you automatically have the alpha.
The fuuuuuck, I wish I'd known that earlier!
How did the overall payments go? Was the number of invalid pledges in line with your expectation? Taking them into consideration, did we drop below the last stretch goal?
@Xgamer4 - Update on videos, my number one priority next week is Resource Viewer out to Beta Backers so I'll be uploading videos from that process - then I'll be integrating the highest rated assets into the engine so we can see how it looks at the proper scale (zoomed in/out, with cities and units, etc) so even if you aren't a Beta Backer you'll be able to check out a video seeing how it looks. After that I want to get back to the Military bugs that I've had in queue for 2 months now to fix, so that will be the next highlight. Regular Dev Logs will resume once the art assets are squared away.
Are the Forums gonna be out for the Plebians who chouldnt get in the Kickstarter?
So has anyone gotten their forum invites yet? I'm excite.
If it comforts you any I was literally the first backer and I haven't gotten anything either...so I don't think that will dictate anything
I'm in. Got a chance to look at the map art samples. They're.....there's a couple decent ones. But I wouldn't close the door to submissions yet.
Everyone who hasn't received their activation email:
I have confirmed that all your accounts have been added and an email should have been sent to the email address you used for Kickstarter. If you can't find the email in spam/junk then please go to:
http://www.kingdinosaurgames.com/forum/ucp.php?mode=login (http://www.kingdinosaurgames.com/forum/ucp.php?mode=login)
Use your email address (from Kickstarter) as the username, select forgot password, and then use your email address again for both username and email. You should receive a new password in your email immediately after. If you area not receiving it please double-check the email address is correct.
Are all the keys out? I'm on the preorder tier and haven't received mine, and it looks like I'm not alone (based on the kickstarter comments)
Are people playing it now or is only the forum out?
Here's the game's music on a sound cloud page: https://soundcloud.com/thatwhichsleepsForeign Guild Diplo is exactly what I needed at this early, dire hour.
It's nice. Totally not what I was expecting, but nice. Pleasant, professional.
the devs have had to retract several release dates.
It is true that the developers have been engaged, but so is Molyneux.
I love this game. I put down my $50 and I would like to see a demo / early access build. I might even write a preview on my blog.
Please? Need early access ...
If we get early builds we can do previews and stuff.
This is a preview I did of an Alpha build of a Roguelike called Keeper RL (well worth looking at incidentally) -
http://matthewhopkinsnews.com/?p=653
The game has a vaguely similar premise to Dungeon Keeper - not so much an ancient evil re-awakening as your first time round as the big bad - a banished Warlock trying to become the Dark Lord. Good fun though.
Think I found the source of butt hurt...almost no posts by this guy except on this thread...it starts out with him sucking up asking early access...he doesn't get it so apparently he flips a switch and goes from "Love this game and willing to do a review" to "I am going to flail and cry and try and crucify you"
Whilst there is a lot of activity with art on the game forums, I think people should be aware that they have now missed several deadlines for release of tools.
I have written an article, here -
http://matthewhopkinsnews.com/?p=1006
I was the one person who reacted on his blog by saying he was the only person who was actually blowing his gasket about the delays and I was immediately trolling according to him. I'm just happy that it's not luckily not picked up by a serious site which might have actually damaged the reputation of the game.
Eh, their delay has justifiable reason, and they made clear of this fact when they proposed the idea of hex-based map upto the vote. I'll give them few months before I start to become actively concerned.
I can see where the argument is coming from though, Kickstarter is bound to foster some suspicion and it was disappointing that planned dev-logs and LP failed to materialize. Criticism under ridiculous guise of "Witchfinder" "Inquisifor" (WTF does these words even have positive connotation? I thought these were people who torture the undeserving) wasn't really the best PR stunt though, possibly. I wonder if he'll take credit if something happens soon.
Eh, their delay has justifiable reason, and they made clear of this fact when they proposed the idea of hex-based map upto the vote. I'll give them few months before I start to become actively concerned.
I can see where the argument is coming from though, Kickstarter is bound to foster some suspicion and it was disappointing that planned dev-logs and LP failed to materialize. Criticism under ridiculous guise of "Witchfinder" "Inquisifor" (WTF does these words even have positive connotation? I thought these were people who torture the undeserving) wasn't really the best PR stunt though, possibly. I wonder if he'll take credit if something happens soon.
I do agree with the core sentiment of "delay, should we be worried based on prior kickstarters?". It's the hashtags (can't say I've ever seen those used in a way that raises credibility) and the seemingly jump-the-gun attitude of the post that bothers me. Yes kickstarters have fucked up in the past. Yes TWS might end up being one of them. But it's far too early for me to start speculating.
I don't believe this game is necessarily Lovecraftian, but I guess the underlying themes are similar.
I don't believe this game is necessarily Lovecraftian, but I guess the underlying themes are similar.
It isn't, it has a fantasy setting with Lovecraftian stuff as well.
From what I've seen, it'd be interesting if there was an ancient power that worked with an artifact that people found, and the artifact possessed them. Like the One Ring, or Majora's Mask. That would be real fun.
The biggest issue with the game is that it isn't balanced.
But that it is intentionally unbalanced and asymmetrical.
Though I am guessing by just looking at it.
Not sure if people will appreciate that.
The biggest issue with the game is that it isn't balanced.
But that it is intentionally unbalanced and asymmetrical.
Though I am guessing by just looking at it.
Not sure if people will appreciate that.
Guys, we're debating over a Neonivek post.
This strikes me as the kind of game that doesn't necessarily need an airtight balance. Like some out of control things like the original Limos design were overpowered but more because they introduced problem game cycles than that they were by-the-numbers too stronk. He was either not winning or he was winning, there was no middle ground, and it was really a matter of how long the game went.
It's a single-player game so I don't see tight competitive balance as necessarily being the best approach anyway, I like the idea of a looser balance. You've got all kinds of crazy shit at your disposal but at the same time the kingdoms of the world united can put you down hard.
I don't believe this game is necessarily Lovecraftian, but I guess the underlying themes are similar.
It will be complex and unique on the strategy market.
It's also gonna be on humble store DLC-free.
I am certainly eager to tinker with the mod system...I have a few ideas
You know, with a bit of spit and polish, you can possibly mod this to be modern world where your a AI instead of a dark god, that sounds amazing.Could also technically recreate that Daemon book using a similar method.
As for the modding, I'm more interested in scenario building aspect. So much possibilities: Fire Emblem, Song of Ice and Fire etc... so much to destroy!
So, it's looking like everything hoped for so far?
Ahh yes I love the part about map interactions...makes me wonder if there is a way to terraform in game? I suppose there is because one of the gods exerts cold over the land...still curious to see if that just gives POIs negative modifiers or if it actually changes the terrain.
I don't think this is civ style...it strikes me as far more Crusader Kings-esque...
Ahh yes I love the part about map interactions...makes me wonder if there is a way to terraform in game? I suppose there is because one of the gods exerts cold over the land...still curious to see if that just gives POIs negative modifiers or if it actually changes the terrain.
Yes, terraforming will be possible, I remember that it was mentioned in one of the old devlogs.
Ahh yes I love the part about map interactions...makes me wonder if there is a way to terraform in game? I suppose there is because one of the gods exerts cold over the land...still curious to see if that just gives POIs negative modifiers or if it actually changes the terrain.
Yes, terraforming will be possible, I remember that it was mentioned in one of the old devlogs.
Well... Not to mention at least one of the playable gods (I need to memorise what the game calls them) is based around terraforming.
Ohh I was speaking of Seraph who slowly covers the world with her crystals the more of her fragments you obtain.
Seraph raises towers which serve to funnel light to her palace, they don't terraform but "drain light" from adjacent areas creating a variety of interest effects. We WILL be revisiting the core six Old Ones to see if terraforming abilities will benefit their strategies and theme but Inatha and Moloch are the only two who pivot around terraforming abilities as they were two that were specifically stripped from consideration early because the static map wouldn't support them.
Inatha is straightforward - a combination of slow but permanent conversion to tundra as well as the ability to push out sudden storms and other environmental effects from the mountain peaks that still contain his voice. Moloch is more insidious and open to various approaches from forcing the hexes adjacent to his pools to regress to a primal state (jungles, high temperature, more danger) to corrupting rivers with his bile forcing downstream POIs to suffer to wielding his tendrils like weapons to form massive wounds in the earth permanently damaging the hex (and any POI atop it). However, each usage provides openings for the Heroes to descend into the Underworld and seek out his Heart, or at the very least sever some of his tendrils.
I'm hoping we get to another Old One vote (though Race is next) while in Beta as one of our next contenders is a Sentient War Machine from the Age of Wonders that has a very unique relationship with terraforming focused around ancient ruins, though I do expect Tzadar to rally and take it.
Seraph raises towers which serve to funnel light to her palace, they don't terraform but "drain light" from adjacent areas creating a variety of interest effects. We WILL be revisiting the core six Old Ones to see if terraforming abilities will benefit their strategies and theme but Inatha and Moloch are the only two who pivot around terraforming abilities as they were two that were specifically stripped from consideration early because the static map wouldn't support them.
Inatha is straightforward - a combination of slow but permanent conversion to tundra as well as the ability to push out sudden storms and other environmental effects from the mountain peaks that still contain his voice. Moloch is more insidious and open to various approaches from forcing the hexes adjacent to his pools to regress to a primal state (jungles, high temperature, more danger) to corrupting rivers with his bile forcing downstream POIs to suffer to wielding his tendrils like weapons to form massive wounds in the earth permanently damaging the hex (and any POI atop it). However, each usage provides openings for the Heroes to descend into the Underworld and seek out his Heart, or at the very least sever some of his tendrils.
I'm hoping we get to another Old One vote (though Race is next) while in Beta as one of our next contenders is a Sentient War Machine from the Age of Wonders that has a very unique relationship with terraforming focused around ancient ruins, though I do expect Tzadar to rally and take it.
Will there be old ones that feature an object as their source of power? Like Sauron and the One Ring? Because that leads to a lot of possibilities for moders.
More importantly, can one like that be created by modders?
Will there be old ones that feature an object as their source of power? Like Sauron and the One Ring? Because that leads to a lot of possibilities for moders.
I don't think that there are any Old Ones like that.
A mechanic for creating artifacts that empower you while making you more vulnerable would certainly be interesting option.
Seraph raises towers which serve to funnel light to her palace, they don't terraform but "drain light" from adjacent areas creating a variety of interest effects. We WILL be revisiting the core six Old Ones to see if terraforming abilities will benefit their strategies and theme but Inatha and Moloch are the only two who pivot around terraforming abilities as they were two that were specifically stripped from consideration early because the static map wouldn't support them.
Inatha is straightforward - a combination of slow but permanent conversion to tundra as well as the ability to push out sudden storms and other environmental effects from the mountain peaks that still contain his voice. Moloch is more insidious and open to various approaches from forcing the hexes adjacent to his pools to regress to a primal state (jungles, high temperature, more danger) to corrupting rivers with his bile forcing downstream POIs to suffer to wielding his tendrils like weapons to form massive wounds in the earth permanently damaging the hex (and any POI atop it). However, each usage provides openings for the Heroes to descend into the Underworld and seek out his Heart, or at the very least sever some of his tendrils.
I'm hoping we get to another Old One vote (though Race is next) while in Beta as one of our next contenders is a Sentient War Machine from the Age of Wonders that has a very unique relationship with terraforming focused around ancient ruins, though I do expect Tzadar to rally and take it.
Will there be old ones that feature an object as their source of power? Like Sauron and the One Ring? Because that leads to a lot of possibilities for moders.
That already exists I'm pretty sure. There's even an agent centered around crafting powerful artifacts, the artificer.Artificer got the chop - we originally had a few specialist agents that reflected your sacrifice to use their specific branch of abilities but since we've been able to expand the game so much it seemed like an artificial limitation. Now your ability to craft artifacts depends on ancient knowledge, facilities, and corrupting those whose skills are essential in forming it (elves, dwarves, etc).
Now your ability to craft artifacts depends on ancient knowledge, facilities, and corrupting those whose skills are essential in forming it (elves, dwarves, etc).
Does anyone have anymore information on Cultures/Governments/Races?
Is there a full list of the above that are currently planned to be in the game?
How do Cultures and Governments interact? I'd assume warlike "Norse" cultures will probably be more dangourous with a military style government, then say... a republic.
Is it possible for governments to change via revolution/revolt/coup in game?
How much do the traits of Kings and other leaders affect the nations? Will warlike leaders in a peaceful type government be able to force a war, or will they end up being confined by the style of the government?
I've read that NPC nations will sometimes go to war with each other depending on culturall/government traits, how far will they go? Will they enter total war mode, or simple fight over bits of land or trade rights?
Is trade reciving an overhaul with the kickstarter being so successful? I remember that origionally it was kind of a vauge thing that occured, will there be actual trade routes that can be raided/blockaded now? Also what about pirates?
Will non-human races also have seperate cultures? Such as Wood Elves/High Elves/Dark Elves? Or will they be pretty monolithic compaired to Humans?
Do races like Elves, Dwarves, and Orcs get boost in combat because of racial abilities?
Sorry if these questions have been asked before.
also in the scenario editor you will be able to use any picture for POIs...which means POIs is restricted to a modders imagination and I am more than sure the actual game when done will have plenty of POI variety
also in the scenario editor you will be able to use any picture for POIs...which means POIs is restricted to a modders imagination and I am more than sure the actual game when done will have plenty of POI variety
Yeah, I know that we can create new PoIs of course, but I mentioned special PoIs, not "settlement type" PoIs. Example: A shrine which blesses the visiting heroes or armies, temples and graveyeards which could spawn various things like treasures, hostile creatures [undeads mostly], etc. etc. So stuff like that. Also, we cannot mod in stuff like that, if it's not coded in the engine.
also in the scenario editor you will be able to use any picture for POIs...which means POIs is restricted to a modders imagination and I am more than sure the actual game when done will have plenty of POI variety
Yeah, I know that we can create new PoIs of course, but I mentioned special PoIs, not "settlement type" PoIs. Example: A shrine which blesses the visiting heroes or armies, temples and graveyeards which could spawn various things like treasures, hostile creatures [undeads mostly], etc. etc. So stuff like that. Also, we cannot mod in stuff like that, if it's not coded in the engine.
Their are a variety of non-settlement POIs, but the idea is to represent the geographic region less so than the unique buildings that populate it. However, we will be getting some unique imagery for wondrous locations - but as dennislp3 said you can mod in anything you'd like. The POI image is arbitrary, the type can be set to unique, and then you would place your uniquely created building/modifier in the POI itself - the POI itself is generally a 'holder' which the AI interprets. We didn't want to restrict a POI to a specific function because letting them be combined within a POI leads to "interesting emergent behavior" which is our favorite buzzword.
In addition we are supporting offsets to show structures and highlights near the base POI - right now I only use this for Docks and Cathedrals but we expect to expand on this if their is sufficient real estate, and at the very least will be including mines and lumber yards to represent resource production.
How expansive can modding and mapping be? can players, for example change the art style?
How expansive can modding and mapping be? can players, for example change the art style?
If you want more information on something, just shoot your answer out and I'll go into more detail than what I initially have here.
Is it possible to just replace everything with a modern style and have it be a Sentient AI instead of a Demon lord?
You underestimate the lengths people on the internet will do if they're given the tools to do it.Is it possible to just replace everything with a modern style and have it be a Sentient AI instead of a Demon lord?
I would not recommend trying to undertake such a massive modding project.
But is it... Pooossiible?
Hmm, How easy is it to mod in new ability's and such? because to me all it would take would be a re-sprite of all the things, change music, change some ability's around and instead of hero's you get Hacker's and instead of Foodmills and such you'd probably get internet streams.
When does this hit Steam?
You underestimate the lengths people on the internet will do if they're given the tools to do it.Is it possible to just replace everything with a modern style and have it be a Sentient AI instead of a Demon lord?
I would not recommend trying to undertake such a massive modding project.
Well, as long as the base game is good enough to attract and keep people around... You'll get a modder of that tier out of that...
I am guessing you don't follow the Crusader King II modding community? EVERY update breaks every mod...yet most, especially the bigger ones...keep at it...and if the original team doesn't they almost always hand it off
The FAQ on their website says closed beta begins this month, is this still on schedule? And if I buy it from their website now, do I get access to this closed beta?
A long and tiring week comes to an end - we pushed ourselves to the deadline (and to be honest a few hours past) to get as much as possible in before closing the door on new features (until after the Beta). We are now officially polishing up for Beta - this involves mostly altering the GUI for all of the new features we've put in or expanded upon for stretch goals as well as bringing all of the out of date content up to the new standards. The AI as well has to be modernized with all of the new possibilities of the game, a process we've been trying to stay atop of as we rolled out new features with moderate success. Yes we had hoped to be here at the End of January but I'm quite happy with our progress and excited to hit this milestone with the list of features and enhancements that we have.
- Bloodlines which can pass magical traits, allowing for cursed human civilizations or magical families
I dunno. Lately I've become disenchanted with tactical combat. No one seems to do it very well these days. Every tactical battle space that takes place on a grid I've played in the last few years almost doesn't feel worth the effort.
Yea, AoW:SM did a good job with its tactical system, and HoMM's old hex based system wasn't bad either, if rather simplistic. I also miss true tactical jrpg games in the vein of Final Fantasy Tactics and Tactics Ogre. Nobody seems to turn based tactical combat (in those two styles) right anymore.
I feel like creating a god who has a dark souls effect on the worldEverything becomes awful forever? Sounds appropriate.
I feel like creating a god who has a dark souls effect on the worldEverything becomes awful forever? Sounds appropriate.
Only one? You need many heroes... so that they can fall... until one finally makes it, the chosen one. (Actually there is a chosen one mechanic isn't there?)I feel like creating a god who has a dark souls effect on the worldEverything becomes awful forever? Sounds appropriate.
yep. but purposefully allow one hero to be awesome to see if he can defeat the world.
Only one? You need many heroes... so that they can fall... until one finally makes it, the chosen one. (Actually there is a chosen one mechanic isn't there?)I feel like creating a god who has a dark souls effect on the worldEverything becomes awful forever? Sounds appropriate.
yep. but purposefully allow one hero to be awesome to see if he can defeat the world.
I dunno. Lately I've become disenchanted with tactical combat. No one seems to do it very well these days. Every tactical battle space that takes place on a grid I've played in the last few years almost doesn't feel worth the effort.
I dunno. Lately I've become disenchanted with tactical combat. No one seems to do it very well these days. Every tactical battle space that takes place on a grid I've played in the last few years almost doesn't feel worth the effort.
I've had that same feeling which definitely played into the design of That Which Sleeps - without SIGNIFICANT focus on making sure Tactical Combat is incredible I think it impedes the flow of a grand strategy game. We had numerous discussions on whether or not to add even a simplified grid to Agent/Hero combat not to mention Military Battles and we just felt that keeping these elements to quickly played but critically important segments that reward long-term planning was the better approach (and could be made as complex and varied as we liked given the minimal implementation needs).
I dunno. Lately I've become disenchanted with tactical combat.
That's the best part about this game...you can't just be like "This game is like X game"...which is a rarity these days.
RPG-ish turn based strategy with light (very light?) combat. So light I hesitate to use the word tactical there.
I just hope this game oozes atmosphere.
Q:Have you got any examples of funny/unexpected/terrible AI behaviours in game?
It's interesting because where do you draw the line between "bug" and "feature" when it comes to an AI that is meant to be derailed. We designed the game so that small changes ripple outward, and simply giving the King a particular mental disorder can throw entire regions into chaos (or it may lead to his ouster and replacement by a Council of Enlightened Sages, unfortunately). My favorite behaviors are related to how far Heroes will go for those they love - I've managed to trick heroes into thinking a Noble had their love assassinated so then they go storming in and killing the nobleman, generally being executed right afterward. Other times they'll go on suicidal crusades against you, plunging into the badlands looking for your seal - or they'll stalk your agents and try to rally the world against them.
On the societal front one of the hardest things to balance are cultural shifts - so if a culture values something you tend to get people in charge who have that trait/personality. Originally their were ways to abruptly shift that, so you could make the people loathe that trait and suddenly entire nations would burst spontaneously into riots to purge their leaders. We made it a BIT MORE GRADUAL after a long spate of that. We also had an Orc Adventurer who Conan the Barbarianed his way into being King of a massive human kingdom in the Depthsscenario - I never "fixed" that because it seemed to work as expected (and will rarely occur).
If you want TERRIBLE well then, the AI took a rocky path to get to where it is. My favorite terrible AI bug was when told to Raid a general would simply turn around and start burning his own farmland - we later took the buggy behavior and used it as a basis for "Scorched Earth" tactics, but for a long time you'd see campaigns completely derail when the generals would just go crazy and start burning down their own country. We had a bug once where Sages with competing knowledge would just go crazy if the other completed it first and try to kill them no matter what - and considering that sages rarely have good combat ability it led to the most pathetic series of "attack" events in the log. We've since changed vengeance/anger paths so that the more cunning agents will pursue Plots to discredit/blackmail/coup their foes instead of going for a duel or ambush.
Wait, did I miss something? Randomly generated spells?
Oh and dear devs....could you give us a bone and post some infos with regard to the military system & army battles, and that how will they work? I haven't seen any informations about this so far, hopefully it isn't "BETA only" material. 8)
Oh and one more thing. Hopefully we are going to have some nice & detailed information/statistics panel to overview the nations, heroes, agents, armies etc. It's a must have in a game like this [..especially useful on huge maps]..IMO. :)
Hmm, so can we actually taint spells, pushing sages towards researching Dark Magicks, which make the spellcasters insane and/or vulnerable to corruption?
The (Fallen?) Primal of Artifice+1 to this, or failing that the boatmurdered one.
Image: A tall, dark, foreboding statue before whom sacrifices are strewn about, bowls of blood, swords, bones, gold, et cetera.
Power: With great industry and sacrifice, its power can be used to craft horrifying weapons. It will also increase industry at the cost of some increased unrest.
Campaign effects:
Alliance's aims: A sufficiently desperate or brave/foolhardy hero gains a weapon. The alliance strives to create a powerful yet relatively safe weapon, and ideally (I don't know the limits of this campaign) the agent can try and interfere with this process, either corrupting it to a degree or another, or...
Agent's overwhelming victory: The newly crafted weapon is taken by the now-animate primal, who will become an asset for evil horses.
I'm thinking we could either focus on the communal aspect of Bay 12, with maybe a sea creature of some kind, or something related to (more or less) receptive harbours, and trade, interaction between distant shores, or we could focus more on Dwarf Fortressy side of things. I'm thinking a primal of artifice, a statue that accepts offerings of blood and bones, flesh, alcohol, precious stones, weapons... primal things that we fought for, that we made for killing, that we created. The blood of creation. I would also quote something to set the mood for what I thought, from Tibullus:
WHO was the first that forg'd the deadly blade?
Of rugged steel his savage soul was made:
By him, his bloody flag ambition wav'd;
And grisly carnage through the battle rav'd.
Yet wherefore blame him? we're ourselves to blame;
Arms first were forg'd to kill t he savage game:
Death-dealing battles were unknown of old;
Death-dealing battles took their rise from gold
The (Fallen?) Primal of Artifice
Image: A tall, dark, foreboding statue before whom sacrifices are strewn about, bowls of blood, swords, bones, gold, et cetera.
Power: With great industry and sacrifice, its power can be used to craft horrifying weapons. It will also increase industry at the cost of some increased unrest.
Campaign effects:
Alliance's aims: A sufficiently desperate or brave/foolhardy hero gains a weapon. The alliance strives to create a powerful yet relatively safe weapon, and ideally (I don't know the limits of this campaign) the agent can try and interfere with this process, either corrupting it to a degree or another, or...
Agent's overwhelming victory: The newly crafted weapon is taken by the now-animate primal, who will become an asset for evil forces.
I'm thinking we could either focus on the communal aspect of Bay 12, with maybe a sea creature of some kind, or something related to (more or less) receptive harbours, and trade, interaction between distant shores, or we could focus more on Dwarf Fortressy side of things. I'm thinking a primal of artifice, a statue that accepts offerings of blood and bones, flesh, alcohol, precious stones, weapons... primal things that we fought for, that we made for killing, that we created. The blood of creation. I would also quote something to set the mood for what I thought, from Tibullus:
WHO was the first that forg'd the deadly blade?
Of rugged steel his savage soul was made:
By him, his bloody flag ambition wav'd;
And grisly carnage through the battle rav'd.
Yet wherefore blame him? we're ourselves to blame;
Arms first were forg'd to kill t he savage game:
Death-dealing battles were unknown of old;
Death-dealing battles took their rise from gold
The (Fallen?) Primal of Artifice
Image: A tall, dark, foreboding statue before whom sacrifices are strewn about, bowls of blood, swords, bones, gold, et cetera.
Power: With great industry and sacrifice, its power can be used to craft horrifying weapons. It will also increase industry at the cost of some increased unrest.
Campaign effects:
Alliance's aims: A sufficiently desperate or brave/foolhardy hero gains a weapon. The alliance strives to create a powerful yet relatively safe weapon, and ideally (I don't know the limits of this campaign) the agent can try and interfere with this process, either corrupting it to a degree or another, or...
Agent's overwhelming victory: The newly crafted weapon is taken by the now-animate primal, who will become an asset for evil forces.
A primal of Artifice would be perfect!
Personally though I think it should just change what kind of artifact it produces, not animate it... if your agents succeed, it creates horrible things? Lots of room for dwarf fortress shinanigans!
It's true, I was very much unsure about the powers myself. I do like the crafting of weapons and the corrupting of that process, so that ought to stay in this idea. I think it's a neat parallel to the moods in Dwarf Fortress. Perhaps that ought to be the power the Primal has, and the campaign could be around the unrest, or rather the effects of artifice, both its product and its process.Spoiler (click to show/hide)
It's true, I was very much unsure about the powers myself. I do like the crafting of weapons and the corrupting of that process, so that ought to stay in this idea. I think it's a neat parallel to the moods in Dwarf Fortress. Perhaps that ought to be the power the Primal has, and the campaign could be around the unrest, or rather the effects of artifice, both its product and its process.Spoiler (click to show/hide)
The different sides would seek to control the violence of the statue, of the craft, not just through the weapons it can inspire to be crafted, but through the worship it possibly produces. Like any government. It ought to have something "primal" to it, however, so it's not too prosaic. Something fell. Let us try.The (Fallen?) Primal of ArtificeSpoiler: Tibullus (click to show/hide)
Image: A tall, dark, foreboding statue before whom sacrifices are strewn about, bowls of blood, swords, bones, gold, et cetera.
Power: With incredible industry and sacrifice, with great despair or even greater bravery, its power can be used to craft horrifying weapons. This process can be influenced by that which sleeps, producing corruptive weaponry.
Campaign effects
Alliance overwhelming victory: The ancient cult around the statue is totally eliminated, and replaced by controlled worship. Powerful arms are created for the soldiery, and the soldiery is inspired to measured and purposeful acts against any threats to order. Those with violent inclinations are as if guided towards the [state's] military, bolstering ranks and reducing unrest.
Agent overwhelming victory: Not only is the ancient cult now stronger than ever since the primal times, the military of the [state] has been deeply influenced, mastered by the implements they themselves sought to master. This army, headed by the cult, constituted of the fanatical and the professional, the rabble and the military, now seeks to expand its might and the faith.
Personally, I'd vote for the Hell-ephant.
Could be a randomly generated forgotten beast.
Oooh, so if the Heroes win, it becomes a Dwarf Fortress? That's a really cool slant on it, I think.And if the agents win they unleash the HFS, yeah.
How about this slightly different take on the Artifice oneI like this. I endorse it. It is Dwarf Fortress. Dig too deep...
The (Fallen) Primal of Artifice:
Appearance: Statue in the middle of a small ruin
Power: Through the sacrifice of "offerings of blood and bones, flesh, alcohol, precious stones, weapons... primal things that we fought for, that we made for killing, that we created" it creates powerful armor and weapons for those making the offerings.
Campaign effect:
Heroes overwhelming victory: The ruin around the statue transforms into a bustling strong-walled fortress for the good guys, one that continues to export powerful weapons and armor for heroes to use.
Agent overwhelming victory: The ruin grows in size and releases a large army of powerful twisted demons that attempt to slaughter everything nearby, and begins to occasionally generate small demon groups after the original wave.
I think that might capture the overall essence of DF a bit more than just exporting weapons personally.
How about this slightly different take on the Artifice one
The (Fallen) Primal of Artifice:
Appearance: Statue in the middle of a small ruin
Power: Through the sacrifice of "offerings of blood and bones, flesh, alcohol, precious stones, weapons... primal things that we fought for, that we made for killing, that we created" it creates powerful armor and weapons for those making the offerings.
Campaign effect:
Heroes overwhelming victory: The ruin around the statue transforms into a bustling strong-walled fortress for the good guys, one that continues to export powerful weapons and armor for heroes to use.
Agent overwhelming victory: The ruin grows in size and releases a large army of powerful twisted demons that attempt to slaughter everything nearby, and begins to occasionally generate small demon groups after the original wave.
I think that might capture the overall essence of DF a bit more than just exporting weapons personally.
How about this slightly different take on the Artifice one
The (Fallen) Primal of Artifice:
Appearance: Statue in the middle of a small ruin
Power: Through the sacrifice of "offerings of blood and bones, flesh, alcohol, precious stones, weapons... primal things that we fought for, that we made for killing, that we created" it creates powerful armor and weapons for those making the offerings.
Campaign effect:
Heroes overwhelming victory: The ruin around the statue transforms into a bustling strong-walled fortress for the good guys, one that continues to export powerful weapons and armor for heroes to use.
Agent overwhelming victory: The ruin grows in size and releases a large army of powerful twisted demons that attempt to slaughter everything nearby, and begins to occasionally generate small demon groups after the original wave.
I think that might capture the overall essence of DF a bit more than just exporting weapons personally.
If this is possible, this.
I like the 'ruin becomes good guy fortress/dwarf hold' bit, but the Agent victory is a bit ehh. First of all it doesn't sound very controlled and possibly even harmful to your own efforts, even if more chaos is good for the Old One in general. It also seems too removed from the good guy victory. I think they should be more thematically connected. Sticking to the Primal itself, perhaps the statue (and thus the ruins it commands) can be enslaved and awakened by the Agent to actually march out and cause destruction, or to build an army of mindless iron warriors. The demons, while DF-related, come from nowhere right now, and don't really fit the 'orderly' feel of the statue itself.
Can we have a bit more info on how the underground layer functions, by the way? Maybe a quick picture or illustration? Is the PoI map separate from the overland map or are the two the same and connected? Am I even remembering correctly that there was going to be an underground map layer?
For clarification, would the statue spit out excellent equipment all on its own? Or would it still need a population of crafters under its influence? (Since it does need to have a good reason to attract settlers.)How about this slightly different take on the Artifice one
The (Fallen) Primal of Artifice:
Appearance: Statue in the middle of a small ruin
Power: Through the sacrifice of "offerings of blood and bones, flesh, alcohol, precious stones, weapons... primal things that we fought for, that we made for killing, that we created" it creates powerful armor and weapons for those making the offerings.
Campaign effect:
Heroes overwhelming victory: The ruin around the statue transforms into a bustling strong-walled fortress for the good guys, one that continues to export powerful weapons and armor for heroes to use.
Agent overwhelming victory: The ruin grows in size and releases a large army of powerful twisted demons that attempt to slaughter everything nearby, and begins to occasionally generate small demon groups after the original wave.
I think that might capture the overall essence of DF a bit more than just exporting weapons personally.
If this is possible, this.
Definitely possible, and to further honor the source the "Heroic Victory" can be tied to Dwarfs forming a new hold. In TWS Dwarf society splits when their is too much dissent in a single hold and the dissenters go off to either found a new Hold or reclaim a lost one.
That's kind of boring though, seeing as this is a game all about asymmetrical powers and factions, at least when it comes to good-evil.
That's kind of boring though, seeing as this is a game all about asymmetrical powers and factions, at least when it comes to good-evil.That is what the suggestion essentially is though...
I'd think spawning a Lesser Evil would be the most fitting. It's probably not such an immediate gain to the Old One, but then again, plopping down another Dwarf Hold might not be such an immediate gain to the alliance, so at least they're matching.
Morbid curiosity, just because we're not completely familiar with the systems...
If this Primal does make it into the game in this form, the Alliance does does claim it - or whatever the proper phrasing for that is - but at the time the Dwarves are staunchly anti-Alliance, do the dwarves just get another hold and the Alliance is still deprived of it? Because that would be amusing.
And personally, the chance of a pyrhhic victory is actually kinda exciting to me. If solely because that alone actually captures the DF feel more than anything else :\
The Yizrii
Long thought to be a race of solitary hunters and mystics, the insectoid Yizrii emerged en masse from their long hibernation to quickly re-establish themselves as a world power. Attempts at diplomacy proved fruitless at first, the strange creatures passed through great periods of isolation only to explode outward without warning, moving as a swarm to claim and ravage an area before constructing enormous complex organic structures within the newly Harvested area. In time relations would develop between the Yizrii and the other races, and some measure of peace was established - though few truly know what occurs within the "Gardens" they tend or when the next Frenzy will occur.
Sample Classes
Yizrii Tonal - Yizrii utilize crystals they grow to regulate their society, soothing their impulses as well as granting them a modicum of power that the crystals inherit from the depths. A Tonal specializes in the evolution of crystals seeking the resonance that will enable their race to ascend the cycle that devastates themselves as much as those unfortunate enough to be in their way.
Yizrii Paragon- In the Frenzy the young must consume the elderly, but a Paragon is the rare Yizrii that survives multiple Cycles. Maintaining the knowledge of their society in the midst of so much loss they serve as the bedrock for a new generation.
Governments
The Hive - A Yizrii Hive inhabits a Garden, maintaining the Crystal Fields that make up the Garden's core. In this form the Yizrii are communal and make decisions through large scale representation. Most Hives are isolationist but some do trade and interact with their neighbors, functioning as a normal part of the traditional political structure.
The Harvest- At the height of the Cycle the Yizrii government collapses and undergoes a process known as The Frenzy, though outsiders refer to it only as the Harvest. In this state the Yizrii retain their intelligence and powers but their focus becomes the creation of a new Garden through the total and complete destruction of a region of the world. The Harvest is, surprisingly, still an incredibly complex government structure with competing factions and interests but the form is distinct from The Hive featuring numerous acts of internecine violence.
Where are you seeing this weekly update? I checked KS, the blog. The forums are slow and because they have umpteenmillion threads and no actual announcement thread, finding anything they say is a pain in the ass.
I need to see more about this game. Will there be alpha/beta access? Will anyone be doing a LP or showcase?
The videos the developer has put up were great but he doesn't seem to understand how to get the volume balance right so either he sounds underwater or the music is so loud I cannot hear him sometimes. I'd love to see something more, just walking through parts of a normal playthrough.
Opportunities tend to have a range of actions go from innocuous to extremely blatant. In this sample we've posted you see what happens when heroes invade one of your dungeons looking for loot. In this instance you have several methods for dealing with them:
- You can rouse the denizens of the dungeon to attack them.
- Transfer a cursed item or artifact to them in secret.
- Infiltrate their group to gain information.
- Attack them directly with your Agent.
there are quite a few Lovecraftian races present(Mi Go, Deep Ones, Great Race).
We'll also be seeing the new Modding video today
there are quite a few Lovecraftian races present(Mi Go, Deep Ones, Great Race).
If I wasn't sold before I sure as hell am now.
..or not. :DMy F5 key is getting tired :)
Friday/Saturday/Sunday was their original plan so I'm banking on that being true here.
I've also got faith that the mod tools will be released this weekend. Sunday at like 4 AM if the trend continues. After that, I'm expecting two weeks to a month for beta.
I've been hurt before but I'm putting my trust in this one. Probably the last time I'll ever follow a game like this. Getting an internship this summer and beginning my Real Life.
I've been hurt before but I'm putting my trust in this one.
Lovecraft Stuff
Can't wait to see all these mechanics play out in the field.
I'm not too worried, they've apparently got playtesters who've been playing.The main problem is if those playtesters have been at it the whole time, what with repetition and everything. They'll end up knowing the mechanics like the back of their hand and difficulty could be based on what they consider 'normal'.
I'm not too worried, they've apparently got playtesters who've been playing.The main problem is if those playtesters have been at it the whole time, what with repetition and everything. They'll end up knowing the mechanics like the back of their hand and difficulty could be based on what they consider 'normal'.
/justmaybeallbasescouldbecovereddownthelineifithasn'tbeenalready
From what I understand, the difficulty is flexible and widely influenced by whatever option you use to employ. I remember reading even devs found game impossible with combination of "wise leaders" and "strong hero" option; of course, these could be considered major tweaks, what I meant to say was the difficulty should probably not be a problem with so many 'sliders' one can adjust to find challenge perfect for you.
It's a Kickstarter stretch goal, so this gameplay mode will be added later on. When they add it, I am pretty sure that I will play in this mode only, since it offers extended & enhanced gameplay [IE. looooooooong & epicly fun games!]. 8)
Anyway, you can read about it here: http://thatwhichsleeps.gamepedia.com/Endless_Mode
It's a Kickstarter stretch goal, so this gameplay mode will be added later on. When they add it, I am pretty sure that I will play in this mode only, since it offers extended & enhanced gameplay [IE. looooooooong & epicly fun games!]. 8)
Anyway, you can read about it here: http://thatwhichsleeps.gamepedia.com/Endless_Mode
...Is that going to be the long-term home of the wiki? It's really not a fun site to browse - Adblock takes out some of the formatting, making it impossible to read, but disabling adblock gets me bombarded with ads.
A dead tree manual.It's a Kickstarter stretch goal, so this gameplay mode will be added later on. When they add it, I am pretty sure that I will play in this mode only, since it offers extended & enhanced gameplay [IE. looooooooong & epicly fun games!]. 8)
Anyway, you can read about it here: http://thatwhichsleeps.gamepedia.com/Endless_Mode
...Is that going to be the long-term home of the wiki? It's really not a fun site to browse - Adblock takes out some of the formatting, making it impossible to read, but disabling adblock gets me bombarded with ads.
I guess only KDG knows the proper answer to your question. I don't know too much about the wiki sites, which one is the best anyway?
It's a Kickstarter stretch goal, so this gameplay mode will be added later on. When they add it, I am pretty sure that I will play in this mode only, since it offers extended & enhanced gameplay [IE. looooooooong & epicly fun games!]. 8)
Anyway, you can read about it here: http://thatwhichsleeps.gamepedia.com/Endless_Mode
...Is that going to be the long-term home of the wiki? It's really not a fun site to browse - Adblock takes out some of the formatting, making it impossible to read, but disabling adblock gets me bombarded with ads.
A dead tree manual.It's a Kickstarter stretch goal, so this gameplay mode will be added later on. When they add it, I am pretty sure that I will play in this mode only, since it offers extended & enhanced gameplay [IE. looooooooong & epicly fun games!]. 8)
Anyway, you can read about it here: http://thatwhichsleeps.gamepedia.com/Endless_Mode
...Is that going to be the long-term home of the wiki? It's really not a fun site to browse - Adblock takes out some of the formatting, making it impossible to read, but disabling adblock gets me bombarded with ads.
I guess only KDG knows the proper answer to your question. I don't know too much about the wiki sites, which one is the best anyway?
It's a Kickstarter stretch goal, so this gameplay mode will be added later on. When they add it, I am pretty sure that I will play in this mode only, since it offers extended & enhanced gameplay [IE. looooooooong & epicly fun games!]. 8)
Anyway, you can read about it here: http://thatwhichsleeps.gamepedia.com/Endless_Mode
...Is that going to be the long-term home of the wiki? It's really not a fun site to browse - Adblock takes out some of the formatting, making it impossible to read, but disabling adblock gets me bombarded with ads.
As the main wiki contributor I'm curious what your problem is. I use adblock as well, but I haven't had any problems with the formatting.
This wiki is what we are using for the game unless we get more complaints. This is the first I've heard about it at least. There's also an in game wiki along the lines of Civopedia.
Here you go.Thanks!Spoiler (click to show/hide)
Finally...Project Update 6-1-2015 (http://www.kingdinosaurgames.com/forum/viewtopic.php?f=4&t=297)!
It's a kickstarter game. The last thing I ever expect when I back a game is that it's going to be released in a timely fashion. :p
As long as we get a quality product in the end, I really don't care.
It's a kickstarter game. The last thing I ever expect when I back a game is that it's going to be released in a timely fashion. :p
As long as we get a quality product in the end, I really don't care.
It's a kickstarter game. The last thing I ever expect when I back a game is that it's going to be released in a timely fashion. :p
As long as we get a quality product in the end, I really don't care.
EWOM is the only game in the last 5 years which I have actually requested a refund on.It's a kickstarter game. The last thing I ever expect when I back a game is that it's going to be released in a timely fashion. :p
As long as we get a quality product in the end, I really don't care.
Yeah, yeah, I guess everyone agrees on that. Let's hope that the beta test will go smoothly, since the devs are willing to listen. [..on a side note: I was beta testing many games, and the worst was the EWoM beta. Frogboy and Stardock gave no f*ck about any of our suggestions, so basically the whole beta process was all about fixing CTDs and bugs. It's funny that they finally released the game with tons of CTDs and bugs as well...as we all know it was a disastrous release.]
EWOM is the only game in the last 5 years which I have actually requested a refund on.It's a kickstarter game. The last thing I ever expect when I back a game is that it's going to be released in a timely fashion. :p
As long as we get a quality product in the end, I really don't care.
Yeah, yeah, I guess everyone agrees on that. Let's hope that the beta test will go smoothly, since the devs are willing to listen. [..on a side note: I was beta testing many games, and the worst was the EWoM beta. Frogboy and Stardock gave no f*ck about any of our suggestions, so basically the whole beta process was all about fixing CTDs and bugs. It's funny that they finally released the game with tons of CTDs and bugs as well...as we all know it was a disastrous release.]
For fantasy strategy games though, my clear recommendation would be Age of Wonders 3 rather than FE. I played that recently and it really is very good indeed.
Endless legend
While I normally might agree with you, nenjin, I'm too excited over the prospect of having the Chosen One come at me with everything he's got only for me to activate the horrendous mutation I put into his bloodline a billion years ago to be activated at the perfect moment.If I'm understanding the mechanics of the game. It would be more like -
The extra features are things they had planned...they are technically only doing what they promised and didn't estimate the time it would take to add all the kickstarter stuff into the game properly. I have yet to really see any reason to worry just yet
I must say I'm a little worried about all these bells and whistles like bloodlines. It reminds me of some P&P RPGs where the focus of the developers wanders from the main things to adding million different little rules on top of the core game. It has the risk of losing the sight of the main meal and getting lost among the details. I hope they'll hone the basic stuff to work fine instead of jumping from one system to another and leaving all half-assed.
added now because it's easier to do it now than to rewrite the code laterWell yes, that is literally the whole point of the alpha phase of software development. The worry is the sheer amount of feature creep, not that features take time to add which I think we all understand.
This has nothing to do with That Which Sleeps.I do it too.
Whenever I see forsaken1111's avatar, I cannot help but sit and stare until it loops so that I can see the perfect game of snake.
The more I read about TWS, the more I wish I backed the Kickstarter.
I'm waiting for it to be available via steam personally as I have money in steam wallet to use.
The more I read about TWS, the more I wish I backed the Kickstarter.
You can still back the game through their website. Since we're hopefully finally nearing the beta this might be the best time to buy yourself access.
Honestly I'm not seeing much more than the average amount of feature creep going on here (which tends to happen at least a little in most projects). What I'm seeing happening a lot more is them having laid down a bunch of awesome, high-level ideas (either through the kickstarter or on request of higher-level backers), and then having to go back and backfill all of the smaller, lesser things to make those ideas possible. As a code person I'd say that we probably aren't to the point where we need to be worried yet. :)added now because it's easier to do it now than to rewrite the code laterWell yes, that is literally the whole point of the alpha phase of software development. The worry is the sheer amount of feature creep, not that features take time to add which I think we all understand.
As a non-backer, can someone basically sum up what has happened in the past month?
I've finally fixed the data structures and am just testing now to make sure it's completely fixed. This means that our final (complete) mod tools release is imminent complete with all of the many map features that we've added in the past 3 months. Finally our modders can begin trailblazing some exciting new worlds for our players. More excitedly once that release is squared away we're just an AI update away from the Beta - all of the GUI elements (outside of animation but we're holding off on that till the beta) are complete, the fundamental content pieces have been updated (though we'll need to do a quick update again after this most recent data update). We'll be updating with more concrete information when we feel comfortable doing that.
That's not quite right, they mentioned somewhere (I think one of the modding videos) that racial health determines the HP of the basic units and I assume that Will and Attack will also influence the basic soldiers so an Orcish army without Elite Units should still be stronger than a gnomish army.
Ex.: Basic units have no attributes or anything -> " Basic soldiers are effectively the hit points of an army" [not even racial mods??]
That's not quite right, they mentioned somewhere (I think one of the modding videos) that racial health determines the HP of the basic units and I assume that Will and Attack will also influence the basic soldiers so an Orcish army without Elite Units should still be stronger than a gnomish army.
Ex.: Basic units have no attributes or anything -> " Basic soldiers are effectively the hit points of an army" [not even racial mods??]
Magic system sounds great. Thank freaking god they've thought harder about it than "Fire, Ice, Lightning" blah video game magic theory.
Magic system sounds great. Thank freaking god they've thought harder about it than "Fire, Ice, Lightning" blah video game magic theory.
Those systems would be fine too... If they thought about them other then Damage over time, slowing things down, and lots of instant damage.
Has he mentioned a beta date yet? I know the mod tools are coming out soon.
I've actually forgot if the developers intend to preserve $50 beta deal after it has officially been released, or it's limited time offer.They originally mentioned that the Beta-buy-in would end once Beta released, but that has been so long ago that it's probably no longer indicative of the current policy. I know that there are still new people entering beta at the moment.
I said it before, I say it again - delaying the beta for Mod Tools seems suboptimal, given its nature as a modular and seperate tool to the main game.Even we people with mod tools access find it a bit odd, but a large amount of the time spend on the tools has actually been spent on the game's databases and structure. Presumably the general idea is that modders will find odd things that normal beta backers won't be able to find.
I've actually forgot if the developers intend to preserve $50 beta deal after it has officially been released, or it's limited time offer.
Fenicks has said the beta package will still be available after beta. He actually suggested you wait until beta to get it. Given all the delays they don't want to give the impression that they're asking for money before the beta's out.
Up until every Old One and Agent is rolled out we'll be testing the North Burns and its supplemental scenarios. Once those are signed off we're going to release those maps to the regular backers and the Beta Backers will move onto the Twilight Empire and its supplemental scenarios.
So,
is there a "When" for this ?
Beta - Had some interesting issues when implementing the advanced Fealty and Loyalty events, since we broke apart the race-specific governments we hadn't restored these AI actions and apparently in opening up the system we removed an implicit restriction on considering who to serve.
Within 30-40 turns one particularly charismatic Elf had acquired a retinue of orcs, humans, dwarves, lizardmen, ogres, gnomes, and even a Demon Prince. His reputation plummeted with the elves, but with the sheer force of his loyal followers he managed to maintain in power for 4 turns after he was "ousted" before finally being killed. The entire coterie immediately went over and joined some human Baron, and history repeated.
Fortunately we managed to mostly patch this up this week - making sure that those seeking lords are almost always looking for reasonable lieges and also making sure lieges can "push back" and deny unwanted servitors. I'm going to spend a couple of days fleshing this out a bit as it does have some merit, adding in a "prove your worth" series of events as well as a "I won't give up" if the claimant truly wishes to serve that individual, both leading perhaps to quests that instead inherit from the worth of the liege as opposed to the quest-or. On the other hand I want to work with some of the traits to see at what point a person should be pushed outside their comfort zone to look for more exotic lieges, and also what traits will conversely allow some odd servants (probably handling this through increasing a max allowed negative to relation due to vassals/servants).
I've just kinda, for a while now, not actually paid any heed to release dates or promises of any kind. The game will come out at some point, probably. Hopefully within the year.Same here. I've been ignoring the game. I didn't back it on kickstarter, mostly because I didn't know about it. For now I plan to pick it up at release but otherwise I'm trying to keep it out of mind.
having been following this for quite some time, it really feels like they've gotten away from the original idea and intent of the game, and now i've kinda written it off.That is like a poker player folding on anything other than 10 high or higher.
they've never actually, really, sat down and shown what 30 mins of gameplay looks like.
Another thing I've never admitted is sometimes I wish the kickstarter hadn't been so successful. Did we need procedural gen and endless mode and all these other features they had to redesign the engine to prepare for? If it'd been a modest success the game would probably already be out.
I'm just like "wonder what'll happen between now and thursday to push it back again?"
"people wanting free stuff for no reason"
Unless your product is bad, I suppose.
If it weren't for the people here relaying some of the pay-only information I would have completely forgotten about this game about a week after the kickstarter ended, because for all I'd know it could have been abandoned.
I'm fine with contests, or behind-the-scenes stuff, early access to tools, early play, all that going to backers... but "this game isn't dead"-level of information really should be public access.
First impressions make a huge impression. Less exposure after the initial funding stage is a valid tactic, if they ain't really looking for more funding. Cause anything they release can give the wrong first impression to newcomers.If it weren't for the people here relaying some of the pay-only information I would have completely forgotten about this game about a week after the kickstarter ended, because for all I'd know it could have been abandoned.
I'm fine with contests, or behind-the-scenes stuff, early access to tools, early play, all that going to backers... but "this game isn't dead"-level of information really should be public access.
I am so confused by the 'backers only updates' system that seems to be so prevalent. I just don't understand it - why would you want people NOT to know about your game?! Fair enough, keep some background posts just for backers, but so many games only use the backers area for their updates that the project just looks dead if you're not a backer.
I can definitely understand not wanting to over-hype anything or give the wrong impression, but due to the nature of kickstarters where many fade/die out/have problems, having some updates so that those that didn't back know it's still alive seems necessary.Why? If you are a backer then you get access to development logs, so you know that your money is being used to do something and the project hasn't died. If you aren't a backer then you didn't invest anything in it, nor do you really have any stake beyond a tertiary one in the way the game develops. (Other than risking hype burnout).
I can definitely understand not wanting to over-hype anything or give the wrong impression, but due to the nature of kickstarters where many fade/die out/have problems, having some updates so that those that didn't back know it's still alive seems necessary.Why? If you are a backer then you get access to development logs, so you know that your money is being used to do something and the project hasn't died. If you aren't a backer then you didn't invest anything in it, nor do you really have any stake beyond a tertiary one in the way the game develops. (Other than risking hype burnout).
I mean, you haven't spent anything on it, nor are you going to spend anything on it until it's actually ready for release, so why is it important that you know that it's still chugging until it's actually approaching time for said release? Even if you forget about it for a while ideally you should hear about it again through several channels when it actually releases and shows up on steam or something similar. After all that's kind of the point of kickstarter updates; to show that the kickstarter is still chugging along to those who put money in despite the fact that there isn't going to be any visible developments for everyone else for quite some time. :P
I get that it's nice to be involved, but I'm not quite sure where you are getting the sense that developers necessarily need to show to the people that didn't (and can't) give back to them in any way until they are actually done that they are still working on a particular project.
Though if non-backers care about the news so much that it is upsetting to them...why not become a backer?.
I just hope this doesn't go the route of the Forsaken Fortress. It was a promising post-apocalyptic basebuilding/team exploration & combat game that changed between first and third person several times. This blew all the money the team had and the project was abandoned. It was a successful kickstart that failed to deliver because the team dithered around and didn't stay focused, instead rebuilding the game from scratch several times.
The art style really is all over the place. Part of me like the more painted art style, but another part of me wishes they'd gone with something simpler, and more charming. Or at least more cohesive. Not like the anime art they had before, but something between that and the (totally sweet) Old One images.I was going to say the same thing. The art style is incredibly inconsistent. Many of the smaller icons are really vague. Can you even tell the undead is undead if you look only at the picture? Why does the deep one look like he is holding a pair of sticks? Why is there a smirking smoking disney ogre?
On the other hand, the art does sort of give me that "Magic The Gathering" vibe.
I just hope this doesn't go the route of the Forsaken Fortress. It was a promising post-apocalyptic basebuilding/team exploration & combat game that changed between first and third person several times. This blew all the money the team had and the project was abandoned. It was a successful kickstart that failed to deliver because the team dithered around and didn't stay focused, instead rebuilding the game from scratch several times.
Glad I dodged that bullet, I was tempted to back.
They are behind on (the internet's imaginary) deadlines: but so what?
They are behind on (the internet's imaginary) deadlines: but so what?
Oh sorry, I hadn't realized that nobody had said this yet, but... welcome to the world of indie games!They are behind on (the internet's imaginary) deadlines: but so what?Must be easy to be optimistic when you just delete inconvenient facts from your worldview. Every milestone they've promised has been delayed if not outright abandoned. If we were publishers and not suckers, sorry I mean backers, then KDG would be in big trouble right now.
It is sad to see the recent Metal Gear get released like a unfinished product just because Konami want to push Kojima to release it early.This so much.
And I would prefer to see a polished product rather than a rushed game.
I still think this is an awesome game concept and I hope it can deliver at least half of what has been promised. It is just that starting the game from scratch and changing engines and blah on the run is not a very good sign of stable project management. With poor management, everything is possible.
Honestly, I'd rather see this game die on the working board than be published and be heartbreakingly bad. It is better to be left wondering about what could have been than have someone shit into your heart.
Of course, the best option is for it to come out and be fucking awesome.
I still think this is an awesome game concept and I hope it can deliver at least half of what has been promised. It is just that starting the game from scratch and changing engines and blah on the run is not a very good sign of stable project management. With poor management, everything is possible.
Honestly, I'd rather see this game die on the working board than be published and be heartbreakingly bad.
Well, it always puzzles me of their decision to release the tools first without a beta to playtest the mod.
Release gameplay videos.Yay! I was sad when they stopped the gameplay videos.
uhhh fancy...okay im back on the hypetrain.
I'm hyped but this feels a little rushed. There's missing information that would be needed.
I'm hyped but this feels a little rushed. There's missing information that would be needed.
Is there a specific gameplay speration between Primal and Ancient that would have to be explained but is missed by the gods details/feats?
Is there a specific gameplay speration between Primal and Ancient that would have to be explained but is missed by the gods details/feats?
Primals are lesser (but still very powerful) beings that arose out of the conflicts between the Elder Races (Elves, Dwarves, etc.) of the world. Karth is the Primal of War and is the last surviving Primal; all the others were killed either by the Ancients' invasion or in conflict with each other.
Although Karth might no longer be the last one with the rival old ones content. The video shows that taking the eye of Gaulmaug gives a relationship penalty towards Gaulmaug, which I think means that it's a rival, and Josh describes it as a Primal.
Although Karth might no longer be the last one with the rival old ones content. The video shows that taking the eye of Gaulmaug gives a relationship penalty towards Gaulmaug, which I think means that it's a rival, and Josh describes it as a Primal.
Gaulmaug is a Fallen Primal. There are quite a number of these, dead but not yet gone. Earlier on in this thread (http://www.bay12forums.com/smf/index.php?topic=141997.msg6141273#msg6141273), KDG posted the details of one (the Fallen Primal of Hope) and asked the community here to pitch ideas for one. There's going to be a supplemental Scenario ("What Gods We've Made") with a bunch of them as well.
Update;Oh... okaaaaaaay. I wasn't hyped before. Well, hyped enough I needed just KS video and few quick short snippets about what this game aims to be for me to fund it, but after that I didn't bother much with KS updates. And I was more in a "just chill and wait" camp when it came to delays. But this... This video does make me HYPED. There's just so much stuff. Lore of the lads, kingdoms, starting modifiers you pick that tie into story, hand drawn map. Boy oh boy this makes me excited. And why? The game could in the end turn mediocre. It is an ambitious one, with what it's trying to achieve. And yeah it would be sad if it doesn't achieve that. But if there's one thing that will make me play it regardless is just the amount of love that went into it.
https://youtu.be/7j8MoAKqvJM
Update;Oh... okaaaaaaay. I wasn't hyped before. Well, hyped enough I needed just KS video and few quick short snippets about what this game aims to be for me to fund it, but after that I didn't bother much with KS updates. And I was more in a "just chill and wait" camp when it came to delays. But this... This video does make me HYPED. There's just so much stuff. Lore of the lads, kingdoms, starting modifiers you pick that tie into story, hand drawn map. Boy oh boy this makes me excited. And why? The game could in the end turn mediocre. It is an ambitious one, with what it's trying to achieve. And yeah it would be sad if it doesn't achieve that. But if there's one thing that will make me play it regardless is just the amount of love that went into it.
https://youtu.be/7j8MoAKqvJM
He said tools would be posted today on the forum. Hard to say if that'll actually pan out though.
Does anyone have any first impression on the recently released mod tools?
NOt sure why the scenario is missing though.
Lapoleon, I saw your character name in one of the quotes. I think for an artifact or a wonder, don't remember exactly.
There's a lot of stuff missing, I'm guessing it's scenario-specific elements. Only generic spells, wonders, artifacts, etc, and a lot of assets from the full asset section unused.
NOt sure why the scenario is missing though.
(removed ~25 posts -- if people want to wish death on each other and so on, they can do it elsewhere)
That is the biggest load of gibberish I ever read.An evil heart from an evil sorcerer. He summoned evil horses which eventually took him away with them. Grip the heart, wish for someone's death, and you too will have evil horses.
Yes but why was it 'obligatory'? Why is it even relevant?That is the biggest load of gibberish I ever read.An evil heart from an evil sorcerer. He summoned evil horses which eventually took him away with them. Grip the heart, wish for someone's death, and you too will have evil horses.
Yes but why was it 'obligatory'? Why is it even relevant?It is moving the topic of the thread back to the thread's topic after a section of it was deleted. The first poster following the deletion had nothing to move it toward. ChairmanPoo thought it'd be funny to reference the latter half of Toady's deletion post with an artifact from the game.
(removed ~25 posts -- if people want to wish death on each other and so on, they can do it elsewhere)
An evil heart from an evil sorcerer. He summoned evil horses which eventually took him away with them. Grip the heart, wish for someone's death, and you too will have evil horses.
A little hostile though, Neonivek.
Is that really from TWS? I didn't think they had a strict good/neutral/evil division of characters. Also, a quick google for "heart of the fosterer" brings up lots of references to Planescape: Torment, although I suppose it's possible they put it in as a reference to that game.
In another quick update, hope raises the forums anew.So what's going on then?
Or maybe that's just a solid whipping from the Dinos. Who knows.
Did they release the gameplay vid yet?
TWS Beta patch notes 0.4.71It's not a bug, it's a feature. :P
- Stopped ingame cultists summoning actual old ones to your living room (Sorry guys)
Apparently some of the eldritch language we used was genuine and summoned an actual old one. We're sorry! We've altered the sigils so that this should no longer be the case.
Someday I'll actually get around to registering on the official forum to look at updates of things.
So uh, final version for non-beta backers such as myself on the horizon, or should I expect a few more months?
First gameplay video is up:
https://m.youtube.com/watch?v=Qb2uub1wn0s
Someday I'll actually get around to registering on the official forum to look at updates of things.
So uh, final version for non-beta backers such as myself on the horizon, or should I expect a few more months?
The beta isn't out yet, but is expected to arrive shortly.
Dominions 4 actually did exactly this with the disciple mode. It is teamwork where one player rules as the god and the other ones in the team play monsters and prophets ruling their own sub-nations working for the big guy.
The best way they can probably deal with the amount of info the player needs to have is probably to have links to an in-game glossary of sorts on every bit of possibly confusing UI info.There is a Civopedia-style in-game glossary planned, and also tooltips galore if a player just needs a quick refresher on what some number represents without needing all the gory details.
Hehe, most of the development will probably just be putting in things to explain what's going on. :P
Delicious video! Thanks KDG!
The best way they can probably deal with the amount of info the player needs to have is probably to have links to an in-game glossary of sorts on every bit of possibly confusing UI info.There is a Civopedia-style in-game glossary planned, and also tooltips galore if a player just needs a quick refresher on what some number represents without needing all the gory details.
My main worry is that since you have an absolute maximum of four agents before you've started really doing things to get more, and the fact that agents are your only real means of interacting with the world, means there'll be a lot of time spent clicking the next turn button and doing nothing else.
My main worry is that since you have an absolute maximum of four agents before you've started really doing things to get more, and the fact that agents are your only real means of interacting with the world, means there'll be a lot of time spent clicking the next turn button and doing nothing else.
Personally, I'm fine with that as long as the game doesn't slow things down with pointless "end-of-turn" animations or whatever. From the video, it looks like you can click through a half-dozen turns very fast, so that isn't going to make the game dull to play.Agreed. Also the game pacing of "set up actions, fast forward some turns, more actions" is really good for games with a big scope like this seems to be. Makes the action packed parts stick in your mind but gives you a chance to wind down as you reconsider the situation and if your choices are still worth sticking to. It only really shines with fast loading times though, slowing down the fast forwarding slows down the pace after all.
Update confirmed for tonight, no idea what it might contain though. Everybody's praying for beta but we'll see.
[size=150]Timeline and Beta[/size]
We lost about a week dealing with some last-minute aesthetic issues for the video but otherwise the critical fixes are a little under a half implemented and retested. We won't be setting a date until the client is firmly set in stone but with the fixes going as well as they have I don't think we are looking at much longer to wait.
[size=150]Videos[/size]
The first video has been released with the mid and late gameplay videos to follow, we're also going to do a mechanics overview video as we've gotten a lot of questions about the systems and interactions. This video must necessarily take place around mid game so that all of the menus are unlocked (planes, ley lines, underground, etc) so it will probably be released right after the mid game video.
[size=150]The North Burns[/size]
The North Burns has undergone some significant changes over the last year, and you may have seen some of that in the video. I was hesitant to discuss the scenario at length during the video as I have done that prior but I wanted to discuss some of the changes here.
The Barrens suffered a severe reduction in overall POIs and had a lot of their adventure and ruin focused POIs moved elsewhere. We did this to not only make late game marches more immediately threatening but also to prevent a common strategy where players would have 3-4 agents all in the barrens searching for artifacts and ancient ruins. While a few were moved to distant areas most of the unique elements were moved to the large island in the north of the map, which now also holds the Sentinel. In addition to this requiring more investment on the player's part to get to and make use of these POIs it also lures heroes into dangerous expeditions that aren't necessarily at your doorstep.
The Golden Republic of Toln has had its entire off-map kingdom brought onto the map, a militant/pirate neighbor added to the south, and pathways up to more badlands and tundra to the north. We did this to create much more potential for both chaos and order in that area, and we also moved the Mercenary modifier from Tolnspire to a new city off the coast. With the new surrounding territories Tolnspire as well as the massive presence of slaves the city already has enough powderkegs without treacherous mercenary insurrection. We moved The Court of Bone from the west up north, centering The Cult of Mirth's city-based itinerary around the sea and making its appearances in critical moments more frequent. This also serves to make the Court's military threat more unique instead of pinning it in an area already brimming with potential allies.
Minotaurs were added in the western wilds, just one of the four tribes but we also added the ability for a second tribe to migrate in from one of the off-map connections. The Elves were moved slightly to support more aggressive movements by the barbarian tribes and also to make threatening them with corrupted barbarians or the Iron Mountain easier.
Dwarf Holds have been added to Arden and also to the volcano near Hereldus bringing the total of Abandoned Holds up to four. While the North Burns still starts with no established dwarf kingdoms (just some Clay Dwarf modifiers) you can expect this doubling of Holds to almost guarantee at least dwarf attempt to reclaim one of the holds.
Omm now straddles the mountains that once served as its southern border, we did this to create alternate paths for Omm to move against either the Shadowmere rising to the east or the possible undead hordes that can come from the Offmap plains to the west.
The Serpentlands of the Brood were brought closer to the coast, cutting down on the extra POIs needed to get there. This was done mostly because the Brood rarely managed any meaningful contribution to the campaign and by at least allowing them a short transit to the coast they will be a stronger lure both for adventurers and for agents.
[size=150]The Reactive Map[/size]
We've received a lot of questions about the map, and the video itself, so I'd like to take a chance to answer some of them now.
Q. Why this type of map?
A. At the point of the KS the game was already far too rich with details inside the POIs requiring a lot of digging in to understand exactly the state of the world, with all the new additions we knew we needed to get the world feeding its critical information back to the player without requiring multiple clicks. While our initial attempt was simply an extension of the existing system with even more icons and 3D overlays we decided that another course was necessary - with this mode we make use of every piece of the map from the icon of the poi to its immediate surrounding to the hexes adjacent to the pathways that connect them.
Q. What exactly is the difference between the Classic and Reactive Map?
A. The classic map is similar to what you've already seen with the cartography style icons, sprite-based roads, and series of icons adjacent to indicate statuses and changes. You lose any non-world based effects and the dynamic pathways, but you can keep highlights enabled.
Q. I like some of the effects but not others, how customizable is it?
A. Reactive mode is very customizable, but you do need to keep the POI Icons which form a critical depenceny for most effects. However you can swap out cartographic pathways, icons instead of effects, and the basic display for agents and heroes.
Q. What was that raven doing on the POI info screen, was that Belial's special ability?
A. Yes I should have mentioned that in the video - we're moving, as much as possible, abilities into their appropriate context and out of static menus. Belial's ability to summon ravens for infiltration, as a POI-based ability, will appear as an option on POIs.
Q. No minimap? No borders? No customizing the pathways? No zoom?
A. We do have a minimap but it is very, very simple right now - it won't be fully fleshed out until much later. In general I find it isn't necessary but if we do the work necessary to get it displaying critical information it will doubtless be an important tool for the game. Borders can be enabled/disabled, you can zoom out to see the entire map, and their are many different modes for the pathways (trade, resources, military, ley lines, heroes) which are currently tied to hotkeys.
Q. Are ports part of cities?
A. Yes they are, ports are shown on the map because their existence is extremely important to gameplay.
Q. How do you see where sea zones end?
A. Clicking on a navy or port will show the sea zones.
Q. Why is the map drab?
A. We went with very simple textures for the map because it allows us to use a very wide variety of particles and overlays on the map without worrying about their visibility, as well as allowing the state of the world (presented via highlights, effects, and POIs) to take precedence over the colors of the map. We will be replacing them in the future with both a high resolution variant for those with better machines and a simpler version as well, but still maintaining this general approach.
Q. Are their map overlays?
A. Similar to the pathways answer above their are several overlays that can be activated to give better feedback in-game.
Q. How are new agents recruited?
A. New slots for agents open up as you gain new ancient power orbs - new agents become available if you satisfy their requirements, at which point they give a passive bonus until actively recruited. Clicking on the ? in the recruitment screen will open up the list of all possible agents and their requirements.
Q. Do the color effects repeat if you aren't over them?
A. Effects are "kept" by the POI for your notice for X turns (depending on the importance) and are then shown when they become visible, with higher importance events overwriting lesser important ones as they trigger. Critical events will generate a "flag" on the border of the map in the direction of the POI triggering it, if you have infiltration.
Q. It seems like actions take too long or their might be too much downtime?
A. Time is meant to be against you, but this is also an important core of the game design itself. We need your actions to take time for the AI to behave reasonably well and much of the game itself depends on it. However, as you do expose more intricate rituals and challenges you are also either gaining more powerful Agents or bolstering your existing ones with minions and artifacts. As for downtime it rarely is the case, as even in the earliest turns you will have 3-5 agents performing actions and if you focus on acquiring a horde or other tribe swiftly you will be managing their forces as well. However the game does definitely lend itself to long term planning and then seeing your strategy unfold over time, and the tension of determining the opportunity cost of any given action is a core part to "understanding" the role of the ancient evil. Also note that our turn estimates are wildly out of date, I think my last Belial test game took about 500 turns.
Q. Are the POIs dynamic?
A. Yes, while we use the Point to Point system for the game (for many many many many reasons, but the number 1 reason being it makes the AI much better) the underlying hexes are used as basis for creating and modifying POIs and their pathways - you can wipe out a POI, create new ones, find new paths, etc.
Q. Are the POI pictures final or will they be replaced with actual map-based sprites like in the classic mode?
A. The POI pictures are essential to reactive mode, you will need to use the classic mode to see sprites.
Q. They seem a little boring on the map, how will we see walls crumbling, the city spreading, or other such details?
A. The priority for us is always on getting information into the players hands "at a glance" - while we do intend to have 2d top-down 'sprawls' beneath the pois to represent their size/type these still won't be the primary area for feedback - it will remain the POI itself and the values that surround it. For instance during a siege the POI will form a stony exterior, and it will grow cracked with dust emanating from it as the siege worsens - not only does it allow that one POI orb to present the most salient data to the player it also allows US to have a variety of effects that are universally applicable. If we wanted a siege of a more typical sprite based city we would need assets for each type being represented, greatly restricting the variety of poi types we could display.
Q. What can you really do with an airship anyway?
A. The skies the limit... ha ha ha
Q. What is final on the map?
A. Pretty much anything could be replaced, but I'd say the mountains, the POIs, the pathways, the effects, the armies (I am a big fan of showing the portrait over the army comp), the navies, the heroes (probably change the frame a bit), the agents are all final. Forests/jungles/swamps/terrain are definitely going to be replaced, and we want a professional cartographer to do the coasts for us which is why we still haven't increased the variety.
Q. Do turns always pass that quickly?
A. We did a LOT of work to make sure turns pass quickly, but if you are spamming end turn late game (especially post Alliance) then it will start to slow down, especially on huge maps. We do a lot of the AI work during your turn so if you're passing too fast it has to catch up.
Q. Why was that ambient music so annoying?
A. Hey, I like it! We've moved towards ambient music that reflects your state of power and the world because it is another way of giving feedback to the player, but I would say it is one of the least successful of our "feedback" attempts. We've also made unique "soundscapes" for each of the Old Ones that has a series of unique ambient sounds as well as special flairs and simple effects.
Q. Why is the challenge screen the most important but also least useable of the screens?
A. (this is actually a question I ask myself every day) - we've gone through SEVERAL iterations with the Challenge Screen and its approach and while we've settled on the FINAL form it will take it's going to be a beast to implement, so we're leaving it until the Beta.
Q. Are their summaries of events?
A. Yes, but not of regular highlights UNLESS you have a marked a POI as "Follow" (you can also follow Heroes and Notables). You'll doubtless see a lot of these summary screens in the next video, but for example the Horde message that popped up, if their had been more than one Political event that turn it would be a much smaller list of political events which could be clicked into to see details.
Q. No idle agent notification?
A. We actually have a whole list of "check before end of turn" but I've had it turned off for a long time now as it gets in the way of testing. Pretty standard and I'll remember to turn it on for the next video.
[size=150]Stretch Goals in Beta[/size]
Our up to date list of Stretch Goals that you will be seeing in Beta and their relative state of completion:
Gods and Religions
- Gods and Planes are in and working, but lacking late-game powers and campaigns
- Religions are working but are generally passive at this time, we plan a whole range of upgrades to their content to make them more proactive
- Priest classes are in and work "fine" but a Priest Chosen One tends towards fanaticism (right now Divine Traits bolster religion as a priority and the Chosen One divine path grants excessive divine traits) and is generally terrible leading to the only "easy" game you may have.
- The Inquisition is happy to burn the world
Endless Mode
- The Resistance is in the game but is much less powerful than The Alliance, they currently are most useful at funneling artifacts and relics to sages
- Endless Mode itself won't be available in the beta release but most of the features we added to make it work are in the game
Rivals (all optional)
- Lesser Evils have three archetypes that will be in the Beta, they currently appear alongside heroes but with a different frame for recognition. They can be recruited and are capable of betraying you, which at this point they are more prone to do than they probably should.
- Hastur is in and is the current most competent of the Rivals as his main goal is to simply prevent any Old One from rising - he will help adventurers against you and send his agents against your own
- Dagon is in and is semi-competent, especially mid-game spreading corruption through Deep One breeding programs, but he currently has terrible late-game AI
- the Elven Emperor and Enoch are both thoroughly incompetent right now and need a lot of work, but their more defining content is in the game so their theme and mechanics are well established
- "Those That Remained" are not in The North Burns but they have been integrated into other scenarios
Visual Upgrades
- Currently we have Navies, Merchants, Refugees, Airships, Horseman for models in the game
- Most of the higher tier rituals have unique effects that have been completed, but not all of them
It is so weird to have Dagan be one of the Rivals...
Hastur makes sense he has his own goals, wishes, and desires that conflict with the other old ones.
Yet Dagan (Father Dagan) one of the two heralds of Cthulhu (The other being Mother Hydra), specifically works for Cthulhu who is already in the game under a different name... Unless I guess the Cthulhu expy is meant to be "like cthulhu" and the actual one is still out there.
It isn't even like Nyanthotep where he has his own goals and desires that conflict with the other old ones, but he is basically gaesed into serving them.
Though does Dagan like the Cthulhu-look-alike?
Azlan is thematically related to Cthulhu but that's it
TBH chapter three of the "Call of Cthulhu" short story is a bit anticlimatic, IMO, because it brings Cthulhu down from being a gibbering horror that even asleep and dreaming drives people mad and will bring forth doom if it ever awakens, to a mere squid-dragon-thing that can be rammed with a boat somewhat successfully.
That's all your headcanon though, it doesn't mean anything
Mi-go = Fungi from Yuggoth. I have no memory of them doing anything to Cthulhu, however. Cite source?
a VERY unpopular writer no one likes
a VERY unpopular writer no one likes
See, exactly what I was saying. It's stupid. It says too much. It fills in the blanks our imaginations were doing just fine at filling, and it fills them with stupid.
I don't think its ever expressively mentioned why he's currently asleep.
These Great Old Ones, Castro continued, were not composed altogether of flesh and blood. They had shapefor did not this star-fashioned image prove it?but that shape was not made of matter. When the stars were right, They could plunge from world to world through the sky; but when the stars were wrong, They could not live. But although They no longer lived, They would never really die. They all lay in stone houses in Their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready for Them.
QuoteI don't think its ever expressively mentioned why he's currently asleep.
Well... it is, after a fashion, in Call of Cthulhu. Part II is Lovecraft at his best, IMO.QuoteThese Great Old Ones, Castro continued, were not composed altogether of flesh and blood. They had shapefor did not this star-fashioned image prove it?but that shape was not made of matter. When the stars were right, They could plunge from world to world through the sky; but when the stars were wrong, They could not live. But although They no longer lived, They would never really die. They all lay in stone houses in Their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready for Them.
Besides "Stars are not right" and "Stars are right" basically means "Things haven't come into place" and "Things have come into place" rather then literally meaning that Cthulhu lives and dies according to the movement of the stars themselves.
These Great Old Ones, Castro continued, were not composed altogether of flesh and blood. They had shapefor did not this star-fashioned image prove it?but that shape was not made of matter. When the stars were right, They could plunge from world to world through the sky; but when the stars were wrong, They could not live. But although They no longer lived, They would never really die. They all lay in stone houses in Their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready for Them.
Besides "Stars are not right" and "Stars are right" basically means "Things haven't come into place" and "Things have come into place" rather then literally meaning that Cthulhu lives and dies according to the movement of the stars themselves.
I'd argue the quote posted by Bohandas:These Great Old Ones, Castro continued, were not composed altogether of flesh and blood. They had shapefor did not this star-fashioned image prove it?but that shape was not made of matter. When the stars were right, They could plunge from world to world through the sky; but when the stars were wrong, They could not live. But although They no longer lived, They would never really die. They all lay in stone houses in Their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready for Them.
Strongly suggests that it is not the idiomatic "things coming into place", but a very literal case of Cthulhu basically being dead without being properly dead when the stars are normal and a transplanar awakened god-being "plung[ing] from world to world through the sky" when they are "Right", neither of which is entirely the case in CoC.
I definitely see "the stars are right" as a very specific apocalyptic event in the Lovecraft universe, a literal astral alignment that awakens Cthulhu and his fellow star-spawn, rather than an idiom for "when the time is right".
I took a few days "off" last week, but it being hard to detach myself from That Which Sleeps especially at this point I spent much of that time doing a rework of the planes interface, adding a much more extensive interface to the Crystal Cathedral and Court for Seraph, and creating many more specific tooltips to break out from the main generic type, mainly the break was to keep me from staring at code and bug hunting all day - Beta progress is still going well and though we aren't quite ready to put the firm date on it we're almost there.
Video 2 and 3 are up for this week and next respectively.
Is it alive? Is it dead?
You guys are brutal. Devs haven't communicated since Monday, game must be dead!
You guys are brutal. Devs haven't communicated since Monday, game must be dead!
I feel incredibly sorry for new indie developers these days. Their options seem to be limited to keeping their mouths shut about when they hope to be releasing various bits and pieces, and then getting chastised for not communicating clearly with their audience, or to telling people what their aspirational dates are and then getting chastised when they (inevitably) have to miss those dates.
Or go the route of the Battle Brothers, Dwarf Fortress, Clockwork Empires, Crusader Kings 2, Prison Architect, (and so many other) devs who keep their customers and prospective customers in the loop really well through frequent blog updates/devlogs while still not giving a succession of false/missed deadlines.
It's also worth adding that the biggest reason most of us are annoyed is because we feel lied to week after week with the "video release this week... Nothing" nonsense. And it just keeps happening. The delays are secondary, and would probably be understandable of we had any idea why,or some kind of forewarning.
Messy sure, but given the current track record I have a bad feeling that after all our waiting the release will be unplayable, we'll get an "oops I fucked up X thing, will fix this weekend" reply, and nothing else.
I think that the best option would have been to complete the game as originally imagined and then keep adding on in a CKII-esque model.
I think that the best option would have been to complete the game as originally imagined and then keep adding on in a CKII-esque model.From what was said, some of those extra's were dramatic changes that needed to be done in the beginning lest they couldn't be done at all.
I think that the best option would have been to complete the game as originally imagined and then keep adding on in a CKII-esque model.
I think that the best option would have been to complete the game as originally imagined and then keep adding on in a CKII-esque model.
Josh hasn't logged onto his own site in ten days.
I don't know. I feel these guys are looking at this game as the chance of a lifetime to build the game of their dreams and perhaps even reach a historic status, similar to games like Super Meatboy. They want to give everything they have, even moving away from the original roadmap if they feel this is for the better of the game.
Is it good business practice? Hell no. Could we end up with something epic after a long period of delays? Hell yes.
It might also be that he's realized posting small novels worth of responses on the forum is eating into dev time (and eroding motivation since the forums are undoubtedly reading a lot like this one), and is just staying off the forums until he's gotten the beta squared away.Oh, he has been doing that? Yea... it would be part of the problem. Sadly.
people never called DF "vaporware".
Well, there could have been some people who called it "vaporware", but they are idiots and don't actually count, because it's not vaporware by definition:people never called DF "vaporware".
>_>
It is, actually. I've heard it described that way more than once outside the DF Bubble. it depends on how you define "vaporware." Like, obviously a product exists and it's playable and fun, but the farther you go into the future the more pie-in-the-sky things get.1) If your definition of "vaporware" includes "an actually playable game with tons of features that obviously took a long time investment to make", then it's actually useless as a word. You could use the words "not fully finished", "beta", "early access before it was cool", but you have to completely fail at English language to call DF "vaporware".
Anybody else remember the old dev page with the splash(? I can't remember how they were described) goals? An array of extremely specific events toady wanted to eventually see emerge from the gameplay. Stuff like an elven swordsman cutting off a horse's legs and the momentum sending its rider face-first into a tree.
1) If your definition of "vaporware" includes "an actually playable game with tons of features that obviously took a long time investment to make", then it's actually useless as a word.
...Do you even know what "0.40.24" means?1) If your definition of "vaporware" includes "an actually playable game with tons of features that obviously took a long time investment to make", then it's actually useless as a word.
One definition of vaporware is a game that will "never" or "seemingly never" be finished without officially being cancelled.
>_>
you could get an estimate for release time by extrapolating the current development speed.
It's more that you could get with TWS, you know, with its "I'm totally going to do this thing next week, guys" bullshit.you could get an estimate for release time by extrapolating the current development speed.
>_>
It's more that you could get with TWS, you know, with its "I'm totally going to do this thing next week, guys" bullshit.you could get an estimate for release time by extrapolating the current development speed.
>_>
Could we veer the conversation at least back to the failings of the TWS developers? I feel like a conversation about definitions of vaporware and whether DF meets that definition probably belongs in the DF General Discussion forum, not the "Other Games" forum.
This conversation is making me realize that our contemporary desire for a completed game is a carry over from 19th century patronage traditions. Like 19th century patrons we want something we can hang in the dining room already, and call our own. Like them, we value artworks both for themselves, and for what control over them represents for us. It all reminds me when Manet painted some asparagusfor a patron, who compained about the painting being too small for the price. So Manet painted him a tiny bit of Asparagus to "make up the difference in weight"Spoiler (click to show/hide)Spoiler (click to show/hide)
We are the same with our nitpicks, and much like Manet, Toady gives us a sprig of asparagus at a time. Unlike 19th century patrons we are dealing with a novel art form that never results in a singular, significant object anyone can truly claim to own.
If Tarn Adams spends his entire life never finishing dwarf fortress, it will still be an artistically significant game and an important project for the art history books, but it couldn't be conclusively finished (there could always be new goals) and still encompasses all the prior unfinished versions as parts of itself. That it is unfinished it good. The Mona Lisa and the Last Supper are also unfinished.
The end is like the "inevitable death" ending in Stanley Parable: finished but very ossified, a museum installation instead of a game.
This conversation is making me realize that our contemporary desire for a completed game is a carry over from 19th century patronage traditions. Like 19th century patrons we want something we can hang in the dining room already, and call our own. Like them, we value artworks both for themselves, and for what control over them represents for us. It all reminds me when Manet painted some asparagusfor a patron, who compained about the painting being too small for the price. So Manet painted him a tiny bit of Asparagus to "make up the difference in weight"Spoiler (click to show/hide)Spoiler (click to show/hide)
We are the same with our nitpicks, and much like Manet, Toady gives us a sprig of asparagus at a time. Unlike 19th century patrons we are dealing with a novel art form that never results in a singular, significant object anyone can truly claim to own.
If Tarn Adams spends his entire life never finishing dwarf fortress, it will still be an artistically significant game and an important project for the art history books, but it couldn't be conclusively finished (there could always be new goals) and still encompasses all the prior unfinished versions as parts of itself. That it is unfinished it good. The Mona Lisa and the Last Supper are also unfinished.
The end is like the "inevitable death" ending in Stanley Parable: finished but very ossified, a museum installation instead of a game.
This post was great. Though the story of Manet is not true. The painting was commissioned and the buyer overpaid. Manet was being gracious and sent him, who was a close friend, the extra painting with a note, "this one was missing from your bunch". Cute story either way.
A bit more detail because I think itīs interesting: Aparently the AI now tries to figure out what other parties in the world now will try to do to anticipate it and act in accordance to that. To do that the AI of one party has to "ask" the other AI what it will do, which then starts considering itīs actions and in return ask the first AI what they will do, causing an infinite loop which crashes the game. I would post more but I am not sure if what infos are allowed outside the backers forum. I will ask the mods if we can share more infos.Yeah, I don't see any way to get rid of infinite loops without reworking this whole "AI asking other AIs" part.
But it's a matter of stopping the loop. Overall AI design might be hard, but I doubt this particular will be.This is actually an interesting problem. I suspect the refactor will be non-trivial, depending on how well modularized the AI code is now. Writing it in my head, I would be tempted to basically hand the "Figure Out What to Do" function an array of the other AI plans. At that point, you could do reasonable parallelization, where you spawn a thread for each AI to think about what it would do with no neighbor data, take the result, feed it into a second iteration, and then you can stop iterating at pretty much any arbitrary point. If a particular AI keeps giving the same answer multiple iterations in a row, you take it out of the processing since its mind is made up.
Keep in mind that the original explanation of the problem was an (over)simplified version so that non-coder backers could follow the discussion without getting lost. There's a lot more to it than the AIs mindlessly going around asking each other what they'd do. I just used that as an easily-understandable example of how the AI could get itself into an infinite loop.
Also, the version on the public forum is missing the information that Josh did get the infinite-loop behavior to stop by imposing a limit on how much information the AI is allowed to gather before it's forced into a decision. The problem now is when the AI gets forced into a decision like that, it often comes back with "do nothing", even when doing nothing is clearly inappropriate in the current context.
I mean, it's a big gnarly stinky hole of broken AI interactions. The effort truly describing the problem to forum goers just so they can understand the problem probably isn't worth it.
I also don't really understand why AI 1 should know exactly how AI 2 is gonna react. Why should it have this perfect knowledge? What it should do is guess (based on ingame information it has, which might be false, possibly supplied by player/other AI actions) how AI 2 is going to react. And in the end this guessing always comes down to RNG.
But it's a matter of stopping the loop. Overall AI design might be hard, but I doubt this particular will be.This is actually an interesting problem. I suspect the refactor will be non-trivial, depending on how well modularized the AI code is now. Writing it in my head, I would be tempted to basically hand the "Figure Out What to Do" function an array of the other AI plans. At that point, you could do reasonable parallelization, where you spawn a thread for each AI to think about what it would do with no neighbor data, take the result, feed it into a second iteration, and then you can stop iterating at pretty much any arbitrary point. If a particular AI keeps giving the same answer multiple iterations in a row, you take it out of the processing since its mind is made up.
Well it isn't really that complicated honestly. I don't know why people are being so critical.
You may have misunderstood the algorithm I was describing. Imagine that we have 5 AIs.But it's a matter of stopping the loop. Overall AI design might be hard, but I doubt this particular will be.This is actually an interesting problem. I suspect the refactor will be non-trivial, depending on how well modularized the AI code is now. Writing it in my head, I would be tempted to basically hand the "Figure Out What to Do" function an array of the other AI plans. At that point, you could do reasonable parallelization, where you spawn a thread for each AI to think about what it would do with no neighbor data, take the result, feed it into a second iteration, and then you can stop iterating at pretty much any arbitrary point. If a particular AI keeps giving the same answer multiple iterations in a row, you take it out of the processing since its mind is made up.
This suffers from the same problem. How do you generate that array of other AI plans? If AI A needs to have an idea of AI B's actions before AI A's "Figure Out What To Do" function returns, but B needs to have an idea of A's before B's "Figure Out What To Do" function returns... well...
No it doesn't. It's really hard to make AI spiral out of control into an infinite loop, if you're not inviting it by doing something reckless like recursive function calls. One pass should always be enough.I mean, it's a big gnarly stinky hole of broken AI interactions. The effort truly describing the problem to forum goers just so they can understand the problem probably isn't worth it.
Well it isn't really that complicated honestly. I don't know why people are being so critical.
The AI has a situation where they can enter an infinite loop because it spirals out of control. It happens.
Also, the version on the public forum is missing the information that Josh did get the infinite-loop behavior to stop by imposing a limit on how much information the AI is allowed to gather before it's forced into a decision. The problem now is when the AI gets forced into a decision like that, it often comes back with "do nothing", even when doing nothing is clearly inappropriate in the current context.Maybe the AIs are just managing to figure out the futility of their existence and inevitability of their defeat and decide that "the winning move is not to play and hope the player leaves due to boredom" :-X
I do wonder how can you create an infinite loop during AI development. From what I know, most common AI architectures (like rule-based systems or neural networks) don't really have any points where it can loop indefinitely. What kind of AI system is he using?
EDIT: Looked it up (http://www.kingdinosaurgames.com/forum/viewtopic.php?f=18&t=375&start=80). And, uh...QuoteA bit more detail because I think itīs interesting: Aparently the AI now tries to figure out what other parties in the world now will try to do to anticipate it and act in accordance to that. To do that the AI of one party has to "ask" the other AI what it will do, which then starts considering itīs actions and in return ask the first AI what they will do, causing an infinite loop which crashes the game. I would post more but I am not sure if what infos are allowed outside the backers forum. I will ask the mods if we can share more infos.Yeah, I don't see any way to get rid of infinite loops without reworking this whole "AI asking other AIs" part.
Replace it with AIs having some predictive estimates on other's behaviours based on their previous interactions, and then it'll work. For additional bonus points, it would also work for AI prediction player's behaviour and adapting accordingly.
Anyway, it does strike me a bit odd that the dev doesn't want to use RNG, if that is true.
a brand new release with new featuresoh shit how did I miss that
Anyway, it does strike me a bit odd that the dev doesn't want to use RNG, if that is true.
It is more his philosophy on the game and honestly in most of the areas I seen I honestly can dig it.
It is a boon to the game.
A game that is being developed will break countless of times, especially when worked on by a small development team with less restrictions. This problem, like the countless before and the countless that will come after, is fixable. Why he decided to write a post about it I don't know, maybe to vent his frustrations a bit, but things like this are probably happening on a weekly basis.No it isn't. Did you miss the part where it broke the game?Anyway, it does strike me a bit odd that the dev doesn't want to use RNG, if that is true.
It is more his philosophy on the game and honestly in most of the areas I seen I honestly can dig it.
It is a boon to the game.
There's a reason nobody does it that way.
You may have misunderstood the algorithm I was describing. Imagine that we have 5 AIs.
1) Spawn five threads, each AI is handed no data about the other AIs, and is asked what it'd like to do.
2) Collect the five answers and pass those into an iteration of "okay, what would you do if you expected the other AIs to do this".
3) Repeat 2 as many times as you like.
The idea is that you take the recursivity out of the process. How great or small a refactor from a recursive to an iterative strategy would be in this case I cannot say, having no first-hand knowledge of the code. My meta-point was that while there are potential solutions, the problem is probably not as simple as "well, stop letting it loop infinitely"; really, that's a misnomer given the current description of the problem, because it's a recursion stack-overflow from the sounds of it, not an infinite loop.
A game that is being developed will break countless of times, especially when worked on by a small development team with less restrictions. This problem, like the countless before and the countless that will come after, is fixable. Why he decided to write a post about it I don't know, maybe to vent his frustrations a bit, but things like this are probably happening on a weekly basis.
1) The AI problem had nothing to do with RNG.Anyway, it does strike me a bit odd that the dev doesn't want to use RNG, if that is true.
It is more his philosophy on the game and honestly in most of the areas I seen I honestly can dig it.
It is a boon to the game.
No it isn't. Did you miss the part where it broke the game?
There's a reason nobody does it that way.
Does this thread have a point any more? I see it as doing nothing but breeding and multiplying negativity and it's getting really annoying because everyone keeps rehashing the exact same thing over and over.
I recommend people find something else to do while waiting and maybe we can get this thread back on some sort of track when actual news comes out maybe?
There have been some updates on the backer forum, explaining some details and things are moving along.If or when people find it prudent to extrapolate it will be appreciated.
There have been some updates on the backer forum, explaining some details and things are moving along.If or when people find it prudent to extrapolate it will be appreciated.
The most we can really say is don't worry, it turns out Josh isn't a horrible programmer who walked into obvious problems. The actual issues are more complicated and more reasonable for a skilled programmer to run into than the AI recursively calling itself.Indeed, as a computer science major I'll say that the problems he ran into are ones that you could still see very easily showing up even in large company-based development. The fact that he's figured out what's causing the problem is very encouraging to see as a programmer; very often those type of bugs are the ones that end up with titles like "The game crashes randomly" and then sit unsolved in the bug tracker for years, since they are usually extremely difficult to diagnose and track down.
Still under the weather, so a short and sweet update this week:
I. All known critical bugs are squashed.
II. Josh is currently putting the beta candidate through another round of testing to make sure the fixes for the above bugs don't in turn introduce their own. So far, so good.
III. There are some minor bugs/aesthetic problems/quality-of-life issues, but these have been judged not worthy of immediate resolution, and will be addressed after the beta release.
IV. So as not to jinx himself, Josh promises no dates. But at the moment, the road looks clear ahead for proceeding onward to videos and the beta.
Thus far, this game's development has been an emotional roller coaster.
Mostly what I've seen is people freaking out for no good reason.
This thread summed up (https://www.youtube.com/watch?v=UiekQF8-Wwk)Thus far, this game's development has been an emotional roller coaster.
An emotional roller coaster traveling at about 2 MPH.
I am an optimist.
I am optimistic and all for optimism, I'm just wary of it turning into anger and recrimination if people are still interpreting "I'll try to do this by then" as "it will be done by then."And anger leads to hate
I am optimistic and all for optimism, I'm just wary of it turning into anger and recrimination if people are still interpreting "I'll try to do this by then" as "it will be done by then."And anger leads to hate
"for no good reason."Would you stop rushing your mom, already? She's asked you to come over for Christmas three years in a row and, each time, she's actually been in Vegas on Christmas day. When are you going to learn that regardless of what she says up front, Christmas always comes late, and you shouldn't head over until you get that phone call in January where she says, "why aren't you here yet? I have your Christmas dinner ready!"
That seems silly, to put it in a different example;
Your mom says "Come over for x-mas tommorow, everything is ready" - then you don't see or hear from her for 3 weeks, the house is empty, dad has no clue whats going on.
And all you do is ask how she is on facebook, then someone tells you ya overreacting.
Does this thread have a point any more? I see it as doing nothing but breeding and multiplying negativity and it's getting really annoying because everyone keeps rehashing the exact same thing over and over.Seems to be better idea than talking over each other with strange analogies.... pretty sure we'll have something to talk about a week from now, one way or another :-[
I recommend people find something else to do while waiting and maybe we can get this thread back on some sort of track when actual news comes out maybe?
Your mom says "Come over for x-mas tommorow, everything is ready" - then you don't see or hear from her for 3 weeks, the house is empty, dad has no clue whats going on.Bad example, because I actually care about my mom whereas if a game takes longer than expected its not something I worry over. I also didn't back it, so thats probably another factor. The game is not a family member
And all you do is ask how she is on facebook, then someone tells you ya overreacting.
I backed it but couldn't care less about when it's finished. What's that Gabe Newell quote, good games stay good while rushed games bump into a wall or something? Ten years down the line I might spend an evening of nostalgia with TWS and I won't care one bit about it's release date. There's plenty of good, finished games to tide me over while I "wait" for TWS. There's a Steam sale, you folks might want to pick some up too.That quote would sound a lot better if there wasn't so many awful 'early access' 'games' that will never be finished on steam.
precisely why I have stopped doing early access entirelyI backed it but couldn't care less about when it's finished. What's that Gabe Newell quote, good games stay good while rushed games bump into a wall or something? Ten years down the line I might spend an evening of nostalgia with TWS and I won't care one bit about it's release date. There's plenty of good, finished games to tide me over while I "wait" for TWS. There's a Steam sale, you folks might want to pick some up too.That quote would sound a lot better if there wasn't so many awful 'early access' 'games' that will never be finished on steam.
Well if you don't care about the game, just leave it at that and don't get all judgemental.I just offered my opinion that some of the reactions to the delays were a bit over the top. I'm interested in seeing the game be completed as well, but I'm not going all chicken little every time a week passes without news. I'm sorry if you think I was insulting you somehow, that wasn't my intention.
Why is john romero holding a coffee cup and some bowling pins?
unintentional but I'm glad you got a laugh out of it. I've never seen that movie. Might do this weekendWhy is john romero holding a coffee cup and some bowling pins?
Intentional or not, this made my day.
Personally?
(http://i.imgur.com/CL5u9hBl.jpg)
THE SEASONS CHANGE. CHILDREN ARE BORN, GROW OLD, AND DIE. EMPIRES CRUMBLE. DEVELOPMENT TRUNDLES ON IN SILENCE.Not total silence. In the backer forums, Sean talked to Josh and learned that there are still beta problems, and Josh will theoretically be posting sometime this week with a new timeline.
Given that the project I am waiting on hasn't updated since October...If you're only waiting on *one* project, you're more disciplined than I am! :-)
Yeah consider yourselves lucky.
Perhaps they are consulting GRRM on the timetables. :D
But, yeah, my big one is Net Gain...
Net Gain, Kult. When you've watched one dev have a full on meltdown, a questionable meltdown from another is a lot less of a concern.
You know, KDG have the worst possible PR. Seriously, showing content and progress of development only to backers? WTF? But I'm still so hyped about this game.
P.s. Yeah, I know, my bad engrish is bad.
Indeed. Honestly I'm surprised that non-backers have gotten as much insight as they actually have, I've certainly backed a fair number of games where non-backers don't get much more than a random short kickstarter post every couple of months; not giving information out to non-backers is by far the normal way of doing things from what I've seen.
Usually not while the game is available for purchase though :)Eh, it's a preorder currently, not a purchase. That just usually means that you get the extra page of store description usually, not anything about active development information. :P
Fully intend to post in the next few days, I have a rather large video I recorded...that will be going up with it - their are problems that remain though the notables finally appear to haven fallen in line (for the second time). I am not happy with the abundance of error handling I've had to scatter throughout the engine in order to properly "disable" some of the features but I've plugged it all into a utility to upload it by the beta backers so hopefully the data during beta will let us filter out the noise and find the exact causes.
Still no news, and our messenger has stopped hearing anything either. We have no reason to believe Josh isn't working, but no word of anything has reached anyone on the forums. General consensus, and the recommendation from Sean the mod and messenger, is for the forum to go into hibernation and everyone find something else to do.That recommendation probably should have been given months ago...
Who worries? Oh wait..... (http://matthewhopkinsnews.com/?p=3058)
Hehe. Perhaps he is banned from the official forum? Anyway he started his crusade (http://matthewhopkinsnews.com/?p=1006) in 2015.02.
Hehe. Perhaps he is banned from the official forum?He was banned from the forum in October 2015, along with one other.
How can someone obsess so much about a game? It is just a game. Nice if it comes out and turns awesome, but if not, meh. It won't ruin lives. It won't kill anyone.I'm guessing some of it is coming from backers who already have money on the line.
How can someone obsess so much about a game? It is just a game. Nice if it comes out and turns awesome, but if not, meh. It won't ruin lives. It won't kill anyone.He gave $10, and then got it back. See, this is important.
How can someone obsess so much about a game? It is just a game. Nice if it comes out and turns awesome, but if not, meh. It won't ruin lives. It won't kill anyone.He gave $10, and then got it back. See, this is important.
I wouldn't call it "discourtesy" on the part of the dev, lack of professionalism maybe, but not discourtesy.The first analogy that comes to mind is if I order food delivered and they tell me it'll be there in 30 minutes. If 30 minutes comes and goes, and then another 30, and I never hear from the restaurant of the deliverer, I would consider that discourtesy. Ditto a friend who says they'll pick me up at the airport at 2pm, the cable guy who says he'll be by at 11... and on and on. If one is not going to make the time that one says that they well, it is polite to inform the other person of your tardiness, whether you can give an updated timeline or not. And it's discourteous to not do so.
I wouldn't call it "discourtesy" on the part of the dev, lack of professionalism maybe, but not discourtesy.The first analogy that comes to mind is if I order food delivered and they tell me it'll be there in 30 minutes. If 30 minutes comes and goes, and then another 30, and I never hear from the restaurant of the deliverer, I would consider that discourtesy. Ditto a friend who says they'll pick me up at the airport at 2pm, the cable guy who says he'll be by at 11... and on and on. If one is not going to make the time that one says that they well, it is polite to inform the other person of your tardiness, whether you can give an updated timeline or not. And it's discourteous to not do so.
Still no news, and our messenger has stopped hearing anything either. We have no reason to believe Josh isn't working, but no word of anything has reached anyone on the forums. General consensus, and the recommendation from Sean the mod and messenger, is for the forum to go into hibernation and everyone find something else to do.
When the timeline and broken promises are laid out like that though, it really is quite dismal. While I can agree with you guys that it might be more productive to go "fuck it" and leave the game at that, it doesn't really make sense to criticize a guy for writing a blog post that's critical of the affair. After all, people sometimes do things that aren't totally productive, and it's hard to not be frustrated if you're someone who, like me, would like this game to actually get released and be as good as it appears that it could be.
Still no news, and our messenger has stopped hearing anything either. We have no reason to believe Josh isn't working, but no word of anything has reached anyone on the forums. General consensus, and the recommendation from Sean the mod and messenger, is for the forum to go into hibernation and everyone find something else to do.
I believe Josh is working, but very slowly. From what I understand he is working full time to support himself, and not on the game. Thus the game is only progressing in Josh's spare time.
I know some of the money went to art assets (and I know this independently of KDG's representations), but the rest, it's unclear. One of the mods, Sean, made a few representations about what the money was and was not used for but I haven't looked at them recently.Keep in mind that I cannot actually represent KDG; I don't work for them. I was just serving as a communications liaison between KDG and the backers for a while. So while I try to make sure that what I'm saying is accurate to the best of my knowledge, don't take it as gospel and/or legal fact.
Definitely my last time backing anything on Kickstarter. I'm not out much money regardless of what happens, but the experience has altered my opinion of crowdfunding, as in; no thanks.Kickstarter isn't a store. You should never go in with the mindset that you are buying a product. You are donating to a project which may or may not come to fruition. Don't buy into the hype. Hell it might be best to just ignore it for 6 months and check back after that to see progress.
Definitely my last time backing anything on Kickstarter. I'm not out much money regardless of what happens, but the experience has altered my opinion of crowdfunding, as in; no thanks.Kickstarter isn't a store. You should never go in with the mindset that you are buying a product. You are donating to a project which may or may not come to fruition. Don't buy into the hype. Hell it might be best to just ignore it for 6 months and check back after that to see progress.
Hehe. Perhaps he is banned from the official forum?He was banned from the forum in October 2015, along with one other.
It is a gamble. It's like buying stock in a startup, sometimes you get dividends, sometimes the company folds.The SEC mandates that startups provide updates to investors quarterly. Also, using investor funds for non-company activities is illegal. Kickstart has no mandated communication rates and no enforcement arm, so I'm not sure the comparison is that apropos.
It is a gamble. It's like buying stock in a startup, sometimes you get dividends, sometimes the company folds.The SEC mandates that startups provide updates to investors quarterly. Also, using investor funds for non-company activities is illegal. Kickstart has no mandated communication rates and no enforcement arm, so I'm not sure the comparison is that apropos.
There's way more than one physical KS that went tits up after funding.
Ever since about December, I've been harassed by a voice that is claiming to be the sun, and its been attacking me and harassing me almost every hour of the day. (https://www.kickstarter.com/projects/1820893788/katalyka/posts/239764) Thats probably the most spectacular of them. The rabbit hole goes deep.
There's way more than one physical KS that went tits up after funding.I didn't claim it to be perfect, I only had that one example handy off the top of my head since it's the only one I backed. But the rate of failure is much better, comparable to traditional forms of funding despite generally being for projects which would not be funded except out of pocket, whereas with video games even projects that look like something an indie publisher might spring for will often end up disappointing at best. You can list more than one failure in any medium, but it's hard to list enough successes in video games to fill a single hand.
Ever since about December, I've been harassed by a voice that is claiming to be the sun, and its been attacking me and harassing me almost every hour of the day. (https://www.kickstarter.com/projects/1820893788/katalyka/posts/239764) Thats probably the most spectacular of them. The rabbit hole goes deep.Oh yeah, I've heard this story before. This is definitely an exception to general trends though, most people in any group are a lot saner than her.
Eh, KS is actualy full of nutjobs and people who are completely oblivious to the fact their projects make no sense/look terrible. That one girl prob just ran against a wall and is now trying to feign lunacy so the backers dont ask for refunds en masse. The only exceptional thing about her is that her project actualy got funded, somehow.She apparently completed her project and some people got it but she hit problems funding the shipping, so I think actual mental health issues are at play here. If nothing else, it's kind of crazy to pretend you're crazy just because you ran out of money, especially if you're not even trying to pretend you didn't. Getting disability for mental health issues is also a pretty solid indicator that they're real, most governments don't like giving out money without first making absolute sure you need it (despite Norway finding that it's substantially cheaper to do so) and the US isn't known for being generous even to the folks that really do need it.
That one girl prob just ran against a wall and is now trying to feign lunacy so the backers dont ask for refunds en masse. The only exceptional thing about her is that her project actualy got funded, somehow.
-Stuff-
So we're just mocking people with mental illness now?
Classy as hell.
Yep, saw it linked on the KDG forums, pretty hilariously ironic.
Well, sort of. The development seemed fine up to a point when Josh blamed the development woes on a AI bug, and then... Never commented about it again?
Hate to repeat this, but I do hope this doens't become another Cult.
For the low, low price of your first-born child, you too can experience the joys of That Which Sleeps? That kind of cult?Actualy, a KS project done by an ex-bay12er that consisted of an open world roguelike-ish game with some really interesting mechanics. It was funded and then the developer just kind of disappeared after posting a video and a barebones soundtrack. Apparently the forum agreed to not talk about it again.
Yep, saw it linked on the KDG forums, pretty hilariously ironic.
Well, sort of. The development seemed fine up to a point when Josh blamed the development woes on a AI bug, and then... Never commented about it again?
Hate to repeat this, but I do hope this doens't become another Cult.
For the low, low price of your first-born child, you too can experience the joys of That Which Sleeps? That kind of cult?Actualy, a KS project done by an ex-bay12er that consisted of an open world roguelike-ish game with some really interesting mechanics. It was funded and then the developer just kind of disappeared after posting a video and a barebones soundtrack. Apparently the forum agreed to not talk about it again.
So uh, this weather huh? Anyway, ye, nobody has any concrete idea on when TWS is comming out. If its comming out.
I'm curious; how many people backed TWS, and then asked for a refund, but haven't received one?
and may I add that the general attitude towards cult is that most people who got the refund actually didn't want it. Mostly because they felt like he gave an honest attempt to make the game and that the money he would have to pay back was too much.I was one of the fairly high backers of cult and specifically told him not to refund me. He was extremely transparent about the whole thing and I have no hard feelings about it
The creator went out of his way to ensure that people got it.
So yeah the Cult guy was a class act all the way.
I'm curious; how many people backed TWS, and then asked for a refund, but haven't received one?
The project isn't dead yet,
so there is no obligation to refund.
and may I add that the general attitude towards cult is that most people who got the refund actually didn't want it. Mostly because they felt like he gave an honest attempt to make the game and that the money he would have to pay back was too much.I was one of the fairly high backers of cult and specifically told him not to refund me. He was extremely transparent about the whole thing and I have no hard feelings about it
The creator went out of his way to ensure that people got it.
So yeah the Cult guy was a class act all the way.
I'm curious; how many people backed TWS, and then asked for a refund, but haven't received one?
The project isn't dead yet,
Or it is, and they just haven't admitted it yet.
I'd give it to at least August before I'd start looking for a body.
Link to the post?
Hi.
I haven't spent a lot of time on these boards lately because - as you know - we have not been giving or doing any updates. This is completely unacceptable and I'm embarrassed by the way communication has been handled. I don't feel like coming on every week and saying "Still no update" is helpful so I have shirked that responsibility to a degree. The last time we spoke was n the 10th and I was assured Josh is still working everyday and fully expects the game to be released and just needs "more time".
I got quite a few refund requests over the past week and I've been trying to figure out how to handle them. Here is where we are at:
We have a very small amount of funds leftover from the KS - they are currently being used in a very small capacity - an occasional asset purchase and to pay a few recurring costs such as adobe fees, storage, and a few other things. For all intents and purposes our Kickstarter dollars are accounted for.
So when it comes to refunds we've reached the point where we just can't really afford to do it - especially at the magnitude with which we got them requested.
If you purchased on Paypal:
You can charge back or request cancellation directly through Paypal.
If you backed us originally on Kickstarter at the Beta tier or above:
We don't have the ability to refund you now. If we come to the conclusion that the game can't or won't be released we'll start a system where we slooooowly start refunding everyone out of pocket. I didn't even think of the best way to do this but keep in mind that it would make me personally responsible for $30,000+ - so yes it would take us to a decade to pay everyone back - but we would figure out a way to start a lottery system or something. I would start with the highest tiers though so when no one gets money for 2 years thanks awesomeguys like Sean.
If you backed us on Kickstarter at the preorder tier:
I'm really sorry I can't envision us ever being able to come up with the remaining 60+ thousand dollars.
FULL DISCLAIMER - the game will be released, I don't plan on ever having to refund anyone, but I hope by hearing from me and having these terms and explanations laid out for you can put you all at rest.
I get why the knee-jerk reaction to "we don't have much money" is to start worrying, but really, this shouldn't surprise anyone.It's more the fact that the beta backers section, which is the biggest of them, is all "here's what we will do if the game is never completed".
Yes, a company with one fixed, one-time cash influx, expenditures, and no income is going to run out of money. That's kinda a given, and it's not terribly surprising they don't have the liquidity to handle unexpected expenses (refunds). Software dev is a bit of a different beast in that work can still proceed without any money. Josh will need to find living funds elsewhere, but it sounds like he's been doing that the entire time, so that's nothing new.
So, yes, KDG doesn't have any money. But that doesn't have any bearing on whether work's happening or not because, like many software kickstarters, work's been happening independent of the company finances.
The kickstarter was mostly to get funds to hire artists afaik, which is something it's already done; the game has pretty pictures now, and just requires programing, which is something that a determined programmer can do without much funding.The determination of the coder is one of those things that's been questioned.
Josh! Stay determined!Dammit Egan don't try to distract Josh with Undertale
The determination of the coder is one of those things that's been questioned.I reckon it's less about "determination" and more about "general programming know-how"; his AI bug, for example, is a good example of bad programming practices. Recursive function calls in situations where existence of a stable solution is not guaranteed, and without any random component to smooth it out? It's one of those things that first-timer programmers tend to do, because it sure does "look beautiful" (I know because I remember doing something like that when I was new);
TL/DR: While there may be any number of valid reasons to question Josh's competence, determination, or whatever at this point, the AI issue - as presented here - is not one of them., because it sounds like he did not properly separate AI from the main game engine itself, which gave rise to the thread conflicts and such.
Unless TWS AI somehow requires more than 1 core to process, he could've put all AI parts into a single thread separate from the main game engine, and make it either run immediately after the main game engine process, with AI output being utilized for next game engine tick, or concurrently, but with a delay in inputs (i.e. gameworld is processing tick 30, while AI output is being calculated from a frozen gameworld "image" at tick 29).
I shall note that this kind of architecture (game engine separate from AI) is suggested as significantly more preferable in Game AI literature sources that I've read, precisely because other people have run into these kinds of issues, too.
I am also pretty sure (while not a lawyer) that you cannot decide not to refund 60,000$ of pre-purchases without getting suedLegally, the kickstarter goals are not pre-purchases but donations, and there is no legal obligation to refund at all.
I'm no programmer but that seems weird as hell, wouldn't that cause the ai to behave different based solely on how long you take to end your turn?The usual solution - that being the one used by Stardock, who pioneered this method in GalCiv2 - is to just make the time between turns take longer if it needs to.
There is a legal obligation to refund.Only if it can be proved that a good-faith effort at success was not made. Which isn't possible except in the most drastic outright scam cases.
No. Kickstarter isn't donation it is funding. There is a legal obligation to refund.
they offer to return any remaining funds to backers who have not received their reward (in proportion to the amounts pledged), or else explain how those funds will be used to complete the project in some alternate form. [emphasis mine]
TL/DR: While there may be any number of valid reasons to question Josh's competence, determination, or whatever at this point, the AI issue - as presented here - is not one of them.I'd like to iterate again that as both a backer (so having read the posts on the official forum) and as a Computer Science guy that the very fact that he even managed to figure out what the problems are is a huge good thing in his favor. The type of problems that he was running into are some of the most impossible ones to debug, and I've seen professional programmers with years of experience under their belt brought down by lesser bug in the same category before. The problem he has run into is a tough one, and the steps that he appears to be taking to solve it certainly appear reasonable in my experience.
"Other development is worse" isn't really an argument in anyone's favor.No, it's an argument that unrealistic expectations for a semi-amateur tiny team are unrealistic. It's like demanding that a college basketball player try and throw a 95% season free throw ratio when the top professional players are only throwing in 92% range. If professional groups of software engineers with combined decades of game development under their belt are taking twice as long as TWS has before they have anything to show for it than I'm not going to expect a small handfull of people on their first real large scale software project to do better than that.
For this metaphor to work, it'd require that every college recruit boast about how they're going to have a 95% fee throw percentage, and when they actually end up shooting about 50% from the line, they stop showing up to practice and stop doing press interviews."Other development is worse" isn't really an argument in anyone's favor.No, it's an argument that unrealistic expectations for a semi-amateur tiny team are unrealistic. It's like demanding that a college basketball player try and throw a 95% season free throw ratio when the top professional players are only throwing in 92% range. If professional groups of software engineers with combined decades of game development under their belt are taking twice as long as TWS has before they have anything to show for it than I'm not going to expect a small handfull of people on their first real large scale software project to do better than that.
This is not to say that the lack of communication is good, simply that I'd give them plenty of more time before I'd start to demand a refund.
40 Days isn't that long. Guys need to chillax.
40 Days isn't that long. Guys need to chillax.
Even if there were multiple delays regarding the posting of videos and stuff, people were still ok with it, since he was still communicating with the community.
The worst thing That Which Sleeps has done is give itself deadlines... multiple times. Missing all of em.
Communication today is incredibly important to keep interest in game development projects, and even more so for kickstarter-born projects.
Even if the main dev/coder is having lots of troubles with the game, if he just had kept regular contact with the community, I'm pretty sure they wouldn't have nearly as many refund requests to deal with.
The worst thing That Which Sleeps has done is give itself deadlines... multiple times. Missing all of em.
Perhaps the problem is that the top professional players don't actually need to be on kickstarter in the first place. Besides amateurs, people making video game kickstarters are failures, the "professionals" that people in the profession don't really want to work with, whether it be due to incompetence, dickishness, mismanagement, or some combination thereof. The notable exceptions to this are Wasteland 2 and now Bloodstained, where a professional dev fell out of favor for other reasons but was still able to get their act together, and people like Obsidian or Hairbrained Schemes, where they actually don't really need a kickstarter to succeed but used one to increase the scope of a game they could have made anyway."Other development is worse" isn't really an argument in anyone's favor.No, it's an argument that unrealistic expectations for a semi-amateur tiny team are unrealistic. It's like demanding that a college basketball player try and throw a 95% season free throw ratio when the top professional players are only throwing in 92% range. If professional groups of software engineers with combined decades of game development under their belt are taking twice as long as TWS has before they have anything to show for it than I'm not going to expect a small handful of people on their first real large scale software project to do better than that.
What are these kickstarters people are part of that update so constantly that aren't... well... not very good.Generally, they aren't video games. The first one that comes to mind is CodeSpells, and that's more of a teaching tool than a game you play for fun alone; it has a different developer mindset behind it. Even something like Sui Generis is pretty good, because although updates aren't super frequent, each one is substantial and they threw together Exanima to give people a shot at what they're working on.
40 Days isn't that long. Guys need to chillax.If we got a substantial update every 40 days, that would be reasonable. This is "the last record we have of the dev existing is 40 days old". This is a dev that planned a quick series of YouTube videos, missed deadlines on the first one, missed extended deadlines on the second, and didn't release anything gameplay-related since.
I'll reiterate, my problem isn't with the people who are calling for communication (because I agree that that is a problem), my problem is with the people calling for mass refunds because the 1 man programming team hasn't managed to produce something concrete in half the time it took a group of professional software engineers to do so.
I think the best think for him tondo would be to.just realise the beta, even if it does randomly crash a bit.I don't think that would be a good idea personally but what do I know
Everyone please remember this is not a small team/semi-amateur studio/etc. It is a one-man show.
If a major studio kept communicating times that demos/betas/information would be out on X date, and X date passes, and major studio says nothing, and then continues to say nothing for 40 days, you seriously think nobody would be up in arms?Everyone please remember this is not a small team/semi-amateur studio/etc. It is a one-man show.
You know what is weird? It is the exact opposite situation
IF he was a professional studio NO ONE would question his silence for 40 days. They wouldn't question his silence for 6 months. I am sure a year could pass without a single news story and people would sit in their seats.
It is because he is a one-man show that they demand so much of his constant attention.
If a major studio kept communicating times that demos/betas/information would be out on X date, and X date passes, and major studio says nothing, and then continues to say nothing for 40 days, you seriously think nobody would be up in arms?
If a major studio kept communicating times that demos/betas/information would be out on X date, and X date passes, and major studio says nothing, and then continues to say nothing for 40 days, you seriously think nobody would be up in arms?
Experience tells me no.
If a major studio kept communicating times that demos/betas/information would be out on X date, and X date passes, and major studio says nothing, and then continues to say nothing for 40 days, you seriously think nobody would be up in arms?
Experience tells me no.
Experience tells me you're wrong. As if XCOM2 missing its release date and going radio silent for 40 days wouldn't have caused the internet to collectively lose their shit. How many years have people been making Half Life 3 jokes despite it never even officially existing?
@CruxadorMighty No. 9 is criticized quite harshly. The only thing saving it from more criticism at this point is that, after the last two delays on top of the character design debacle, many people have already written it off. Also, if Keiji Inafune wasn't a failure in some respect there would have been little reason for him to leave Comcast. While we can't know the real details, his record reads as more of a "right place, right time" than a business wizard.
Or maybe they're like the Mighty No. 9 team and are essentially creating a new company specifically for a particular product and need start up capital. Seriously, that team is filled with people like Keiji Inafune (https://en.m.wikipedia.org/wiki/Keiji_Inafune), the professionals on Kickstarter that I'm talking about here are not "failures", they're people and companies with tons of experience making games, and they still take longer than we've waited for this to produce something solid. Heck, even now Mighty No. 9 only recently released (yet another) "the project is going to be delayed" message a few months back to their backers.
So 1 of my examples is disputed. The point still holds with other the other ones such as Wayforward Studios and Shantae (which is an actual operating gaming company), and I can dig up plenty more examples if you really want to see them.@CruxadorMighty No. 9 is criticized quite harshly. The only thing saving it from more criticism at this point is that, after the last two delays on top of the character design debacle, many people have already written it off. Also, if Keiji Inafune wasn't a failure in some respect there would have been little reason for him to leave Comcast. While we can't know the real details, his record reads as more of a "right place, right time" than a business wizard.
Or maybe they're like the Mighty No. 9 team and are essentially creating a new company specifically for a particular product and need start up capital. Seriously, that team is filled with people like Keiji Inafune (https://en.m.wikipedia.org/wiki/Keiji_Inafune), the professionals on Kickstarter that I'm talking about here are not "failures", they're people and companies with tons of experience making games, and they still take longer than we've waited for this to produce something solid. Heck, even now Mighty No. 9 only recently released (yet another) "the project is going to be delayed" message a few months back to their backers.
Counterexample: dwarf fortress.I think the best think for him tondo would be to.just realise the beta, even if it does randomly crash a bit.I don't think that would be a good idea personally but what do I know
Counterexample: dwarf fortress.I think the best think for him tondo would be to.just realise the beta, even if it does randomly crash a bit.I don't think that would be a good idea personally but what do I know
So yes. If the dev just put up what he had in its entirety, right now, regardless of bugs, maybe there wouldn't have to be all of this irritation and worry about him not communicating/working(?)/whatnot.
Counterexample: dwarf fortress.I think the best think for him tondo would be to.just realise the beta, even if it does randomly crash a bit.I don't think that would be a good idea personally but what do I know
So yes. If the dev just put up what he had in its entirety, right now, regardless of bugs, maybe there wouldn't have to be all of this irritation and worry about him not communicating/working(?)/whatnot.
The best thing that could be done atm is Josh breaking his silence, explaining why it happened and where the project is right now, admitting he shouldn't have set up deadlines he wouldn't be able to fulfill, make an apology and keep people posted on the developmental progress.
So 1 of my examples is disputed. The point still holds with other the other ones such as Wayforward Studios and Shantae (which is an actual operating gaming company), and I can dig up plenty more examples if you really want to see them.One of your examples is utterly terrible to illustrate what you wanted to say, the other one I'm only passingly familiar with, but looking into it, I think it falls into the "could have made the game anyway" category. I notice you haven't addressed any of the examples I mentioned.
I said "Disputed" for a reason regarding M.No.9, because personally where I've been people has been, if not ecstatic about it, at least willing to accept it (and the people that are making it) as neutral successes (not necessarily outstanding ones, but at least ones that are classifiable that way). And whether or not they "could have made the game anyways" has absolutely nothing to do with the speed in which a professional team can create a working product vs a one-man team formed by semi-amateurs on their first real project, which is the only thing I've been focusing on this whole time.So 1 of my examples is disputed. The point still holds with other the other ones such as Wayforward Studios and Shantae (which is an actual operating gaming company), and I can dig up plenty more examples if you really want to see them.One of your examples is utterly terrible to illustrate what you wanted to say, the other one I'm only passingly familiar with, but looking into it, I think it falls into the "could have made the game anyway" category. I notice you haven't addressed any of the examples I mentioned.
I just hope it won't end like the break for the dude from http://www.goblinscomic.org/Its not a final end though.
I just hope it won't end like the break for the dude from http://www.goblinscomic.org/But Thunt's still updating as far as I know.
Come on man, Josh isn't that big a nutbar.That we know of.
Sorry for being unclear, thunt (guy from goblins) just went silent for several months, then some minor posts and the entire thing (and goblinscomic isn't the smallest of webcomics) was just out of order for a long time, basically some sort of stress-ptsd.
Isn't it cause someone ran with the money or something? I don't remember. I only found out about it when people started making noises over it coming back in the lower forum.Sorry for being unclear, thunt (guy from goblins) just went silent for several months, then some minor posts and the entire thing (and goblinscomic isn't the smallest of webcomics) was just out of order for a long time, basically some sort of stress-ptsd.
He was too SAD
Isn't it cause someone ran with the money or something?I imagine there's multiple reasons, but the big one I heard is that he had a big melt down because people on the internet called him sexist.
Isn't it cause someone ran with the money or something?I imagine there's multiple reasons, but the big one I heard is that he had a big melt down because people on the internet called him sexist.
Eh? While I admit I haven't been keeping too close a track on Goblins in the last while, I recall him explaining that basically he had a series of breakdowns because he got too obsessed with the quality of his work and (ironically enough, considering the discussion in this thread) meeting update deadlines since he kept missing them and the excessive amount of stress he put on himself because of this - and other reasons that I can't recall, this is just the basic form of what I can remember - put him out of commission for a while.Isn't it cause someone ran with the money or something?I imagine there's multiple reasons, but the big one I heard is that he had a big melt down because people on the internet called him sexist.
/\/\/\/\/\/\/\/\
What the title should be.
does not meet standards for neutrality
Sleeping. Dozing off, maybe?does not meet standards for neutrality
I thought it was good because it could be a tongue and cheek way of referencing it... and possibly end the fighting.
No, the optimism and hope! it burns!!! I'm burning... burning... burning...Major... I'm burning up!
*is melted*
Worst part is, it seems playable. There's no clear indication that it shouldn't be possible to open up a beta, and it should certainly be possible to release some YouTube videos.Seconded. From what I'm seeing, it looks playable.
It's pretty obvious plenty of work is still getting done based on those screens. Art, writing, development.
My guess is they'd rather move ahead working at this point then get bogged down in short comings of a beta. There's always going to be short comings, but, based on the way things have currently gone, I can imagine the project getting bogged down because the dev team has issues prioritizing work, communicating and so forth. Getting into the regular release/bug fixing cycle might hinder development at this point. On the other hand, the longer the game goes without real backer input, the less likely it is it can change in time for release.
Pre-orders temporarily closed as we get close to
Early Access release! Thank you for your support.
Its like a more ~artsy~ version of paradox style grand strategy games.Looks more like a Stardock game to me, if we're talking aesthetic. I can't think of a Paradox game that has anything much in common with this.
Diplomacy, maybe? At least, aesthetically-speaking. Then again, there's a reason most people choose not to remember that game. ^_^Its like a more ~artsy~ version of paradox style grand strategy games.Looks more like a Stardock game to me, if we're talking aesthetic. I can't think of a Paradox game that has anything much in common with this.
Somehow I think *polishing* involved *making additional screens and sub-menus to contain the metric shit ton of information the game offers.*
On paper it seems far and away from Stardock-style gameplay. Stardock to me equates to a game looking like it has depth, and turning out to be dirt simple in practice.Well, I am a bit of a pessimist about these things. I do look forward to being proven wrong. :P
GalCiv in particular.
^ Tell that to Toady. ;)Maybe nenjin doesn't really work with Toady on a regular basis
Goodness you guys should just marry Toady already.
Goodness you guys should just marry Toady already.
Oh look, Negative Nancy has an opinion.
Goodness you guys should just marry Toady already.
Pretty typical for devs I work with. UI work is how they relax :PWell that's weird. (I'm the type of guy who hates UI work; hardcore data structure work is what I use to relax from being forced to do UI :P).
Goodness you guys should just marry Toady already.
Oh look, Negative Nancy has an opinion.
Opinion? I am inferring it as fact.
Our software is super data-driven. So that's like 90% of people's day, and our UI work is still fairly primitive compared to a lot of main stream software. So for them UI is a break from data-madner.Goodness you guys should just marry Toady already.
Oh look, Negative Nancy has an opinion.
Opinion? I am inferring it as fact.
Ah yes. The classic Neonivek "fact." Never get tired of the great prognosticator telling us how the world turns.
Usually I have to instigate things to get this sort of reaction.
Goodness you guys should just marry Toady already.
There is no Nenjin there is only Zuul!
Pretty typical for devs I work with. UI work is how they relax :PI'm the type of guy who hates UI work.
Quote from: NeonivekUsually I have to instigate things to get this sort of reaction.Goodness you guys should just marry Toady already.
Goodness maybe you should just be quiet.
We've got some more screenshots (https://www.kickstarter.com/projects/kingdinosaurgames/that-which-sleeps/posts/1529754) to look at.The crafting system has actually been in there since the beginning; this is just the first look we've had at it.
A crafting system.
Am I the only one who thinks this sort of thing should wait until after 1.0?
We've got some more screenshots (https://www.kickstarter.com/projects/kingdinosaurgames/that-which-sleeps/posts/1529754) to look at.Oooooh damn. An encyclopedia? I like the way this is going.
A crafting system.
Am I the only one who thinks this sort of thing should wait until after 1.0?
Now it is a competition about whether this or Stellaris gets (something playable) out first.
Better to wait for a complete game than to graft unfitting features to an incomplete one.
Better to wait for a complete game than to graft unfitting features to an incomplete one.
It's not though. Creating items has always been in the game and it's always fit. HOw can you be Sauron without your one ring?
Right, which is why he should work on the crafting system now rather than waiting until post-release.Better to wait for a complete game than to graft unfitting features to an incomplete one.
It's not though. Creating items has always been in the game and it's always fit. HOw can you be Sauron without your one ring?
But it should wait past-alpha.But... isn't it already in? Or am I missing something? (Havn't really been paying much attention.)
But it should wait past-alpha.But... isn't it already in? Or am I missing something? (Havn't really been paying much attention.)
But it should wait past-alpha.But... isn't it already in? Or am I missing something? (Havn't really been paying much attention.)
Regardless, it's a feature that was always in the game, this is just the first time we've seen a screenshot. Asking him not to put it in until after alpha doesn't really make any sense because it's already there.I believe this is what Zangi was saying.
(remember how it felt seeing people play paradox grand strategy games before you actualy knew how to play?).I don't remember Paradox games ever giving the impression of overwhelming gameplay chaos that this does.
I kind of agree. When I first jumped into CK2 I was pretty overwhelmed by how much info was nested in the UI.Thirded. All it really means though is that the player has sit down and work out what a few bits mean - do you expect the players to do that? If so then it's fine, otherwise you need it to be a bit clearer.
I didn't even realize how much craziness there is to the CK2 UI until I hopped onto a Skype call with a few friends and tried to get a multiplayer game going with people who'd never touched a grand strategy game before. After 30 minutes of character customization, we loaded in, and I spent about 15 minutes explaining the various screens, setting ambitions, marrying, assigning titles and councillors (and then deploying those councillors), the various mapmodes, how to enter the diplomacy screen, what the *point* of the diplomacy screen is... we finally unpaused and they were all quickly overwhelmed anyway. I've sunk thousands of hours into Paradox games so I totally forgot what it must be like to navigate half a dozen separate menus seemingly arranged without rhyme or reason, with walls of text everywhere and flavor mixed in with game mechanics making it hard to figure out what really matters. When you aren't experienced enough to filter out all the useless information, it's kind of impossible to not get lost.I kind of agree. When I first jumped into CK2 I was pretty overwhelmed by how much info was nested in the UI.Thirded. All it really means though is that the player has sit down and work out what a few bits mean - do you expect the players to do that? If so then it's fine, otherwise you need it to be a bit clearer.
No real updates - spoke briefly with the man and he alluded to the fact that he is pretty much at his breaking point as far as financials go - so options are beg for friends and family money, or push out whatever is done up to the point of release and keep going from there.
Kind of a nebulous update - no real date given - just note that the pressure is building there too.
When I tried to run the game (this is a while ago and like a whole previous iteration) - it couldn't read or access certain data files - I assumed it was error on my part as I am not exactly clever or bright when it comes to such matters.
It seems now that it was always a lie that "all the major game systems and are in place and successfully implemented" (from the Kickstarter page).
or push out whatever is done up to the point of release and keep going from there.If this is an option now, why wasn't it before? Isn't that what a beta is supposed to be?
If they're out of money, open the game up for early access and give people a cut-down version to test and play. Disable systems that don't work if you must, explain that it's still in progress. I might actually buy it if they did that, right now I'm just watching and wondering if I'll ever play it.or push out whatever is done up to the point of release and keep going from there.This should have been done ages ago.
"They will all look up and shout 'Do anything other than what you are doing right now! Please, something!' and I will whisper '...'" - That Which SleepsWell if he's out of money and not done with the game, what he's currently doing is patently not working.
"They will all look up and shout 'Do anything other than what you are doing right now! Please, something!' and I will whisper '...'" - That Which SleepsWell if he's out of money and not done with the game, what he's currently doing is patently not working.
or push out whatever is done up to the point of release and keep going from there.If this is an option now, why wasn't it before? Isn't that what a beta is supposed to be?
or push out whatever is done up to the point of release and keep going from there.If this is an option now, why wasn't it before? Isn't that what a beta is supposed to be?
Indeed. Which contributes to the impression that there never was a game to begin with; just lots of fancy images.
I think the end is nigh. One of the two members of the company wrote:Well, that's sure a shitty situation they're ended up in. It seems that in the strive for ideal perfection he has not properly accounted for a realistic analysis of costs incurred by it. Maybe he will thus realize that sometimes you have to cut some corners and use old, tried and working solutions instead of fancy, shiny and untested ones (I think it was especially so with AI; while making every bot predict actions of all other bots sure is fancy, it's very much outside of the "reliably working solutions" set, and it showed), if you want to get anything actually done in a timely and orderly manner.Quote from: FenicksNo real updates - spoke briefly with the man and he alluded to the fact that he is pretty much at his breaking point as far as financials go - so options are beg for friends and family money, or push out whatever is done up to the point of release and keep going from there.
Kind of a nebulous update - no real date given - just note that the pressure is building there too.
When I tried to run the game (this is a while ago and like a whole previous iteration) - it couldn't read or access certain data files - I assumed it was error on my part as I am not exactly clever or bright when it comes to such matters.
("the man" is the other member of the company, and the only programmer)
It seems now that it was always a lie that "all the major game systems and are in place and successfully implemented" (from the Kickstarter page). Maybe they can explain more fully, but I don't think a lawsuit is out of the question now. Depends on what they do going forward, and if anyone is annoyed enough to bother over the $25/$50/whatever.
There's no way I'd ever suggest or support another Kickstarter. I didn't mean to cause a ruckus with the last statement, just really saying that it's probably not -where Josh wanted it to be- at release doesn't mean it's not somewhere. As far as finances and money - we've been running negative for a long time so it's not like its destroying our lives. Josh made a huge sacrifice to quit working at an extremely hi level / lucrative position to develop this game full time - so it's really just a choice he made. He had a certain vision for where the game needs to be for release and we're getting to the point compromises will be made.
We aren't asking people for more money - we took down preorders.
Crossposting from the dev forum without context is a bit of a dick move, ZeroGravitas.
The no word on release is decidedly a good thing.
At this stage I'd imagine the only sensible move would be to cut unfinished features until you get a minimum viable product and release that, then continue development on whatever sales come in for that version. I'd probably buy it.That might be a thing that could be possible, judging by their pre-Kickstarter claims that they already had a game and just needed the thing for actual art money.
Good on them for giving it a solid try.
No, I think they got significantly further than that. It's just that they've forgotten a simple truth: perfect is the worst enemy of good.Good on them for giving it a solid try.
Personally I think this is giving them too much credit. I'm guessing they never really had the means or even a plan to make a real game. Just some ideas, that turned into some Unity mock-ups.
Good on them for giving it a solid try.
Personally I think this is giving them too much credit. I'm guessing they never really had the means or even a plan to make a real game. Just some ideas, that turned into some Unity mock-ups.
It all leads me to believe that Josh is in a terrible place in his own mind where he is lying to himself that everything will be okay if he just had one more day to fix it. I've been there myself and it can be quite hard to break it, especially if you're outside your normal social safety net.
Fenicks, I seriously doubt you're reading this, but on the off-chance you are
Here's a question...
As a backer of over 10 KS games now, having watched the sausage get made on various games at various states of development....
Let's say the game does eventually come out. Do the missed deadlines, compromises, rushed things, taint the entire game experience? If it released would you even be able to enjoy it the same way as you might have if it hit all its deadlines (or at least most)? Would you, generalized you, be able to step back from the months of disappointment and judge the game strictly on its merits? Or is all this pre-release stuff part and parcel of the game experience and judgments about it?
Here's a question...
As a backer of over 10 KS games now, having watched the sausage get made on various games at various states of development....
Let's say the game does eventually come out. Do the missed deadlines, compromises, rushed things, taint the entire game experience? If it released would you even be able to enjoy it the same way as you might have if it hit all its deadlines (or at least most)? Would you, generalized you, be able to step back from the months of disappointment and judge the game strictly on its merits? Or is all this pre-release stuff part and parcel of the game experience and judgments about it?
But for games like Dwarf Fortress, Rimworld, Aurora, Factorio, Minecraft, and yeah -- That Which Sleeps -- I think it's viable. Games where development doesn't just end.
Sure, it does. But it doesn't have to stop there. Rimworld's a game based largely around emergent stories. Any additional features can only deepen the storytelling potential. I can imagine a dozen possible expansions that would only add to the game. A more robust psychology system, colony justice, deeper interaction with the planet's inhabitants, etc. Stuff that's not easily moddable. You could let a developer work on Rimworld for five years and there'd still be things worth adding to the game. None of it's essential, but it's a work that could be extended almost indefinitely, much like Dwarf Fortress.QuoteBut for games like Dwarf Fortress, Rimworld, Aurora, Factorio, Minecraft, and yeah -- That Which Sleeps -- I think it's viable. Games where development doesn't just end.
But... Rimworld has a stopping point... a realistic one too.
On the other hand, some games are ruined by the developers becoming hostage to their early access fan. For example, I think the Mordheim game suffers from this. There was a small vocal group on the forums that clearly hijacked the development and to please them, the makers of the game put in several mechanics that drove the game into a niche position it wouldn't otherwise be in. I'm sure the game had reached a wider audience otherwise.
The thing that really broke it for me was finding out Fenicks has never actually played the game or seen it being played. That and the absence of any word from these supposed in-house alpha testers. I'd be willing to bet the 50 bucks I spent on this that the game doesn't exist in any form that could be considered a game, and that if it ever did exist that was a long time ago.
Kickstart isn't donations they are "funding" you are the producer :P
Turns out that making games is harder than giving five dollars to a kickstarter campaign! Turns out that sometimes, game development doesn't work out!
You give devs a bunch of money to make a game. That's just what it costs to make it.
The environment was extremely encouraging for a very long time. The Vordrak thing was the first time things actually started getting nasty and it was absolutely not the norm when it happened.
I'm upset because if I paid into the game under what I now think were false pretenses.
Kickstarter is whatever suits your current argument the best. They took 80,000 dollars of other people's money and have nothing to show for it. There is nowhere else in the universe but video game kickstarters that people would try to defend that.experimental research
Just that there are lots and lots of speculative ventures out there, and to pretend there aren't strikes me as unreasonable.
If you really think it was a scam then you should bring some kind of legal action against them.
I get that people are upset, but investing in a startup is not a license to slander or abuse the producers of the product. If you think your money has been misused, file suit. Leaving mean comments on the forum or kickstarter page does nothing but make you look like an idiot.
Libel, kid. Slander is oral.Fair enough, I misspoke. You can drop the 'kid' crap though.
Maybe I'm missing something but don't the gameplay videos and screenshots show that they 'made an attempt'?
Maybe I'm missing something but don't the gameplay videos and screenshots show that they 'made an attempt'?
If you play the Standard Scenario you generally have a basic level of understanding how the game is going to play out, which was our goal - to make it a challenging experience that relies on your learning the patterns of the world. Manipulating the nations that hate eachother, targeting wise kings, timing a crippling famine at the right moment - but even inside that structure there's so many explosive elements. The moment you take a "radical" choice like killing the King and his immediate family, you get the unexpected - like one time I had cursed the King's Family, the Barons declared him unfit, split into two nations, and began to fight a civil war. Meanwhile the Tribes had united behind a Hero, who they proclaimed their chosen king, but he was Cylarian, the barons have a diplomatic summit after a bloody battle, declare the Cylarian hero their king (I didn't see this result but I'm assuming its because he is friends with all the barons and the heroes that were acting as diplomats), making him the king of both powers, he then went on to marry the daughter of the elves (at this point he's simply a diplomatic monster)... overthrows the Elvish Council and declares himself King.... now his ego and diplomatic skill are both max, he manages to Annex Elerion into Cylaria (still only three crowns) - I'm just watching this happen, because I'm spellbound, I don't want to interfere because I need to know what can possibly happen. The united three kingdoms attack Arden, recapturing the farmlands, he makes peace and turns Arden into an ally.
Long story short, he discovers I'm rising and crushes me. Despite the fact that he was simply taking over the world he was friendly with every hero, so no one was stopping him. I ended up adjusting how heroes see other friends if they're growing too powerful, but the completely random events that lead up to this were otherwise "expected" to function that way. In addition, later builds implemented the Balance of Power desire which makes nations take a more critical eye at people who are growing stronger.
Now that's an outlier but still somewhat understandable based on the scenario setup, if you add in the Game Modes you get some real crazy stuff. I have a lot of favorite Modes, but on the North Burns playing with "Liberty" is a really fun way to switch it - it makes revolutions and slave revolts much more common and you get to see the world rip itself apart and remake itself.
Maybe I'm missing something but don't the gameplay videos and screenshots show that they 'made an attempt'?
There are no "gameplay" videos. He never presses end turn. The entire thing is probably a mockup in Unity. It looks like there is a game, sure. But there really isn't. It's smoke and mirrors.
Same thing with the screenshots. There are even typos in them that suggest that there is no game engine - like ruler names being randomly misspelled in particular fields. The only real explanation for a mistake like that is that there is no game engine pulling a string from a data file. There is a guy manually entering text into a field to make it look like a video game, but he screwed up.
Kickstarter is whatever suits your current argument the best. They took 80,000 dollars of other people's money and have nothing to show for it. There is nowhere else in the universe but video game kickstarters that people would try to defend that.experimental research
Speculative drilling
casinos and lotteries
election campaigns
protection money
insurance
I could go on. And this isn't even about whether a kickstarter is donation or preorder, which is an argument I've never taken a side on. Just that there are lots and lots of speculative ventures out there, and to pretend there aren't strikes me as unreasonable.
There are no "gameplay" videos. He never presses end turn.I see him go through several turns with things happening in this video. He's explaining mechanics, you can see events popping up. If it's a mockup it's an impressive one. I've prototyped things less impressive in Unity which would still qualify as games.
You'd think his co-pilot is in on it if its a scam, eh?
Anyway, paypal payment is timed out, i.e. I can't refund even if I wanted to. The hype was/is very real for the game and it only comes to show that there is market for it.
Not getting overly emotionally involved seems like a good idea at this point.
Maybe I'm missing something but don't the gameplay videos and screenshots show that they 'made an attempt'?
There are no "gameplay" videos. He never presses end turn. The entire thing is probably a mockup in Unity. It looks like there is a game, sure. But there really isn't. It's smoke and mirrors.
Same thing with the screenshots. There are even typos in them that suggest that there is no game engine - like ruler names being randomly misspelled in particular fields. The only real explanation for a mistake like that is that there is no game engine pulling a string from a data file. There is a guy manually entering text into a field to make it look like a video game, but he screwed up.
He did end the turn a few times. I believe it was six turns in total with some events happening. So there was at least some engine running. But I agree that the typos struck me as strange back then, too.
There are no "gameplay" videos. He never presses end turn.I see him go through several turns with things happening in this video. He's explaining mechanics, you can see events popping up. If it's a mockup it's an impressive one. I've prototyped things less impressive in Unity which would still qualify as games.
https://youtu.be/Qb2uub1wn0s
You'd think his co-pilot is in on it if its a scam, eh?
Anyway, paypal payment is timed out, i.e. I can't refund even if I wanted to. The hype was/is very real for the game and it only comes to show that there is market for it.
Not getting overly emotionally involved seems like a good idea at this point.
Yeah, it just seems crazy to think that there were two guys behind a Kickstarter, and one was really the evil mastermind who duped the poor finance/marketing guy into it.
I think the "quite real consequences" differ greatly by things like whether there was a contract when the money changed hands.Kickstarter is whatever suits your current argument the best. They took 80,000 dollars of other people's money and have nothing to show for it. There is nowhere else in the universe but video game kickstarters that people would try to defend that.experimental research
Speculative drilling
casinos and lotteries
election campaigns
protection money
insurance
I could go on. And this isn't even about whether a kickstarter is donation or preorder, which is an argument I've never taken a side on. Just that there are lots and lots of speculative ventures out there, and to pretend there aren't strikes me as unreasonable.
Erm, you do realize that, except for casinos and lotteries, there are quite real consequences for not meeting a certain standard of expectation in those ventures, right?
Also, you do know that gambling doesn't really fall in the same category here. Like, at all? That is, unless you're willing to make a huge interpretative effort in order to push your argument, even if its just hilarious at best.
I don't think anyone is going overboard by being disappointed and wanting info on a project they put money towards. What is strange is why exactly people are so defensive of this specific project? What is wrong with being disappointed and suspicious of something that is, well, suspicious at the very least?
Also, like zerogravitas pointed out, KSG did claim they played the game. Except now the guy behind the DF forums account said he never did even witness the game being played. What gives?
Yeah, I won't comment on forum drama I have no proof or experience of. I understand people are feeling upset and heated about this, but hey, it is just a game. I remember I was really upset about the way Spacebase DF-9 was abandoned and it certainly put DoubleFine on my permanent boycot list. There are other failures I've put money into that have fallen flat on their faces like Forsaken Fortress and that-reverse-xcom-game-whose-name-i-don't-remember.There are legal routes beneath the level of litigation. I kickstarted a custom playing card deck designer, who didn't deliver for two years, and stopped communicating. Several of us had to rope in the Indiana (where he was based) attorney general's office to get him to finally deliver. (He still didn't deliver quite everything he promised me, but I got most of what I was originally promised.)
Still, Kickstart is a speculative venture. It is more investing than buying something. You pay for the guys to have their best shot at delivering the product. If they fail due to things beyond their control or even due to their own stupidity, well... that was the risk you took by funding a product that doesn't exist.
Any talk of legal action sounds like an overreaction and would require proof of malice. Being incompetent is not a crime and a civil lawsuit, on the other hand, would cost a lot more than anyone has put into the game.
considering how much money you can make with simple Nigerian prince letter in comparisonWait, someone actually buys into this shit?
They wouldn't continue doing it if it didn't workconsidering how much money you can make with simple Nigerian prince letter in comparisonWait, someone actually buys into this shit?
Yeah, that seems loads of work for a scam worth only 80k considering how much money you can make with simple Nigerian prince letter in comparison. Cost/benefit for such scam just isn't very high.
Some of you guys are ridiculous. Seriously.
Be angry you don't have a game. Be angry you think your money may have been wasted.
But scamming? Are you high? What scammer puts out a map editor for a game they don't actually plan on making? What scammer creates a forum and fills it with 13 billion threads they actually comment in? What scammer tries to build a scenario editor for a game they're lying about making, and releases it?
Be angry. But FFS, quit jizzing into your tinfoil hat.
Is there any evidence that any of that was EVER real? No, there isn't. It was all lies.
Is there any evidence that any of that was EVER real? No, there isn't. It was all lies.
"Absence of evidence is not evidence of absence", and so forth.
I didn't say the reason for cancellation [of the meeting with Josh] because it was personal and I would not cross that line and share another person's reason.
We DID however meet today for a couple of hours. I would say that generally the meeting was nice but I don't feel that we are at all or any means close to a release.
I did see a working map, working POIs, agents and combat, character creation, menus, UI - stuff like that.
I did NOT see working AI, turns passing, etc - many of these elements are threadbare or torn apart as Josh is trying to make them work.
We did agree to work more closely and have a weekly meeting to discuss what's going on and next steps.
We are also trying to have a more modular focus where we work on getting this all together piece by piece so we can get a little closer to getting something anything in people's hands.
I stressed everyone's frustration with the way communication and stuff is handled, he acknowledges it, is very focussed on working on this and getting it released, but unfortunately, he has no idea on how long it will take.
So I don't know - we're going to keep meeting weekly - he's going to keep working, hopefully we'll have something super pre alpha to show soon. I stressed that we need to show SOMETHING as proof that it's not "vapor"
Update on my part:
Game developer just contacted me with how he wants to proceed regarding my unban/refund request. I will update again if he actually pulls through with that plan, which he projects will be on following thuesday.
Actually, I've never really seen the map editor / scenario editor / whatever. Were those actually working tools?
...Was Thuesday a typo on your part, or is that actually what you were told? Either way... I have no idea what happened, but you don't seem to be mentioned again in the rest of the thread. It's just bits of drama and panic, then Fenicks update that's been copied above, followed by a mix of "well, it's *something*" and "nope, not good enough".
Here's a question...I think people generally care most about the concept that got them involved. If the game is true to that, the troubles in development melt away like butter in the California sun. If the game is adulterated, well, Spore.
As a backer of over 10 KS games now, having watched the sausage get made on various games at various states of development....
Let's say the game does eventually come out. Do the missed deadlines, compromises, rushed things, taint the entire game experience? If it released would you even be able to enjoy it the same way as you might have if it hit all its deadlines (or at least most)? Would you, generalized you, be able to step back from the months of disappointment and judge the game strictly on its merits? Or is all this pre-release stuff part and parcel of the game experience and judgments about it?
You know, after having watched the internet develop since early 1990s, I've come to the conclusion that the social side of the internet is very toxic. Negativity, trolling and vomiting your traumas/mental problems/whatever on others is just... the norm. People are expected to live with it instead of treating others positively like in real life. Maybe it is partially because people unable to interact in real life pour all their social needs out here. Maybe it is because of the nerd fallacies regarding acceptance, where nerds accept behavior unacceptable elsewhere since they know themselves what exclusion is like.Or maybe it's just a difference in culture. People indigenous to communities, even those renowned for negativity (4chan, as an example) aren't really harmed by it. The harm comes from clashes between this mileau and that of modern western public culture, which is greatly concerned with maintaining a faįade of positivity.
So yeah, if I was a indie dev, I'd actually avoid interacting with fans too much. (Or alternatively, hire someone to do that interaction for me and try to avoid reading shit too much.) Support is great, but fanbois can make you blind to your faults while toxic community can poison your motivation.Yeah, being a large-scale public figure and maintaining a personal presence online isn't a helpful option to everyone, and a lot of naïve devs fall into a trap here. There's a lot of good to be gleaned from it, but doing so effectively takes skill and experience.
I'd be damn upset If I found out that Toady One hadn't been working on DF for 6 months.Honestly, I would be super concerned to the point that there's no room for anger. But that's a totally different situation, Toady has shown us that does put in work consistently, he's been doing it for a decade, and it's the focal point of his life.
I don't know how things work in your community, but where I'm from, if you pay protection you get protection. Of course no protection is perfect, especially if you're doing something illegal and want protection from the police, but you get a legitimate effort made.Kickstarter is whatever suits your current argument the best. They took 80,000 dollars of other people's money and have nothing to show for it. There is nowhere else in the universe but video game kickstarters that people would try to defend that....
protection money
...
Actually, I've never really seen the map editor / scenario editor / whatever. Were those actually working tools?
Yes, they were. Buggy, but functional.
The map editor is a crude tile painter, the mod tools doesn't have features that Josh talked about and just boiled down to little more than an asset viewer and the scenario viewer doesn't exist along with the demo. Whenever it comes time to show the nuts and bolts of gameplay Josh gets all shy, presumably because it doesn't really exist in any kind of usable way.
And for the love of god if development ceases, just open the floodgates and release everything you have.
I don't think I'd agree it's a "non-option" though obviously it depends on what the nature of the codebase is. If it's literally all cobbled together from scripts he bought off the Unity marketplace then you're right, but surely there's a substantial amount of code he's written and has complete ownership of, right? He doesn't need to put it into the public domain either: you can release source code and retain copyright over it. And he could certainly release the art assets, unless he has a really gnarly contract with the artists. He can't release those into the public domain, but he could release a "build" of the game to backers with the assets packaged alongside it, with all rights reserved just like any other game release, and then separately release the source code (third-party libraries notwithstanding), Doom/Quake-style.And for the love of god if development ceases, just open the floodgates and release everything you have.
I've seen quite a few people suggest, demand or ask that the assets and source code be released to the backers. It is highly unlikely that the assets made by 3rd party artists can be released into the public domain like that - the license for their use is almost certainly tied to this specific game. The same for the Unity store assets and modules/toolkits/frameworks - releasing those to the public would also be a breach of a licensing agreement. So it's a non-option to do this.
Let us know if the unban deal goes okay or if things go to shit again. Even if the details are personal, a "things are good" or "things are not good" is still useful information.
Wouldn't it be possible to include a license with the release stating that the assets are only for use with the game? You can get at most game assets once you buy a game anyway, it isn't that hard to extract them but you're still not allowed to reuse them without permissionAnd for the love of god if development ceases, just open the floodgates and release everything you have.
I've seen quite a few people suggest, demand or ask that the assets and source code be released to the backers. It is highly unlikely that the assets made by 3rd party artists can be released into the public domain like that - the license for their use is almost certainly tied to this specific game. The same for the Unity store assets and modules/toolkits/frameworks - releasing those to the public would also be a breach of a licensing agreement. So it's a non-option to do this.
Wouldn't it be possible to include a license with the release stating that the assets are only for use with the game? You can get at most game assets once you buy a game anyway, it isn't that hard to extract them but you're still not allowed to reuse them without permission
I didn't say it was the case that 2014 That Which Sleeps was done but for the art. I'm pretty sure the game was completely unplayable and Josh was lying to someone, us or himself or both when he claimed he had an almost finished product at hand.
Note to self: if I ever make a game kickstarter, no fucking stretch goals.Or... implement the stretch goals after you finish the basic product.
Note to self: if I ever make a game kickstarter, no fucking stretch goals.Then it will likely not be finished, from my experience.
The forum software by default gives no visible indication when someone is banned.with that kind of attitude it may as well be dead. Oh well
I suppose I could set it up so that it does, but since everyone is convinced the game is dead, I don't see why I should expend the effort.
Contrary to assertions earlier in this thread, I have not resigned the moderatorship. I'm just taking a break for a bit. Since I have a bunch of travel ahead of me this month, it would have happened anyway, even without the recent uproar.
More accurately, stay clear of kickstarters if you are not into gambling and/or expect a 'payoff' 100% of the time.
Guess I missunderstood you then. Because your wording made it seem like you would only go back to moderating once they showed some actual consistend gameplay, which I interpreted that you resign from your moderation work for now.
This the developer(s) lying through their teeth about a game that had supposedly already made but in reality didn't exist.
The pre-kickstarter game (call it TWS 1.0) very well could have existed and very likely did. And if the kickstarter had just barely cleared, or had only reached the first or second stretch goal (i.e., did not make the "Endless Simulation" and "Procedural Generation" goals), it would have long ago had its art sexed up, Religion and/or Rival Old Ones added, and been released ages ago. But it never would have supported the endless/procedural games.
The post-kickstarter version (TWS 2.0) basically had to be rebuilt from scratch to enable support for all the stretch goals. They needed new maps, new hexes, new AI, new everything. This very quickly ran into trouble, as we all know, so I won't repeat it here. But it had nothing to do with whether TWS 1.0 existed or not.
Looking back, what should have probably happened was KDG should have gotten the art together, added Religion, and released that as the "beta" (in other words, continued taking the TWS 1.0 path as originally planned) while working on TWS 2.0 to implement the harder stretch goals. We might still have had these lengthy delays, but at least there would have been no question as to whether a game existed or not - we would be playing it. Of course, that's easy for me to say now: I have both the benefit of hindsight and of not being the one actually trying to write the software.
I honestly don't think the Stretch goals is what is seriously slowing the game down (the only one of any supreme effort is the demons), afterall most of the stretch goals are just additional old ones and minions... and to my knowledge the issue the game is running into isn't that there is too much stuff to implement but rather that the AI doesn't work yet.
I say nay. Because if it did exist, they would have given that to the backers. Either as a "beta", or honestly admitting that the stretch goals were getting postponed because of whatever.
The pre-kickstarter game (call it TWS 1.0) very well could have existed and very likely did.
I honestly don't think the Stretch goals is what is seriously slowing the game down (the only one of any supreme effort is the demons), afterall most of the stretch goals are just additional old ones and minions... and to my knowledge the issue the game is running into isn't that there is too much stuff to implement but rather that the AI doesn't work yet.
Well, yeah, but the additional old ones and minions were already specced out. Maybe not completely, but enough to know that it'll take roughly x hours to create, with a possible additional amount that's not too difficult to estimate based on new features.
Nah, the biggest problems were procedural generation and endless simulation. Those two stretch goals were the driving forced behind the massive system overhaul a few years ago. And while it hasn't been explicitly said, it seems reasonable to blame the current problems on that overhaul and it's lofty goals - especially if we accept that the pre-overhaul version was playable. Maybe not perfect, but playable. And it'd make sense, too - procedural generation and endless simulation both require significant generalizations of an AI from what would be required with a fixed timespan and scenario. And we do know that the AI is the main stumbling block.
Met last night after I got off work and again today. Two productive meetings - more stuff happening and we've both agreed to work on getting something that resembles some sort of technical alpha / preview something or other just to try to get a base out in people's hands that can be used as a stepping stone for progress.
So whatever, non update, but progress is being made on Joshes side and we've agreed on the path that some of you suggested to get some pre beta asset out there.
I want to believe but...
I want to believe but...
Watching this game's progress has been a roller coaster, but at least that looks like light at the end of the tunnel.Yes, there certainly is (http://i.imgur.com/1sIU0xT.jpg).
Watch the puns; we need to keep things on track.Watching this game's progress has been a roller coaster, but at least that looks like light at the end of the tunnel.Yes, there certainly is (http://i.imgur.com/1sIU0xT.jpg).
But in seriousness, I am looking forward to at least seeing what results. I'm honestly not expecting much, but I don't think it'll be the end of the world if the project ends up going off the rails.
Come on guys. We can conduct ourselves better than this. Remember our training. I don't want to see this thread get railroaded into a direction we don't want.Now you're just jumping on the bandwagon.
That's victim blaming you knowEh there's a difference between complaining because you feel wronged (even angily complaining) and doing so in a way that is bad enough to cause effects. It would be like if a post office lost a bunch of paycheck mail and people were angry; people complaining and even yelling would be totally justified in that type of situation, but people forming a rioting crowd so large that it stops the post office from being able to get the mail trucks in/out of the post office wouldn't be justified. In the same way complaining would be justified, but flaming and attacks or other things that a moderator actively needs to deal with? Not so much.
That's victim blaming you knowEh there's a difference between complaining because you feel wronged (even angily complaining) and doing so in a way that is bad enough to cause effects. It would be like if a post office lost a bunch of paycheck mail and people were angry; people complaining and even yelling would be totally justified in that type of situation, but people forming a rioting crowd so large that it stops the post office from being able to get the mail trucks in/out of the post office wouldn't be justified. In the same way complaining would be justified, but flaming and attacks or other things that a moderator actively needs to deal with? Not so much.
Apparently KDG are planning on releasing what they actually have by august. As this involves ripping even more out of the build Fenicks poked with a stick I'm not sure why it'd take so long or even why they'd bother.
That's victim blaming you knowEh there's a difference between complaining because you feel wronged (even angily complaining) and doing so in a way that is bad enough to cause effects. It would be like if a post office lost a bunch of paycheck mail and people were angry; people complaining and even yelling would be totally justified in that type of situation, but people forming a rioting crowd so large that it stops the post office from being able to get the mail trucks in/out of the post office wouldn't be justified. In the same way complaining would be justified, but flaming and attacks or other things that a moderator actively needs to deal with? Not so much.
God forbid we feel wronged and respond in a way that actually does something.
And as an added bonus, if all the complaining, attacks and threats of lawsuits drives the creator into abandoning the project, you can feel vindicated that all your complaints did something!
That's victim blaming you know
I continue to be genuinely amazed by the pettiness and entitlement displayed by people on the internet. People who've donated as much as $300- possibly a full days work! People who use the amount other unrelated people have contributed to justify their own outrage over a failed project that was never guaranteed to succeed. People who have kept updated and in the know about something for over a year in order that they may continually complain about it. I have yet to run into this behaviour offline, but maybe I'm lucky.
I continue to be genuinely amazed by the pettiness and entitlement displayed by people on the internet. People who've donated as much as $300- possibly a full days work! People who use the amount other unrelated people have contributed to justify their own outrage over a failed project that was never guaranteed to succeed. People who have kept updated and in the know about something for over a year in order that they may continually complain about it. I have yet to run into this behaviour offline, but maybe I'm lucky.
Once again... Don't use the term "Entitled" when referring to people who are LITERALLY entitled.
We gambled and lost. I don't throw a tantrum at the casino when it comes up red instead of black, and I'm not entitled to a winning result.
That's victim blaming you knowYou're perfectly well within your rights to complain about something if you feel like you've been wronged, but you should respond in a manner that won't stop the people from fixing what is wrong. It's like you feel like you've been wronged because your landlord wouldn't fix your sink for a whole year, so you've decided not to let him in the apartment to fix it now that he wants to try. Or heckling him while he's doing it, so he's so distracted he screws up
I continue to be genuinely amazed by the pettiness and entitlement displayed by people on the internet. People who've donated as much as $300- possibly a full days work! People who use the amount other unrelated people have contributed to justify their own outrage over a failed project that was never guaranteed to succeed. People who have kept updated and in the know about something for over a year in order that they may continually complain about it. I have yet to run into this behaviour offline, but maybe I'm lucky.From what I've heard, there were in fact large stretches of time without any communication regarding progress. Not sure exactly how long, but eh. And yes, you're quite lucky, as I can't turn on the news without seeing a critical mass of people who think they're entitled to something or other.
Getting close to Godwins law in the main thread over at KDG, so... ugh.
It's a donation and always has been. They're called "rewards", not "products".
It's a donation and always has been. They're called "rewards", not "products".If a pledge drive told me that donating $50 would get me a t-shirt, and they tell me how cool the t-shirt is, and how there's never been a t-shirt like it, so I donate money, and they never send me the t-shirt, I would be pissed, and I'd probably be willing to participate in a class action lawsuit over it. This is worse, because most donations are to non-profits that I can get a tax break for... KS doesn't even give me that.
Well, in saying your second paragraph, don't expect me to ignore your first. :PBecause they offered me a shirt that was different and better and more to my liking than the shirts on the open market. I grant, if they were just offering a shirt that was already available on the open market, there'd be no reason to make the donation. But if they offer me a "gift" or "reward" or "consideration" for my donation, they can keep calling it a donation all they want, but we've moved into a quid pro quo.
Suing a non-profit that you donated to seems really dishonest to me. If you're willing to sue them, then why did you donate to them in the first place? just to get a shirt? If that was your aim, why didn't you actually just buy a shirt? This is obviously not completely analogous to a game kickstarter, but it sums up my opinion.
Suing a non-profit that you donated to seems really dishonest to me. If you're willing to sue them, then why did you donate to them in the first place? just to get a shirt? If that was your aim, why didn't you actually just buy a shirt? This is obviously not completely analogous to a game kickstarter, but it sums up my opinion.
Since charities are under no obligation to actually do what they set out to do (and quite often... they don't or do bare minimum).
The term doesn't even mean that much. Your non-profit company can make a profit as long as you can show that its primary purpose is something besides profit, like education. Though I'll admit I don't know how strict the standards you have to meet are.
In the end (and that's specific to this project), my disappointment is primarily with Kickstarter and how they present themselves as something they are not. In practice there is zero accountability, and that should be made very clear to backers. It is my opinion that Kickstarter itself is misrepresenting the nature of their platform, and this is at the core of disagreements such as the one in the previous couple of posts.
Charity offers a shirt if you give them moneywhy do you put special moral burdens on the consumer?
Give them money
Don't get a shirt
If you take against this you're the dishonest one
We take our responsibility as Kickstarter's stewards very seriously. It's our job to provide a system deserving of your trust by proactively screening for potential problems, by investigating issues brought to us by our community, and by still being exceedingly clear that even with these steps not every project will go as planned.
Our goal is to provide a safe and trusted platform where people are honest and open with one another as they collaborate to bring creative projects to life.
QuoteWe take our responsibility as Kickstarter's stewards very seriously. It's our job to provide a system deserving of your trust by proactively screening for potential problems, by investigating issues brought to us by our community, and by still being exceedingly clear that even with these steps not every project will go as planned.
Our goal is to provide a safe and trusted platform where people are honest and open with one another as they collaborate to bring creative projects to life.
To a lot of people that is going to read like Kickstarter is doing something actively to make sure projects abide by the Terms of Use. Consumer laws and business culture varies from country to country, so while the Anglo-Saxon countries see the route of litigation as a normal thing for a consumer to pursue, that is completely alien to a lot of other cultures.
I think Kickstarter is being dishonest when they claim to screen for problems, have Terms of Use that are practically unenforceable, and are much more hands-off than they present themselves. If they want to be a safe and trusted platform, they need to improve communication and probably also screen their projects better.
When only 33% of all computer game Kickstarters manage to deliver something, that is an important piece of information to give consumers. They are a business and they take a cut of the funding - that gives them some responsibility to do more than deliver legal ammunition to slighted backers.
For me the moral of this story (and other similar ones) is that kickstarter is a lousy, lousy, system, with little to no security and an extremely uneven burden of power, and that you should be wary of funding anyone who is not tried&true (and even that is being far more generous than I feel the system deserves).
Met in a public place. (for his safety?) Didn't see a build. He's "doing the best that he can"
Yeah. No update. I could have posted literally nothing but that seems even worse.
QuoteMet in a public place. (for his safety?) Didn't see a build. He's "doing the best that he can"QuoteYeah. No update. I could have posted literally nothing but that seems even worse.
Met in a public place. (for his safety?) "Sounds vaguely unhinged to me
QuoteMet in a public place. (for his safety?) "Sounds vaguely unhinged to me
Well, it makes sense that he wouldn't see any sort of build in a public place. Still, Josh's comment makes me wonder if there's anything to show at all.QuoteMet in a public place. (for his safety?) Didn't see a build. He's "doing the best that he can"
Really? I wonder what gave him that idea. ::)QuoteYeah. No update. I could have posted literally nothing but that seems even worse.
Toady just seems to....I dunno, never really express doubt. You can read in the dev logs how he has to work through things like everyone else, it just doesn't seem to phase him.
That said, it's why DF is the way it is, because Toady deals with things that a) he can handle and b) that keep him interested in his project. It's why we don't have graphics or a decent GUI: he's not comfortable working on those things and, perhaps, more importantly, I think he finds that kind of work tedious and boring versus actually working on the game.
Indy devs begging for dollars in a traditional game sale transaction don't have the same luxury of doing exactly what they want like he does.
We are now simplifying the Behavioral AI that was the foundation for the simulation.
given that the AI was a major source of delay and bugs, its probably necessary for the moment just to get a minimum viable product out there.QuoteWe are now simplifying the Behavioral AI that was the foundation for the simulation.
Hype-death.
I'm getting Netgain vibes from the game now, where the developer goes down the rabbit hole of simplifying their game and discovers it tears the guts out of it and their enthusiasm to work on it.Could be the case, or it might be that the system is simplified for the moment and expanded upon later, bringing it back to its supposed original glory at a more opportune time.
Well, at least it will probably work now, unlike his attempts before, which were basically trying to predict each other moves and then ending up in infinite Prisoner's Dilemma loops.QuoteWe are now simplifying the Behavioral AI that was the foundation for the simulation.
Hype-death.
Didn't all of the technical problems arise from expanding the game's scope to work with randomly generated maps, scenarios, and all this other way-more-complex-stuff? And didn't they say something to the effect of 'fuck man, I dunno if we can do that, that shit looks pretty tough'?
I mean like, I personally pushed for the increased complexity stuff because it sounded super hype. Even if it didn't pan out so great, I appreciate that they went for it and am on their side and such, because it's exactly the kinda thing that I want made, and all that.
Didn't all of the technical problems arise from expanding the game's scope to work with randomly generated maps, scenarios, and all this other way-more-complex-stuff? And didn't they say something to the effect of 'fuck man, I dunno if we can do that, that shit looks pretty tough'?
I mean like, I personally pushed for the increased complexity stuff because it sounded super hype. Even if it didn't pan out so great, I appreciate that they went for it and am on their side and such, because it's exactly the kinda thing that I want made, and all that.
Actually to my knowledge the game being delayed due to stretch goal bloating is an assumption based on nothing really.
It SEEMS to be almost exclusively the AI that delays this game from having anything presentable out.
Hmm. Magic AI on that level sounds like practically a Dwarf Fortress-level undertaking. I have no idea if KDG could even be capable of it given enough time, but he certainly doesn't have enough time or money to do it now. I'll be glad to play this game as it was first described, in any case.Truth. Maybe he'll be able to add some things in post-release. If not, and if people want it badly enough, then There Will Be Mods.
Hmm. Magic AI on that level sounds like practically a Dwarf Fortress-level undertaking. I have no idea if KDG could even be capable of it given enough time, but he certainly doesn't have enough time or money to do it now. I'll be glad to play this game as it was first described, in any case.... actually, it sounds exactly like DF's bloat goals. They probably should have planned it in the same manner...
And for those things too hardcoded to be modded, TWS2? ;)Seems like the best goal to aim for, to be honest.
Come to think of it, trying to get published by Paradox might have been a better idea than kickstarting. Ah well.
Apparently there was. (http://store.steampowered.com/app/204940/)It's a pretty good game actually. Really quite aged by now of course.
Only ten dollars to see how much worse it was!
No real news from the weekend, King was at a wedding so no meeting
He posted some...thing about how this is all not his fault and justifications, to be honest I didn't read it too much - best extract
' I also don't have the ability or resources to take them over and then hire someone else to "fix" it - because I can't dig into it and see if it's working in the first place, or if there is even anything workable here. I am not going to alienate the only person with the skills and ability to work on the project by strong arming.'
The ending through
'.. I am not walking away - I just have to wait til Josh decides he is 'done' before I try to get the pieces and figure out what I can do with them. Every time I talk with him he assures me he's still working on it - so I take that at face value."
Basically Josh is in the driving seat he either finishes this or walks, King is....his manager I guess
Looks like we're entering another quite period, maybe something next weekend meeting, probably a 'the tech demo won't be till October+' is my bet - changing the AI being the reason
....Maybe we should set an excuses bingo game up
....Fun comment from the forums
'I don't know about you folks but watching this fiasco has almost been enough entertainment for me to have gotten my money's worth at this point.'
Quote....Fun comment from the forums
'I don't know about you folks but watching this fiasco has almost been enough entertainment for me to have gotten my money's worth at this point.'
I wish we could just let this non-game die. It was a test case for many people on the validity of kickstarter--it failed--I just wish we could move on from it. Especially now, since this development hell has blown up, you can be sure that it. will. never. be. done. Let the dev go, money back or not, this project can no longer be accomplished. At all.so long as the dev is working on it, it's not dead
I'm honestly a little worried about his mental state after that. To come back with a map update after all this, he's either got balls the size of the sun or he's completely out of touch with the reality of his situation.
I'm honestly a little worried about his mental state after that. To come back with a map update after all this, he's either got balls the size of the sun or he's completely out of touch with the reality of his situation.
It's also possible that the AI issue still seems intractable, but the dev needs to do something successfully and to completion, psychologically speaking. In grad school I saw a situation up-close that looked disturbingly close to his, in terms of the psychology displayed by someone burning out, and if it is like that then doing something he can actually complete may appear to be (and may actually be) a lifeline to pull himself out of the pit.
Indeed, the rate of return is pretty decent for kickstarter.
Just that this one is pretty prolific compared to some of the others who have crawled off into the deep dark and never returned to the light. And oh yea, Net Gain... I had put money into that too.
Yeah. Hardest thing about board game design is the very large number of tests and rebalancing you need to do before you have a true polished product. But I enjoy it a lot.This is true of all games, it's just that the standard is different for board games.
You can't roll out patches for your little mistakes with boardgames.Sure, you can. You just call it "errata" instead. :P
You can't roll out patches for your little mistakes with boardgames.2nd editions, updated online rules, and FAQs say otherwise. I know plenty of boardgames with "patches" to them.
You can't roll out patches for your little mistakes with boardgames.I see you've never played High Frontier.
You can still patch shit with tabletop simulator, and once I'm ready to start bringing people in for tests (and later doing blind tests) I'll be 99% using TTS.Write me down as a future tester please, if you're collecting names at this point. I'd be happy to assist with design as well if you like. Whatever. I have free time.
Let us not forget that this game also had showcased a 'playable demo' at one point before everything was refactored to infinity
The video showed him iterating through turns and performing actions. If it was a scripted falsehood it was fairly convincing. It looked to me like an early prototype of the game prior to them trying to implement the stretch goals.Let us not forget that this game also had showcased a 'playable demo' at one point before everything was refactored to infinity
if you believe him. more likely it was just a lie.
The video showed him iterating through turns and performing actions. If it was a scripted falsehood it was fairly convincing. It looked to me like an early prototype of the game prior to them trying to implement the stretch goals.Let us not forget that this game also had showcased a 'playable demo' at one point before everything was refactored to infinity
if you believe him. more likely it was just a lie.
I know this is really dishonest, why don't people just list features they are already going to include in the games as stretch goals and release them in a fit of 'generosity' anyway? Sounds sodding obvious.The video showed him iterating through turns and performing actions. If it was a scripted falsehood it was fairly convincing. It looked to me like an early prototype of the game prior to them trying to implement the stretch goals.Let us not forget that this game also had showcased a 'playable demo' at one point before everything was refactored to infinity
if you believe him. more likely it was just a lie.
I really believe poor project management have been the most contributing factor leading to game's demise/hiatus.
I was hoping there had been some backer-only communications or something. Shame.Couldn't be sure, I didn't back it due to lack of moneys.
I just wanted to take a moment to thank Joe (AKA Fenicks) for all the hard work, energy, and most importantly financial support he put towards That Which Sleeps over the past 2 years.
Unfortunately we have very different ideas of how this project should be handled moving forward and I've decided to continue developing the project without him.
That is not dead which can eternal lie
QuoteThat is not dead which can eternal lie
Sounds to me that they had a beautiful thing going, but Kickstarter stretch goals destroyed it. When the pressures of the project became too much, maybe... the dev guy lost it. It is a huge shame. If they had just stuck to the original plan, maybe it had worked out okay. I hope other devs will look upon this and learn so they don't fall to the same trap.
To me there's a big gap between fraud and failure. I see the game as the latter, not the former.
I really don't buy it. Though since you have been the one always being a downer, skipping from one negative to the next. I am really not surprised.Nope. Cthulhu was a real believer from minute one. In fact, he used to defend the game until shortly ago. It's just that the way things have gone it's a bit too hard to swallow the story anymore. For the look of things, even former developers doubt it.
Frankly those who act like you shpuld be blamed for the guy's breakdown and the split; you shouldn't yell fire in a theater, yell 'sell!' on a stock trading floor and you shouldn't tell cynical gamers that an indie producer is a fraud before anything happens...which was done repeatedly, pretty much since the beginning.Ehh, no. This Josh guy is responsible for his own acts. Period. This was not sabotaged. This was bad planning and misleading advertising. At best, and being generous.
Cynicism is one thing, frankly the whole thing was sabotaged. :-\
No, it's a very small gap. Did you make material representations that backers relied on in backing the project? If no, then it's not fraud. If yes, then it's fraud.
QuoteNo, it's a very small gap. Did you make material representations that backers relied on in backing the project? If no, then it's not fraud. If yes, then it's fraud.
I didn't take the Kickstarter presentation as "the game". Why would I? There was little UI to speak of and the entire map got redone. The game vastly balooned due to stretch goals. IIRC, the infamous "basically done" line is the only one we have that everyone points to as a demonstration of fraud. I think the guy could be guilty of a lot of stuff (hubris, overestimating his own skills, piss poor community management) but fraud is not any of those things. Saying from the outset he intended to defraud backers is beyond the pale. Legitimately trying to make a game funded by Kickstarter and failing happens all the time.
My guess is the game managed to pass turns early on, before much of anything was hooked up. And as he started building systems it became totally unstable. I still don't consider that fraud.
By waiting until we have a fully functional and working game engine we feel like we successfully mitigated the most common risks that many games on Kickstarter face. We have a working game that we will complete and deliver in a timely fashion.
I.e. I invested since they already had a early build they showed off in the first videos and I wanted to play that. 3 years later, they now have LESS then that.
I took the videos released in....2015 was it? To be showing something. Are you saying that's also just cobble together footage done in illustrator?
I.e. I invested since they already had a early build they showed off in the first videos and I wanted to play that. 3 years later, they now have LESS then that.
This actually isn't surprising. It was, I'd assume, a partial engine missing key functionality that could do some stuff. If they refactored or substantially modified the system after that, the early game - which again, was presumably not a complete game - would not include any of the subsequent work. If they had poor version management - and I'm not exactly impressed with their software engineering/project management chops from what I've (peripherally) read - they may not even have the early version any more.
there are games about influence/manipulation with a "lesser" scope than TWS ? I find this topic intriguing :D
That's a bit more of a grander scope aint it being galaxywide. :P
Ladies and gentlemen, I present you the findings of my recent investigation of That Which Sleeps. Wall of text incoming.
First of all Id like to mention, that even though I never backed this game on Kickstarter, I had high hopes for it and I followed its development very closely. A few months ago I re-read this whole thread, watched all the official videos and all the screenshots and I wondered what went wrong? It seemed so polished and coherent, the gameplay was supposedly there there were reports of testers playing the game and doing wonderful things in it. Could it really have been a scam?
Unable to satisfy my curiosity with anything I cound find online, I decided to go deeper. I contacted a certain fellow (whose name I will not mention at the moment, in case he would rather remain anonymous), who helped me obtain the map editor that was only released to beta-tier backers. Since decompiling Unity scripts is just a matter of downloading some free software (like ILSpy or DotPeek), I wanted to dive into the editor code in hopes of finding some clues on the game itself.
Imagine my surprise when I opened the dll file and found all the game code inside. It turns out that the map editor was built in the same project as the game shown in early videos, so all the scripts got included in the build.
Heres what I found out:
1. Hundreds of third-party assets
Okay, maybe not hundreds, but there is a lot of third-party code in there mostly from the Asset Store. Some notable examples:
Gamelogic Grids
Cartoon FX Pack
ReadyMade FX
Particle Dynamic Magic
Most of these are particle effects packs.
2. There is no game logic
There are some game-specific classes (like Agent, POI [Point of Interest], Nation etc.), but theres barely any code that would handle actual game logic. Most of the code is related to GUI operations, like hiding and moving menus. AI scripts of any kind are nowhere to be found. The questions that show up during scenario selection phase are loaded from an xml file, but answering them does nothing those answers are not stored anywhere. Lastly, the code that handles POIs is not really universal it only has direct reference to an AventuraObject which was the only Point of Interest seen in one of the early videos. The data for that city is not loaded from external sources, but hardcoded into the script.
To its defence, there are some data structures and pieces of code that show some foresight, but still theres almost nothing happening under the hood.
3. The code quality is questionable
I dont claim to be some kind of code-guru, but I know bad code when I see it. Its poorly structured, theres a lot of unnecessary code repetition (eg. like 6 tooltip classes that differ very little from one another). Not to mention the faulty approach of creating GUI effects and transitions first without any underlying logic.
So, what are the conclusions? The most obvious one is that King Dinosaur Games most likely lied when they said that they had a working game during their Kickstarter campaign. Im pretty sure that at the moment of the map editors release the game (if you could even call it a game) was not in playable state. Im not sure it was a 100% scam though. The code Ive seen shows some signs of effort being put into it. If it was made for the sole purpose of misleading their customers, it couldve been done way easier. My hunch is that Josh simply overestimated his skills and couldnt handle the complexity of the project (and those stretch goals didnt help either).
Thats it for now folks. I did refrain from posting actual code here, but if you have access to the map editor youll be able to see it for yourself.
[DISCLAIMER] : this analysis was based on the code found within TWS Map Editor files. KDG could claim that this was just some trash code and they do have actual working code somewhere else.
Please stop. It's neither clever nor necessary.-snip-
Please stop. People keep posting in this thread, when the game is dead. If I don't remind them of that through fun use of.gifs, no one will.Please stop. It's neither clever nor necessary.-snip-
We're discussing a recently released statement about the game. Your gifs add nothing to the discussion. If you're not going to participate in the discussion and have no interest in the game, simply refrain from posting at all.Please stop. People keep posting in this thread, when the game is dead. If I don't remind them of that through fun use of.gifs, no one will.Please stop. It's neither clever nor necessary.-snip-
... seriously? after a guy actually dug into the code and proved that it was all smoke and mirrors?
I still believe the guy had every intention of making the game but got bogged down trying to make the expanded scope from the stretch goals happen.
I figure it'll be locked before too long.Which turned into "Oh fuck these stretch goals are harder than I originally thought" and the realization that he had no time management skills and a horde of toxic backers realizing he may have exaggerated his original product.
I also don't think it was a straight up scam, this would be a pretty stupid way to scam when he could've just taken the money and run. I think it was more "I'll fake some vids so I can get the money to make the game for real"
It's not the stretch goals. He didn't even have the base game. He was full of steaming piles.What are you responding to? Or are you just agreeing with us? I don't think anyone is contending that he started out with a base game at any point.
Ye, I don't feel the guy was trying to scam anyone, at least not at first. I feel he just bit way, WAY more than he could chew from the very start, and then instead of admitting to overestimating his own ability to deliver anything close to the initial project, retreated into silent shame and denial (with the monies, ofc).I can kind of agree with this. I don't think it was 100% a scam in the sense that they likely thought they could pull it off... but the campaign was run on false premises.
The super weird part is that they were 2 guys on the team. It's not unusual for designer/visionaries to have trouble telling the difference between their dreams and designs, and what has actually been accomplished. But in a perfect world such a personality is kept in check by a more down-to-earth, business-oriented, partner. On the surface, that seems exactly like the division of labor they had going on. But somewhere it must have gone wrong. With one of them posting screenshots of the other's Steam playtime history, I don't think the bad blood was faked, like some have suggested. It's pretty sad that not only was a lot of time, goodwill and money lost - a friendship was also lost. I don't think we'll ever get the full story. Perhaps Josh will emerge from seclusion in a couple of years with a finished game. Who knows.
You could just lock it if you really don't want the discussion to continue.I'mma delete this thread for your own sake. Peace or i'll pull the trigger.
Can't actually do that, shit. Any way to unfollow it?
Locking stuff/shouting 'end of discussion' to everything you dislike is either just being childish, or somehow claiming that your view matters more.
Locking stuff/shouting 'end of discussion' to everything you dislike is either just being childish, or somehow claiming that your view matters more.
I've definitely seen that. Heck one time the owner of a thread basically did "OK YOU ARE ALL WRONG!!! I AM RIGHT!!! Now you cannot discuss that particular thing anymore!" then when someone contradicted them by showing actual evidence rather then supposition, they went ballistic.
Lock a thread or end a discussion... Don't use it as final word.
If you do lock it, I have a final comment.
Though, needless to say, we haven't yet gotten what we were to receive,
But as it seems, the developer is still working on the project.
Maybe one day, a few years from now, we'll have something resembling what we were promised.
Maybe one day.
Before I dig into the details let me assure you that you will have your hands on That Which Sleeps in the next few months. Now that I've completely gutted the prior ambitious simulation we're left with a much more tried and true solution to robust AI needs - meaning that at worst case we're looking at the AI making some dumb decisions as opposed to the entire simulation collapsing. The silver lining is that in the time that has passed I've spent a lot of time refining some of the other components as well as continuing to cram the game full of content.
I do look forward to seeing the copious servings of humble pie that get dished out if this ever releases.
Now that I've completely gutted the prior ambitious simulation we're left with a much more tried and true solution to robust AI needs - meaning that at worst case we're looking at the AI making some dumb decisions as opposed to the entire simulation collapsing
I reckon it's less about "determination" and more about "general programming know-how"; his AI bug, for example, is a good example of bad programming practices. Recursive function calls in situations where existence of a stable solution is not guaranteed, and without any random component to smooth it out? It's one of those things that first-timer programmers tend to do, because it sure does "look beautiful" (I know because I remember doing something like that when I was new);Where is the "smug" emoji when you need one? :P
If he was more experienced and thus started to work from already existing architectures (of which there are many), which incidentally never use recursion, he at the very least would not have had that problem, which would've accelerated his game development by 1-2 weeks - and that's only on that one problem. He undoubtedly have had many more, of which he hasn't told us, and of them, there were probably many that could've been avoided, saving literally months of coding time.
Some of his negative language seems a bit unnecessary though. He says quests "got neutered", but the decision he made seems like a good one that makes the important quests more important and gameplay potentially less tedious. And some of the things cut there seem like things that could potentially be re-added in some form via DLC if the game actually does come out, does well, and he doesn't want to just wash his hands of the whole affair (which would be understandable).
I have a feeling a good bit of that language reflects his dismay at having to reduce the scope of his original design. Not that cutting/simplifying wasn't a good idea, of course, just that he's probably disappointed in how things went.
Practically the minute the dev's work was exposed to the outside world people quickly identified simple mistakes he's made, all of which could have been avoided if he wasn't so scared of looking stupid. Amazing.QuoteNow that I've completely gutted the prior ambitious simulation we're left with a much more tried and true solution to robust AI needs - meaning that at worst case we're looking at the AI making some dumb decisions as opposed to the entire simulation collapsingI reckon it's less about "determination" and more about "general programming know-how"; his AI bug, for example, is a good example of bad programming practices. Recursive function calls in situations where existence of a stable solution is not guaranteed, and without any random component to smooth it out? It's one of those things that first-timer programmers tend to do, because it sure does "look beautiful" (I know because I remember doing something like that when I was new);Where is the "smug" emoji when you need one? :P
If he was more experienced and thus started to work from already existing architectures (of which there are many), which incidentally never use recursion, he at the very least would not have had that problem, which would've accelerated his game development by 1-2 weeks - and that's only on that one problem. He undoubtedly have had many more, of which he hasn't told us, and of them, there were probably many that could've been avoided, saving literally months of coding time.
But yeah, good to see him making actual progress now.
Fairly sure that just posting a reaction image is firmly against Toad policy, Scoops.is that in the rules somewhere? All I remember is a ban on"image spam" which one image is not. Might want to spoiler it though
Fairly sure that just posting a reaction image is firmly against Toad policy, Scoops.is that in the rules somewhere? All I remember is a ban on"image spam" which one image is not. Might want to spoiler it though
So not actually against any rule
There is a rule regarding images in the forum guidelines, but there is some room for interpretation I guess.I'm not a lawyer, but that sounds a lot more like "don't be a tool" than "no reaction images ever".
"Do not disrupt a thread with spam, giant images or intentionally garbled language. Screenshots and so on that make sense in context are also allowed, but image spam is not allowed. Forum games may use giant images but only in the spirit of the game as defined by the OP."
Dude has a limited amount of time to deal with stuff. People mutually deciding to not act in dickholish ways is far better than acting however and then asking an outside entity to tell us if we're doing good or not.Sure, but now we're arguing interpretations of the rules because someone doesn't like something even though it's not actually against the rules. I'm not saying report everything, I'm saying report something if you think it IS against the rules. There is no need to threaten people or argue about how the rules might actually include something that they don't. Obviously we should not be dicks. I don't think posting a single reaction gif is being a dick. The argument against that single reaction gif has caused more disruption than the gif itself, and posting it is not against any rule I see. It's not excessively large, it's not been spammed. It was only 7kb, it's not like he posted a 3MB HD gif. So this argument is just about "I don't like when people do this so I will stretch the rules so it sounds like they're not allowed"
what if this is the game and we're all already playing it
what if this is the game and we're all already playing it
How do I win? Am I doing well?what if this is the game and we're all already playing it
That would explain a lot, wouldn't it.
what if this is the game and we're all already playing it
You can't seriously be taking it at face value.
I seriously, seriously hope no one is taking this at face value. As many posters have said - I'm not trusting anything until I have stone cold code in my hands.
I seriously, seriously hope no one is taking this at face value. As many posters have said - I'm not trusting anything until I have stone cold code in my hands.
I'm not getting hyped. But honestly watching you guys either doomsay or pat yourselves on the back for doomsaying or doubling down on your doomsaying is way, way more entertaining than the game can possibly be at this point.
Maybe we owe that guy that was calling BS on this game a year ago an apology.
Not to mention people called it dead WAY before (try 2 years ago)... so is this just low quality bait?
It's just a testament to how good of an idea this game was that people can't accept that regardless of what the Dev's progress/vision/intent was: it ded.
Sometimes I think the rush to label it dead is more for the individual's sake than an absolute reflection of reality.
Lots of games end up releasing after more than a year's delay. Few of them end up being very good, but you can hardly call a bad game "dead".
I'm not sure what that has to do with the point I just made.Lots of games end up releasing after more than a year's delay. Few of them end up being very good, but you can hardly call a bad game "dead".
Most games delayed that long, that don't end up being total suck fests, also don't turn over most of their team members and rewrite half the game though :P
To be honest, I've always had problems visualizing how this game is supposed to play, even in the pre-Kickstarter days. But I liked it enough I backed. So I've sort of been watching, disappointed surely but mostly bemused, because in the back of my head I've always wondered if it was going to be ever going to be playable or just an insane jumble of data and screens when it finally did release.
Regardless of what Sean said, the thing he did that got him into this mess, as described by Sean, is something they cover in comp sci 101.
Now that things have gone all weird, you could always tell us exactly what was going on.
Now that things have gone all weird, you could always tell us exactly what was going on.
No. No, I think not. The backers shot their messenger; they can wait in silence henceforth.
Bit self important?
Bit self important?
A bit bitter. You try going out of your way to keep communication going between an absent developer and increasingly angry (and in some cases, increasingly trollish) backers while getting repeatedly attacked for it, and you'd eventually say to hell with it all and to hell with them, too.
Bit self important?
A bit bitter. You try going out of your way to keep communication going between an absent developer and increasingly angry (and in some cases, increasingly trollish) backers while getting repeatedly attacked for it, and you'd eventually say to hell with it all and to hell with them, too.
Sorry you had a bad experience, but that wasn't us. It's certainly not our fault the KS backers were shitheels.Bit self important?
A bit bitter. You try going out of your way to keep communication going between an absent developer and increasingly angry (and in some cases, increasingly trollish) backers while getting repeatedly attacked for it, and you'd eventually say to hell with it all and to hell with them, too.
Erm, your last post before the one defending your simplification was in August last year - I'd hardly say that classifies as 'keeping communication going'.
I completely understand and agree with your reasons for simplifying things, but people are desperate to find out what happened and how much hope there really is left - so if you're genuine about wanting to keep communication going, then I'm sure everyone would be all ears to hear what's really happening behind the scenes.
So just popping by to be mysterious for a bit?
Bit self important?
A bit bitter. You try going out of your way to keep communication going between an absent developer and increasingly angry (and in some cases, increasingly trollish) backers while getting repeatedly attacked for it, and you'd eventually say to hell with it all and to hell with them, too.
...And morbid curiosity, so no pressure to answer. You've read the most recent update, I'd imagine. Do those sound like solutions to the problems, as you understood them?
...And morbid curiosity, so no pressure to answer. You've read the most recent update, I'd imagine. Do those sound like solutions to the problems, as you understood them?
It sounds like a solution to the problem, in the same sense that a problem with not being able to get a model airplane to fly can be solved by deciding you really wanted to build a model train instead.
It sounds like a solution to the problem, in the same sense that a problem with not being able to get a model airplane to fly can be solved by deciding you really wanted to build a model train instead.
Brutal...for a sim game that's a pretty damning take on things.
The part I left out before was the extreme difficulty of programmatically trying to figure out which few out of a thousand independent and somewhat nondeterministic AI entities are at risk of developing feedback and diverting them from that path without having negative effects on their "competence" or the game's overall stability. There are ways of dealing with such things - feedback issues arise all the time in certain areas of electrical engineering (an audio amplifier is an example of carefully-controlled positive feedback), for example - but I'm not sure that knowledge is widespread in the coding community
Hmm, disturbing.
Hmm, disturbing.
What irked me the most was the new partner "Paul" saying he had no connection to Joshua and then was given proof he suddenly pulled the whole "Oh that Joshua!".
Anyways, I'm contacted them for a full refund and reported them to the Trades Bureau.
This is enough now.
Hmm, disturbing.
What irked me the most was the new partner "Paul" saying he had no connection to Joshua and then was given proof he suddenly pulled the whole "Oh that Joshua!".
Anyways, I'm contacted them for a full refund and reported them to the Trades Bureau.
This is enough now.
Sorrrtaaaaa. I agree, it's shady as hell, but also I know a lot of people in indie industries end up getting intertwined pretty heavily even if the other isn't actively involved.
For instance, I had a friend register me a few domain names he got as a deal with his hosting package - he has had nothing to do with them at all but it made sense at the time. He was involved in completely different projects, but as we were both setting up websites in that area we decided it'd be easier.
I'd also can obviously understand why he wants to take a big step away from him, so I can understand him not wanting to share it widely.
Again, it's shady, but I'd hardly say it's a smoking gun for fraud.
Eh, I'm still in waiting mode. Either I'll get a working version of TWS in some capacity or another or I won't. *shrug*
Whilst it does seem a little dishonest from Paul, I think it's probably more that he just wants to distance himself from TWS. I can't imagine him stating Joshes minor involvement in any way that wouldn't lead people to believe that they're deeply involved so he probably thought he'd just say that he isn't involved.
It might be that they are involved, but it's equally likely that Josh just happened to help him out with a few bits back when TWS was slightly less of a travesty. Sure, he should ask for the domains to be handed over and whatever, but I can also imagine that trying to get that from Josh would be like getting blood out of a stone.
Whilst it does seem a little dishonest from Paul, I think it's probably more that he just wants to distance himself from TWS. I can't imagine him stating Joshes minor involvement in any way that wouldn't lead people to believe that they're deeply involved so he probably thought he'd just say that he isn't involved.
It might be that they are involved, but it's equally likely that Josh just happened to help him out with a few bits back when TWS was slightly less of a travesty. Sure, he should ask for the domains to be handed over and whatever, but I can also imagine that trying to get that from Josh would be like getting blood out of a stone.
Ok but Paul directly admitted that JOSHUA was INVOLVED in a kickstarter project they both ran together in February 2016.
The only in which he is saying that Joshua isn't involved in is the one for September 2016.
So no matter what, despite all those delays... Joshua was directly involved, connected and owner of a project for February 2016. Almost 2 years after he's still not delivered on That Which Sleeps.
If you gave me all that money I could make a game. It wouldn't have all the promised features (Or most, even) but it would be playable and maybe even fun.
He forgot am important point: Iterate. Make progress, don't bite off more then you can chew.
Had that guy just said that he knew josh and instantly explained the situation instead of pretending he didnt it would of been fine.
Had that guy just said that he knew josh and instantly explained the situation instead of pretending he didnt it would of been fine.
The breathless website that "broke" that "story" (linked somewhere upthread?) is so ridiculously slanted it's not even funny. They're taking what is said and not said, and doing far more eyebrow-waggling than their nefarious, sinister discovery merits. I don't have anything invested in this beyond casual interest as an on-again/off-again bystander, but that seems like a witchhunter's site, so to speak. I'd be strongly inclined to take everything it says (and does not say) with a pound of salt.
Had that guy just said that he knew josh and instantly explained the situation instead of pretending he didnt it would of been fine.
The breathless website that "broke" that "story" (linked somewhere upthread?) is so ridiculously slanted it's not even funny. They're taking what is said and not said, and doing far more eyebrow-waggling than their nefarious, sinister discovery merits. I don't have anything invested in this beyond casual interest as an on-again/off-again bystander, but that seems like a witchhunter's site, so to speak. I'd be strongly inclined to take everything it says (and does not say) with a pound of salt.
Well yeah, it's that one guy who was banned from the threat for having a hateboner for the guys IIRC. They failed to deliver on time or something so he decided to start a one-man crusade to bring them to justice or whatever.
Well yeah, it's that one guy who was banned from the threat for having a hateboner for the guys IIRC. They failed to deliver on time or something so he decided to start a one-man crusade to bring them to justice or whatever.
He was banned for attempting to extort KDG with the threat of negative publicity if the beta wasn't released before a deadline he arbitrarily set. Joe/Fenicks banned him in response, and, well, the guy did at least have the stones to follow through on his threat.
He may well be proven right in the end, but his behavior at the time clearly merited the ban.
'offended middle aged house wife' self importance
You know, I started wondering recently whether his last post was precisedly because he received a letter demanding proof or providing reimbursement, and that he doesn't actually have jackshit.
I don't buy the "stretch goal death" explanation because in that case there should be an original, unexpanded game. And everything suggests that there isn't. The original mates of the guy didn't actually see the game, and so,e guy in another forum picked up the "map editor" and found that it likely served as the basis for the screenshots (the guy who did this compared it to "a car chassis with no engine". This is significant because it diverts a lot from their original claim of everything working, just lacking art).
Then there's that thing that guy with the strange blog discovered, of them starting ANOTHER kickstarter afterwards (for a tabletop game) with a similar premise, and similar delays..
Dunno. The whole thing stinks to me
I don't buy the "stretch goal death" explanation because in that case there should be an original, unexpanded game. And everything suggests that there isn't. The original mates of the guy didn't actually see the game, and so,e guy in another forum picked up the "map editor" and found that it likely served as the basis for the screenshots (the guy who did this compared it to "a car chassis with no engine". This is significant because it diverts a lot from their original claim of everything working, just lacking art).
Then there's that thing that guy with the strange blog discovered, of them starting ANOTHER kickstarter afterwards (for a tabletop game) with a similar premise, and similar delays..
Dunno. The whole thing stinks to me
The most likely explanation was that there was a LOT less in the game than he was letting on... and that most of the screens and videos we saw was basically... Spore... Well the earliest spore video.
As in the game isn't actually made... So he cobbled together something to look like it was gameplay... and what there was could only generously be called concept art and concept videos.
Spore is kind of the most interesting case because some of the things in the demo were things that were discovered to be flat out impossible for the final game... So the degree of how much of that demo was kind of a fabrication was impressively immense.
...
We've mostly tried to keep it quiet up until now because we wanted a playable demo before we really got the word out - but since a few of the gaming sites picked us up we are making it a priority to be an active participant in some of the discussions happening in and around the creation of the game.
...
As for persistent world... that's a really "historical" question for us. We actually tried to make a strategy game based around a persistent world... almost ten years ago at this point. The pitfalls of the design were such that we ended up rejecting the game entirely after a lot of effort, so we've leaned more towards treating your repeated attempts at victory as "a repeating cycle". We DID plan on an Old One who does reuse a single corrupted hero from a prior game, but that Old One is not confirmed to be added and I'd say it's 50/50 if we end up using him.
What blows my mind is that despite all the bullshit he still falls behind on any "update".I think he must be waiting for everyone to give up hope again before posting another update. I'm not a backer, but just skimming this thread, it seems to be the reoccurring pattern: HOPE ... time passes... DISBELIEF ...time passes... ANGER ...time passes... RESIGNATION ... time passes... *NEW POST*
Once again theres been no word or information at all.
Hey Fewah, I made an account on here specifically to ask this question: Are you in the States? Because people on the forums questioned whether you were meaning the FTC since you referred to the government agency as the "Trades Bureau". Your date of 22 days at the time you wrote your post would mean this Friday if I'm right, but I'm not sure how much enforcement of refunds would actually happen if they aren't affiliated with the United States, especially on a broader level. Outside jurisdiction etc etc.
Edit: It's the 15th now, so the date has passed. Josh hasn't posted any update. You haven't responded to this comment yet, but if you could Fewah please do tell me if there's been any update on your part. If not, I'd ask that you try and make contact with the Bureau again, as I was hyped and am now very curious about what happened.
Thank you for the response! Again, I was very excited for the potential of some conclusion to this whole ordeal... Whether that be positive with Josh having something for us to screw around with (if not beta then I was hoping for some sort of scenario viewer, personally) or negative with Josh making an update about refunds.
I'm still excited, actually! I've been on this ride for... About two years, now that I think about it. Only backed in late 2015. The hindsight that I thought beta was coming out in just a few weeks for... Months on end, back then, combined with the fact that Shadows Behind the Throne (which I'd highly suggest everybody try out!) is becoming a thing... It really makes me realize that whether by scam or perfectionism or an inability to get it to work right to a playable degree... TWS probably isn't going to come out, at least not by Josh. If he does, great!
I don't have my hopes up anymore, though. So yes, thank you! I'm VERY curious to see what happens next week or in the weeks to come.
Edit: Same as before, any update/any chance you can try to get an update? Josh avoiding the government is quite the development, and I'm really curious if they've either A. Regained contact with him or B. What the plan is if he's still unresponsive. Since I can't imagine the Bureau would just sit around and wait for very long, but I have no idea if they have the resources to send an agent to his residence or the authority to have local police visit and forcibly regain contact.
There's a link to the kickstarter in the OP, but it's basically another update where he's done some stuff and apologizes again for how long this whole deal's taking. It does rather dispel the notion of it being an intentional scam, though I do doubt it'll be done anytime soon.
If its not a scam they could give me my money back : )Um, the only way you could possibly get your money back is if it is a scam.
And while it certainly looks complicated, I'd rather reserve judgment on opaque... At the very least, it's not looking any worse than Crusader Kings 2, and other games of its ilk. Not that that's a particularly high bar as far as "intuitive and clear UI" goes.What's on CK2's map? There's provinces, which are colored according to ownership - this much is intuitive to anyone who has seen a real map. There's shields that represent a province's owner, which is intuitive if you've seen a very specific type of old map, but if you haven't it'll still quickly make sense because shields are used all over the place, and you can click them to see what each specific one means. And the only other thing you've got is little soldiers walking about on the map, and arrows to show where they're going; that much is totally intuitive. You've got city sprawl which is purely aesthetic and little details like harbor models and a crown for the capital that are handy if you know them but aren't super important otherwise. And then there's your personal council, who stand on the map where you put them, making them entirely obvious.
And while it certainly looks complicated, I'd rather reserve judgment on opaque... At the very least, it's not looking any worse than Crusader Kings 2, and other games of its ilk. Not that that's a particularly high bar as far as "intuitive and clear UI" goes.What's on CK2's map?
Intuitive literally means "easy to intuit" and "intuit" means to discern something automatically. If you have to beat the learning curve, it's definitionally not intuitive. And you don't need alternate map modes to play CK2, they're just an added tool. But they too are pretty easy since you mousover the button for them and it tells you what they do. It might be that the information presented in these screenshots is similarly non-essential (we won't know until/unless we play it someday) but the fact that it's being put front and center like this makes it seems as though at the very least the developer thinks it should matter.And while it certainly looks complicated, I'd rather reserve judgment on opaque... At the very least, it's not looking any worse than Crusader Kings 2, and other games of its ilk. Not that that's a particularly high bar as far as "intuitive and clear UI" goes.What's on CK2's map?
(Sidenote: "Intuitive" in the context I'm using it is roughly "intuitive how to read and use the map in the course of gameplay" and not "it's clear what the map means".)
That's about half my point. CK2 does "clear" very well. You look at it, and you almost immediately know what you're looking at. Unfortunately, until you figure out how to dive through map modes and alternate screens, that doesn't do you any good at actually playing the game, so I wouldn't exactly give it "intuitive". That Which Sleeps seems to scratch out "clear" in favor of presenting all the information up-front (apparently spread across multiple zoom levels). The potential is there for everything to be front-and-center and intuitive... once you've beaten the learning curve and know what you're looking at.
Intuitive literally means "easy to intuit" and "intuit" means to discern something automatically.I thought the Intuit were the native tribes of the Artic Circle...
Intuitive literally means "easy to intuit" and "intuit" means to discern something automatically.I thought the Intuit were the native tribes of the Artic Circle...
Haha, I can't help but hope he is just trolling to incite the original dude to actually finish the project.
Haha, I can't help but hope he is just trolling to incite the original dude to actually finish the project.
Why? It's a good game and it exists and you can play it. Fuck Josh's game.
Hastur vs Cthulu. Fight fight fight!
Hastur vs Cthulu. Fight fight fight!I found the King in Yellow to be a more enjoyable book and Chambers to be a better author in general.
This is the worst kind of thing you can do to this stuff. Which is stronger, who beats what, it's dumb, come on.The original sources are ambiguous and contradictory, but it was a being in the very first naming and could have been one in Chambers' stories, though his usage is monumentally varied. Lovecraft and Derleth both held it to be one. Common usage seems to consider Hastur to be the same - or if different, then not in any defined way - as the King in Yellow.
Besides, Hastur isn't a being
Hastur vs Cthulu. Fight fight fight!I found the King in Yellow to be a more enjoyable book and Chambers to be a better author in general.
Somehow William Hope Hodgson is also a better author who wrote earlier. Somehow he always gets left out of the discussions.
The original sources are ambiguous and contradictory
even if he isn't a great writer in the classical sense
In the case of the various stories within The King in Yellow, it is almost certainly designed to work as it does. I think that it's generally safe to assume that such things are intentional when they're published as a set.The original sources are ambiguous and contradictory
Honestly sometimes I wish this was a LOT more intentional then it often ends up being.
You state well the crux of the matter. Lovecraft was not, alas, a very good writer. His ideas were interesting, but contradictory and included some painfully lazy tropes. A major reason they work and resonate despite this is their vagueness, and tellingly, the more precise they get the more they look like cheesy cardboard cutouts. Derleth, ofc, took failing-through-precision to another level, as do most latter-day homages.Hastur isn't Lovecraft's. The form in which he is most often recognized, if we ignore Derleth's work, is that defined by Chambers. Prior to whom he was a non-specific object of worship for a shepherd that knew next to nothing of society, and in Lovecraft's work, he is referred to only as a name among others.
his adeptness at pacing was unquestionable
Way too many of his works have a clearly-telegraphed "shocking reveal" at the end
his adeptness at pacing was unquestionable
Enh. Way too many of his works have a clearly-telegraphed "shocking reveal" at the end - often as their last sentence - for this to ring true. He was a journeyman writer, not a master. His work is certainly readable, but it's clunky and stilted. We're well into subjective YMMV territory at this point, though.
Hidden Writing can be described as utilizing every plot hole, all problematics, every suspicious obscurity or repulsive wrongness as a new plot with a tentacled and autonomous mobility. / / The central or main plot is reinvented solely in order that it may stealthily host, transport and nurture other plots. / / Every hole is a footprint left by at least one more plot prowling underneath.
If memory holes cause such accessibility problems for the subject, it is because they have been specifically designed for being accessed from the other side.
The light held off the darkness, murdered down to the last five or so thousand humans, half of them slaves to a crippled god, with the one last sanctuary of humanity surrounded by literal miles of shoggoth that were apparently too lazy to actually go inside and eat the entirely undefended encampment. I can only assume the constant rebellions popping up to be immediately eaten by the shoggoths were some kind of sacrifice scheme the gibbering remains of mankind enacted to pacify the beasts, and the bright future is an eternity of tossing one out of every ten or so people into the world beasts that have became their new existence.This seems like an amazing setting for a graphic novel.
Interesting fact!
The modern definition of Eldritch was created by Lovecraft.
The original source of the word kind of means "related to elves" or something along those lines.
So, Shadows Behind the Throne released on Kickstarter.Sir are you familiar with dwarf fortress?
https://www.kickstarter.com/projects/1677505065/shadows-behind-the-throne
...My only real thought is that, as much as we might gripe about seeing the map and UI only, those are very real, very important things. As evidenced by Shadows Behind the Throne, where the map is crowded and unwieldy, and the UI is so bad I don't want to touch it with a 10ft pole.
To say "it works in Dwarf Fortress so it'll work elsewhere" isn't really a valid statement. DF is exceptional in a lot of ways. And DF's UI isn't even that bad. It's densely packed, true, but the core elements all are arranged in a straightforward and broadly homogeneous way.So, Shadows Behind the Throne released on Kickstarter.Sir are you familiar with dwarf fortress?
https://www.kickstarter.com/projects/1677505065/shadows-behind-the-throne
...My only real thought is that, as much as we might gripe about seeing the map and UI only, those are very real, very important things. As evidenced by Shadows Behind the Throne, where the map is crowded and unwieldy, and the UI is so bad I don't want to touch it with a 10ft pole.
I still cant believe that after 3 years we have no gameplay video, or multi turn gameplay video.
To say "it works in Dwarf Fortress so it'll work elsewhere" isn't really a valid statement. DF is exceptional in a lot of ways. And DF's UI isn't even that bad. It's densely packed, true, but the core elements all are arranged in a straightforward and broadly homogeneous way.So, Shadows Behind the Throne released on Kickstarter.Sir are you familiar with dwarf fortress?
https://www.kickstarter.com/projects/1677505065/shadows-behind-the-throne
...My only real thought is that, as much as we might gripe about seeing the map and UI only, those are very real, very important things. As evidenced by Shadows Behind the Throne, where the map is crowded and unwieldy, and the UI is so bad I don't want to touch it with a 10ft pole.
Good to see he hasn't given up. It always did smell more to me like someone got in over his head rather than some kind of really poorly executed scam.Something along those lines, yeah. Those dang stretch goals are what did it, I reckon. But dead horses etc.
Oh god no.
After seeing this, I can never unsee it, and so I'm going to make this dramatic post about it because I don't think anyone else has mentioned it (if anyone has, I just don't remember and will feel like a massive dork for blowing this already-known information out of proportion). Get ready fellas:
The Scenario Selection video was faked.
Big shock, I know, most of us have already assumed as much. Fenicks said the videos were probably made with scripts, yeah? But for me at least, I still had a sliver of faith that Josh had a working-ish beta two years ago that has just been mired in too many A.I problems to be very playable. So maybe a few others here still hold that faith, who knows, could just be me being gullible. So what changed me just now into writing for a couple minutes?
If you wanna figure it out yourself, watch the Scenario Selection video and make sure you're looking at the whole screen while Josh selects his choices. If you just want me to get to my point:
At the left of the screen is a log of sorts that shows what choices you made.
Problem is, they're not the same choices Josh made. Only the first one about the elves coincides, otherwise the rest are different. They don't even seem to follow a pattern. I know we've had our Danel/Dunel controversy in the past, but this seems like a whole different level of inconsistency than can be explained away with just being a typo, right?
Well, I'm not going to rehash whether or not this is still a scam
also, josh is apparently in antifa. (ok not really, but it's too long and not worth explaining.)Not saying that it is or it isn't a scam, but how is this relevant about any of this.
...particularly when you bring it up, but then immediately say it's both not accurate but too complex to actually explain.
If it's not worth explaining, it's not worth mentioning. And that's even before you factor in the "not really" bit.
Quote from: toonguy40Now, from this alone one could argue Josh is just a supporter of the Green Party, despite the fact he's pointing directly at what I believe is a variation of the Soviet flag. That is, of course, until you see that the only groups he's a member of (or at least show he's a member of) are the Boston Industrial Workers of the World and the Boston Radicals, the latter of which has the following for their group description:
"A group that will be a place for all of the various communist, anarchist, and socialist groups in Boston to read and post events going on in the anti-capitalist communities of the Boston area."
Well, sounds like fucking Antifa then, which would have been a huge warning for me a few years back when I backed this. Because they are basically all the same:
Think they can save the world, make grand plans, but have no realistic plan at all. Then they fabricate things and images that fit their worldview and do anything to stay under the radar as soon as they have to take responsibility for what they did. Honestly, imagining Josh as a typical member of the Antifa makes too much sense.
Though there arenīt enough masked teens with flares in their hands for that to be a picture of someone supporting Antifa. (Of course I know that the Antifa is called different in Boston, but the describtion they gave themself makes me believe they are basically the same, if you add "anti-right wing", which is probably jsut expected at that point and didnīt need to be said.)
Ok, so how about we divert this into a conversation about the video itself.
It looks pretty well polished to me. Nice art assets, various views of the map.
Also complex...lots and lots of numbers everywhere. Which I'm not opposed to in this sort of game, mind you, though it did make it a bit hard to follow along with what he was talking about sometimes.
I do like the mechanics that he showed off, though. The various agents and the actions they can do looked interesting and very much in line with the sort of thing that we'd been promised way back when.
...so it definitely wasn't worth mentioning.
Thisthreadgame keeps on giving.
It has many of the same curious elements, like turns that process instantly. Like at 4:00 where he clicks forward two turns with two clicks and seemingly 0 processing time.
Just a month after mating, a female octopus can lay as many as 100,000 eggs.
Really this video just has soooo many moments of numbers adjusting, mouse touching a pop-up for 0.2 sec and there being something.
Going forward I will be posting a video every week until release, please keep your eyes on the YouTube channel for updates as I move forward. I understand the healthy skepticism you may feel towards that statement and respect it.
I apologize for the silence - I haven't dealt with the defects both in development and in design in a respectful or professional manner. I've essentially put four years of my life into this game and the setbacks that recur have felt crippling at times and I turn inward as a coping method.
The game is in a good state - it's complex, polished, and rich with content. I'll be working hard to get it out to you as soon as possible.
Design wise obviously a lot of things have changed. The major changes have been gating challenges behind Local Assets and with Profile being fluid. I'll write up a full description of the mechanics and the implications they create/solve in the next update.
I mean if that is the standart you can close all threads for all early access games "Can't download anything, lets not talk about it".
Plenty of material in the video...
Considering nothing really happens in a single turn, and that optimization is the sort of thing you can throw yourself into if you're in denial about not having a proper plan, and that he's probably showing it on a pretty nice computer, if the turns didn't process very quickly that would be easy more of a red flag than that they do.Ok, so how about we divert this into a conversation about the video itself.
It looks pretty well polished to me. Nice art assets, various views of the map.
Also complex...lots and lots of numbers everywhere. Which I'm not opposed to in this sort of game, mind you, though it did make it a bit hard to follow along with what he was talking about sometimes.
I do like the mechanics that he showed off, though. The various agents and the actions they can do looked interesting and very much in line with the sort of thing that we'd been promised way back when.
It has many of the same curious elements, like turns that process instantly. Like at 4:00 where he clicks forward two turns with two clicks and seemingly 0 processing time.
I thought the video showed great promise - it looks like exactly the kind of thing that I would love to play.This is my perspective as well.
As a bonus, the graphics/art assets look really polished.
Now, that said - I'm glad I'm not a backer, because this game has been a total shitshow for - what is it? Years now?
However, when/if it ever emerges onto Steam, I will be purchasing it.
I dunno, it's still firmly within in the timeline of most Kickstarter games. Shit, I backed Rogue-U a couple years before this and it still ain't out yet either.The articles of concern are less to do with the time scale by itself and more to do with communication issues. Saying there will be a demo or a video at a certain time and then failing to deliver are way more damaging than saying nothing.
Decidedly fewer people shouting FRAUD at that game though.
The game definitely needs a tutorial built in that explains the mechanics better than he does. He mentioned something about gating mechanics, but I think so far he's using that too conservatively, and perhaps picking the wrong mechanics to gate. Hell, there's entire UI elements that ought to be gated.Really this video just has soooo many moments of numbers adjusting, mouse touching a pop-up for 0.2 sec and there being something.
This is my problem too. It looks like this is the sixth video in a series, after going though expanding all the mechanics he's ready to actually show some gameplay. But it's not, it's the first one. Like putting aside if this is fraud or not, the video seems kinda crap because it's just throwing a bunch of contextless gibberish out. Too fast, too lacking in explanations of what mechanics do. Maybe there's background context somewhere, but I wasn't really able to find it for most of this video. Like he mentions a lot about how he wants madness and how of course madness is good but never describes wtf madness is?
I guess it'd be somewhat understandable if this was actually a real working game, he'd want to show as much of it as possible as fast as possible to get people to stop thinking he's a fraud. But yeah, for now, I'm going to have to hold any judgement about the game because I still have no idea how it works (other then vaguely sending agents to do "things" at "places")
Something to play > Ease of playDepends on your life. I'm in the stage where convenience matters a lot as there's only so much time available. Although even among teenagers, retired folks, and similarly idle people, I think it's a pretty substantial majority that would like more guidance than the video showed. The "video every week until release" line implies that release is supposed to be soon, but I don't really think the game is close to ready yet. It's ready for a demo or early access, sure, but for full release good core gameplay isn't often as impactful as good presentation. Though I'm not saying we've seen enough to be sure of good core gameplay yet, what we've seen so far does at least imply a fun sandbox, and I'd like to see it reach its potential and be fun.
Yeah, I'm very curious to see what he comes up with for the next video.Honestly, I think that flaw in the video stems from a flaw in the individual. He doesn't seem super well suited to explaining in general.
And, in fact, I think I'll post on the kickstarter about some suggestions for what he does next. Maybe a nice basic overview video? This last one showing gameplay was good from a 'Look! I am making a game! See!' perspective, but terrible at actually giving us information about what we were seeing.
3. Birds. Yes, birds. It's a completely unnecessary graphical feature that nobody would have noted the absence of. A total waste of time for a scammer, but something a stressed out coder might well spend an hour or two working on to unwind.
Regardless of when it comes out, Im content in the knowledge that its still being worked on. Even if it ends up taking another 5 years or something, itll still be a game I can buy, and thats enough for me.
A company is nothing without a product anyway.Regardless of when it comes out, Im content in the knowledge that its still being worked on. Even if it ends up taking another 5 years or something, itll still be a game I can buy, and thats enough for me.
i sure hope so. after all, a company is at steak!!
Looking at the Video, jesus fucking christ that looks like bloody feature creep caused the death (almost death?) of this game.
I mean there is so much random extra stuff in there...extra diplomacy with ancients, those random wilderness creatures (vormurri and the other ones which are shown briefly) and i think he vastly expanded the list of agents too.
Ah. I get it. We just need to sacrifice enough folks to Josh then. It's the only way that he'll get the critical mass of brains necessary to get the job done!https://www.youtube.com/watch?v=yui4zkZQwCA
I'm going for the big balls play. The next video will come out before December 2.
I'm gonna go a different route and say the thread will get locked again before the next video comes out :V
I mean, he's got to drop a video tomorrow to be on schedule and if that doesn't happen, locking (maybe with a day or two margin for error) would be the reasonable thing to do. I might bet against it but I'd need some very favorable odds.I'm gonna go a different route and say the thread will get locked again before the next video comes out :V
I feel like this is the smart money.
I mean, he's got to drop a video tomorrow to be on schedule and if that doesn't happen, locking (maybe with a day or two margin for error) would be the reasonable thing to do. I might bet against it but I'd need some very favorable odds.I'm gonna go a different route and say the thread will get locked again before the next video comes out :V
I feel like this is the smart money.
Yeah but if he's late he's not on schedule. That's not a contestable point, that's a definitional component of "on schedule".I mean, he's got to drop a video tomorrow to be on schedule and if that doesn't happen, locking (maybe with a day or two margin for error) would be the reasonable thing to do. I might bet against it but I'd need some very favorable odds.I'm gonna go a different route and say the thread will get locked again before the next video comes out :V
I feel like this is the smart money.
Why within a day or two? He was regularly weeks late with his old videos.
Remember, we've been down this exact road, folks.
Stating that if someone doesn't meet their self set schedule then they aren't on schedule is setting a harsh standard now? ::)
I'll be as harsh as I fucking want, he still owes me a game.
I'll be as harsh as I fucking want, he still owes me a game.That's not really how kickstarter works.
It's not really healthy to treat a kickstarter as a preorder. The whole idea behind it is that you're taking on the role of a publisher, which can be a risky position.Uh-oh, we're back in "argue over the legal and moral obligations of KS, and the resulting reasonableness of backers" land? I suppose it was only a matter of time.
Kickstarter is schrodinger's preorder. The definition changes as soon as you look at it. Kickstarter is very careful to never refer to it as anything that would imply a definition.
Regardless of what a kickstarter is, I backed it based on what Josh described as the state of the game. It's now clear that he lied. If he had told the truth about the game's state I wouldn't have given him any money.
Ironically, the game might've been out by now if the kickstarter had failed. Unless everyuthing he's told us up until now has been a lie (not completely unrealistic) the most crippling damage was all done in the name of stretch goals.
It seems like he's learned his lessons though. The vast reams of numbers and stats leads me to believe he's going for a more systems-based than agent-based AI, if that makes sense. Rather than AI having choices and making predictions, it just runs the numbers and comes up with a scripted reaction (e.g. orc threat is 50, cylaria is 75, but aventura hates orcs so multiply orc threat by 2, = fight orcs, buy time on cylaria)
Which ironically is probably more predictable and "deterministic" than the AI route.
So what do I win if my bet turns out to be on the money?(as it's looking increasingly likely) Copy of the game?
Notably: The partner bailed because Josh refused to communicate with anyone. While bailing, he admitted that he'd never seen a working game - not that it never existed. There is a difference in the implications, even if for us it means the same thing.
Also, are there any info on Josh? There are absolutely nothing on him, no Linkedin, no old twitter account, no FB.
Why set these harsh standards when the ball's already been dropped? What is it about this game that brings out incredible pettiness??? Just let it die. If something does come out, great, but it has literally been yanking people's chains for nearly four years now. "Shadows Behind The Throne" exists as an alternative even.I forgot this existed since I last played, looks like it is still being updated.
I think it's fair to say, based on timeline, that his poor social media presence predated the pitchforks, but I haven't done a rigorous analysis. (I bet that one tinfoil-hat-wearing guy has, though.)Also, are there any info on Josh? There are absolutely nothing on him, no Linkedin, no old twitter account, no FB.
Given the pitchfork-wielding mobs running around seeking his blood, I find the distinct lack of personal social media presence to be 100% unsurprising.
also: person that said the thread would be locked won? though it is unlocked now.
Always bet on the Toad.I always bet on someone in a group taking shit too far. So far I've generally won that bet. I wonder if there is a term for the phenomenon.
also: person that said the thread would be locked won? though it is unlocked now.
It was locked, but when something relevant came up later, it was unlocked.
Notably: The partner bailed because Josh refused to communicate with anyone. While bailing, he admitted that he'd never seen a working game - not that it never existed. There is a difference in the implications, even if for us it means the same thing.
one thing i always found curious about this particular aspect
why does anyone trust anything said by Joseph Vivolo? (Fenix or whatever his name was) He wasn't just "the partner" - he was the one who set up the company. He had equal control over all of the assets and money. There were supposedly operating out of the same city.
Of course when he bailed he'd say it was all Josh's fault and that he was just as misled as the rest of us. But why would you believe that?
What, do you think paying money to someone in exchange for the promise of a product entitles you to that product?
You damn entitled gamer!
I'm being sarcastic... but this statement isn't as far off from what some industry people are saying...
If I were him, I would attempt to move heaven and earth to get a video out on time - even if most of that video is him cursing as the game repeatedly crashes or something - just to show that he's really working on it.
Edit: And that he's taking his promises to his community seriously.
It really depends how you view Kickstarter. If it's an "advance pre-order", then yes. If you view it as putting money for something you want to happen but doesn't have good odds of happening without that money so that it has better odds of being completed, then yeah you do accept that the money may be lost. Same rule as with a Casino, don't bet money you can't afford to lose.A complicating factor in this is that individual projects are almost always going to insist they're basically done and a sure thing and the devs know exactly what they're doing and so on. This doesn't leave a great deal of room to then turn around and say "Oops, your risky investment didn't pay off, good thing we're adults about this."
Now, which one Kickstarter is intended to be, well...that's a debate for the ages :) Personally I've always seen it as the latter, though I do think if a project like a game has to end before completion, then it'd be right to put out the assets and code for free so the community that still wants it can carry it on. But licenses and contracts have to be have that baked into them, not all artists/developers are comfortable with that idea...
I understand the impulse to not do them though.For standard development, yes. For his current situation and pledge to absolutely do a weekly video to absolutely prove he's not in Mexico with everyone's money, I would think he'd just bite the bullet and put up literally anything.
It really depends how you view Kickstarter. If it's an "advance pre-order", then yes. If you view it as putting money for something you want to happen but doesn't have good odds of happening without that money so that it has better odds of being completed, then yeah you do accept that the money may be lost. Same rule as with a Casino, don't bet money you can't afford to lose.
Now, which one Kickstarter is intended to be, well...that's a debate for the ages :) Personally I've always seen it as the latter, though I do think if a project like a game has to end before completion, then it'd be right to put out the assets and code for free so the community that still wants it can carry it on. But licenses and contracts have to be have that baked into them, not all artists/developers are comfortable with that idea...
Given that, it can probably be inferred that despite your proximity in the conversation, he's not actually talking about you.
It really depends how you view Kickstarter. If it's an "advance pre-order", then yes. If you view it as putting money for something you want to happen but doesn't have good odds of happening without that money so that it has better odds of being completed, then yeah you do accept that the money may be lost. Same rule as with a Casino, don't bet money you can't afford to lose.
Now, which one Kickstarter is intended to be, well...that's a debate for the ages :) Personally I've always seen it as the latter, though I do think if a project like a game has to end before completion, then it'd be right to put out the assets and code for free so the community that still wants it can carry it on. But licenses and contracts have to be have that baked into them, not all artists/developers are comfortable with that idea...
Repeating my previous statement, because reading is hard:
Some of us did not pledge on kickstarter, but actually BOUGHT the preorder option (from a button labeled PRORDER) from the TWS homepage. You can still see the button there, but it had been locked about 2 years ago because they were ready to get the game "close to release".
So I repeat:
I did not kickstart, I did preorder.
Given that, it can probably be inferred that despite your proximity in the conversation, he's not actually talking about you.
a button labeled PRORDER
Sorry, I was mostly replying to the "which is what some people in the industry are saying". I've seen plenty of arguments that Kickstarter doesn't entitle you to the product, not many that preorders don't entitle you to at least a refund.
Unless the preorder is explicitly marked as a "sponsor development to get the game", which does have an implicit (though really should be explicit) "if development fails you don't get he game" so does put it in the same kind of camp as Kickstarter.
I think in the UK at least you're legally entitled to cancel and get back your money, but not sure about the USA since that doesn't have as strong consumer protections.
According to Sean, one of the forum mods who is still in contact with Fenicks (aka, the former half of KDG), Josh had a death in the family. This might be true, or it might be more bullshit. Who knows?Honestly, if he had his shit together, it shouldn't matter. The videos should already be made and queued up several weeks in advance.
The thing that I just can't understand is how he managed to mess this up. The only reason that he's late is because he's the one who gave us a timeline.
He could've said that he'd be putting out a video every month. Hell, he could've just put this one out and not said anything at all about future videos.
Given the first video, I also don't understand why he didn't have (at least) several videos worth of content, just playing the game that he was currently running.
I've never thought the game to be a scam, just a perfect storm of stress, pressure, mental anguish and death-by-poor-management combined with Kickstarter feature bloat.
I've never thought the game to be a scam, just a perfect storm of stress, pressure, mental anguish and death-by-poor-management combined with Kickstarter feature bloat.This.
The thing that I just can't understand is how he managed to mess this up. The only reason that he's late is because he's the one who gave us a timeline.
He could've said that he'd be putting out a video every month. Hell, he could've just put this one out and not said anything at all about future videos.
Given the first video, I also don't understand why he didn't have (at least) several videos worth of content, just playing the game that he was currently running.
I almost think a good strategy is to just let everyone think the project is dead, and only pop back into existence a couple months before you can release the thing.
That is not dead which can eternal lie.I almost think a good strategy is to just let everyone think the project is dead, and only pop back into existence a couple months before you can release the thing.
And if nothing else get massive internet props for the play on the title.
Well I guess the weekly videos arent happening
Lock
LockLock
LOCK
LOCK
Just for the record, after a 5 minutes long session of online stalking with Google I was able to find some information that makes it more likely that there was a death in Josh's family. Certain close relatives in his family had been having some unknown health issues in the past. Might also explain some of the delays. :-\
In any case, I think Josh will come back in a few weeks (or months) and post either a delirious update claiming that the game is about to be published in a week, or give us more of the old self-loathing tirades how he is sorry.
Yet, against all the odds, I would wager that the game is ready before summer 2018.
The only content in this thread worthy of a lock is certain people repeatedly calling for a lock in obnoxious large red letters remenecint of the worst excesses of the magma of old.What about the people complaining about the people calling for a lock?
The only content in this thread worthy of a lock is certain people repeatedly calling for a lock in obnoxious large red letters remenecint of the worst excesses of the magma of old.What about the people complaining about the people calling for a lock?
Jesus, just stop posting unless you have news. With this game, "no news" isn't fucking news, nor is "we're angry that you're not as angry as we are."
Just found it today: https://emprom.itch.io/elder-chaos what do you think guys? Seems promising in some wayIt's getting panned in the steam reviews though.
This is way more intriguing to me than it should be. What the heck's going on behind the scenes here?Probably got some more FTC complaints.
Huh, on skimming through he doesn't even really mention the delay between video releases at all.Time dilation, I guess. Maybe it actually has been a week on his side.
...
This is way more intriguing to me than it should be. What the heck's going on behind the scenes here?
Kind of skipping around the videos, but he's just talking over a UI. Still no actual sign that a game exists.The sentiment is overly pessimistic, but I wonder. The videos are very top-level design stuff without a lot of details, this thing affects that thing without giving actual ratios, average values, relation to gameplay, etc etc, and explaining each concept as it became relevant in a playthrough would have been a better way to do it besides. A lot of it also seems overly complex, so it's easier to believe he put it down on paper than wrote it in code, tested it a bunch, and nodded in satisfaction.This is way more intriguing to me than it should be. What the heck's going on behind the scenes here?Probably got some more FTC complaints.
If he doesn't get an actual playthrough out soon, I think my vote's going for another mockup of the design decisions his game will totally use at some point in the future.
Refraining from giving a timeline is probably for the best, given how the last one worked out.Quote from: IronyOwl link=topic=141997.msg7707943#msg7707943If he doesn't get an actual playthrough out soon, I think my vote's going for another mockup of the design decisions his game will totally use at some point in the future.
Well, we will see in his next video 3 months later if he releases more gameplay footage or not. My concern is that he didn't even give a time line for the next video, nor a kickstarter update.
he should really refrain from posting anything
The thing that struck me while watching the videos is how complete the game looks - there doesn't appear to be any dummy text for anything. Every resource, character, option... everything has its full flavor text.
Few things of note. There seem to be 24 turns to a year, so 100 turns is "just" about 4 years. Which doesn't strike me as unreasonable for some of the challenges with that time. It also makes sense from a game play perspective. It means small things of importance could be happening on each individual turn, punctuated with large discoveries or shifts spread much farther out. It's the type of game play you'd want a game like this to have.
Maybe there's something I missed, but - for instance - when he was quickly scrolling over the seals for his god, those all had full stats and text, all the trade goods his mouse happened to hit also had a description and effects, as did the upgrades in both the civics tab and the underworld tab.The thing that struck me while watching the videos is how complete the game looks - there doesn't appear to be any dummy text for anything. Every resource, character, option... everything has its full flavor text.
oh, there's more dummy text than you think
The TIGSource thread is probably what you're thinking of. (https://forums.tigsource.com/index.php?topic=41735.0)Wow, that's a lot of detail and a lot of flavor text. No wonder people were a bizarre mix of hopeful, enraged, and incredulous when it all vanished somehow.
... I realize you're caricaturizing That Which Sleeps, so this is kinda moot, but you're overdoing it a bit.
The claim hadn't really been that the game was 100% complete. It was that a stable demo for playtesting existed (and even that got walked back when the Kickstarter went live). The actual Kickstarter just says they have a "stable working game engine".
The dev was in this thread before and during the kickstarter, and talked a lot about the game and what he was doing. If this is a scam, it's one where somebody did a whole lot of work keeping their story straight for the privilege of making a little money and then having to put out new fake updates with a lot of effort behind them, every few months, forever.
With the rise in crowdfunding, I think we need another word. Something like scam, but one that didn't start as one? Maybe where even the scammer is scamming himself? Because I think that's what happened here, and with a lot of other crowdfunded efforts.
The inventor (whether it be a game, product, whatever) has this idea and maybe some proof of concept(at least, what he thinks is a proof of concept). He is pretty sure there's something to this, so decides to go out and get some funding.
He pitches it, of course hyping as much as possible, because you are trying to draw people in. He believes this can be done, so he's not scamming anyone.
It catches interest, and people start asking questions. Can I do this in the game? What about that? And the dev, still wanting to draw people in, starts to have a reason to be a bit... overly optimistic. While he wasn't planning to do that stuff, it's probably not too hard, and it does sound cool. So he says "Yeah, that'll be in it", or makes stretch goals, whatever. Still not a scam, but it's started to get away from the guy.
Down the line, the initial idea doesn't seem to be working, but he's still sure he can turn it around. At the same time, he has to appear to be making progress, and keep people interested, and donating. He's working long hours, getting burned out, but keeps a positive demeanor, and tries to make the updates sound as good as possible. Not lying, but not telling everything. Not a scam, but starting to lose honesty.
Further in time, while the core game loop doesn't quite work, the graphics look nice, he's got all his text in place (He has to keep posting pretty pictures and updates after all to keep the people interested). Maybe he works the screenshots a bit to make it look like the gameplay exists. He's not working crazy overtime anymore, the burnout is getting worse, and he's distracting himself from the real problem by working on other, easier (and more fun) stuff. That generates more pretty pictures to show prospective funders, so he keeps going. At this point, he's deluded and has begun to scam himself.
Then the cycle continues. Dev is getting more and more frustrated, as are backers. Telling little white lies to get the pressure off starts getting tempting. Maybe he's not sure he can do this anymore, but he's already spent the money! This is where it swings over to full scam, because while the dev never intended to make a scam, he's now collecting money for something he doesn't know if he can do. Meanwhile his backers have probably split into factions, and there are always defenders. Now his defenders are repeating not entirely true things the dev said, or are just making stuff up themselves, and he isn't going to go and correct them. The dev doesn't need to lie, he just lets the defenders come in and defend him with whatever version of facts they believe. Meanwhile money is still coming in.
This is what I think happens with a lot of crowdfunding "scams". It doesn't look like a scam because it wasn't intended to be one, it just ended up that way. Even though the dev wasn't going out and lying, he wasn't trying too hard to dispel the untrue things that were favorable to him.
So the dev isn't in a great position themselves, why would anyone plan a scam like this? They wouldn't, they find themselves in it too deep to see a way out, and the only way to keep the pressure off is to keep it going. But when that happens it still needs to be called out.
Ugh. Whenever the subject of this game's development comes up I feel like I'm yelling into the wind.
Also they don't owe you a refund, technically. Refunds are optional, unless the project is abandoned. At least as far as I understand Kickstarter policy.
I would've thought the fact that he hasn't disappeared to some island paradise and continues to (occasionally) post new stuff would make you think it wasn't a blatant scam.Also they don't owe you a refund, technically. Refunds are optional, unless the project is abandoned. At least as far as I understand Kickstarter policy.
I know that. Any sort of reply would have been nice though, and make it seem a little less like a blatant scam
I would've thought the fact that he hasn't disappeared to some island paradise and continues to (occasionally) post new stuff would make you think it wasn't a blatant scam.Also they don't owe you a refund, technically. Refunds are optional, unless the project is abandoned. At least as far as I understand Kickstarter policy.
I know that. Any sort of reply would have been nice though, and make it seem a little less like a blatant scam
I still blame stretch goals. When that first pitch came around the map was static - we bitched and whined for randomly-generated ones, he said it was a bad idea, we threw enough money at it to hit the randomly-generated-map stretch goal and he relented to the pressure, and then this happened.
I don't think they're malicious or anything, just that they didn't realize how shitty that one change was going to make things. That plus the nature of indie development and projects in general PLUS the pressure from the community being mad about it not going according to schedule - which is rare enough even for projects that go well - and I think it's understandable for the delay.
I also think it's kind of shitty to defame the developer over an investment like, what, 15-30 bucks to back him? It's not exactly a massive chunk of cash, and Kickstarter projects are always things that are in development, not a discount pre-order store.
And like, if I seem mad about this, I am. I can understand being disappointed, but what the fuck is the point of shitting on the guy? I actively hate people dumping on him because it makes That Which Sleeps even less likely to ever happen. Could he have conducted his PR better? Probably. Could the community have conducted themselves better? I think so. You're not sticking it to some Big Evil Corporation, he's just some rando that couldn't deliver. If you're right, then you gain nothing except the smugness of posthumously identifying a scam that won't ever actually be confirmed by anyone, and if you're wrong, then all you're doing is making this guy's life shittier and development harder.
Ugh. Whenever the subject of this game's development comes up I feel like I'm yelling into the wind.
And this should go without saying, but I'll say it anyway, none of this means that any form of harassment is OK. The accountability I talk about is financial, nobody should be getting attacked for failing to deliver on their promises, only sued.
Plenty of Kickstarters do what they say they will and produce great products. This is the 2nd Kickstarter out of 20 Ive backed that was a bust.
So the consumer outrage seems misplaced. Hate on this one project but its not enough for the size of the soap box youre currently shouting from.
And this should go without saying, but I'll say it anyway, none of this means that any form of harassment is OK. The accountability I talk about is financial, nobody should be getting attacked for failing to deliver on their promises, only sued.
The cost to sue Josh over TWS would be worth far more than the recoverable amount at this point, which is why anyone who has looked seriously into the matter has refrained from proceeding.
Such an elaborate scam, it keeps resurfacing for some durn reason. When it could have stayed dead and forgotten.
Really though, I just chalk it up to the money being spent years ago and it ain't really worth responding to refund requests. (not professionals)
it ain't really worth responding to refund requests.I think you might call that.... a scam?
Pretty sure those stats include kickstarters that aren't successfully funded.Plenty of Kickstarters do what they say they will and produce great products. This is the 2nd Kickstarter out of 20 Ive backed that was a bust.
So the consumer outrage seems misplaced. Hate on this one project but its not enough for the size of the soap box youre currently shouting from.
You are a lucky one, the stats suggest that less then half make it to a finished thing.
https://www.kickstarter.com/help/stats
It sounds like both of you are trying to say the same thing here.The cost to sue Josh over TWS would be worth far more than the recoverable amount at this point, which is why anyone who has looked seriously into the matter has refrained from proceeding.
I don't think that's really true and I'd be curious who said that where.
If you were an individual person and somebody stole $85k-100k from you, of course it would be worth your time to hire an attorney.
Such an elaborate scam, it keeps resurfacing for some durn reason. When it could have stayed dead and forgotten.
Really though, I just chalk it up to the money being spent years ago and it ain't really worth responding to refund requests. (not professionals)
There's a word for when you spend all the investment capital without producing anything, and thus are unable to refund the starting capital, nor are you able to produce the promised product. "Nonperformance". It doesn't have to be intentional, but it's still a breach of contract.
There's even another word for THAT when the investment capital was procured at least partially by saying a prototype of the product exists and functions. That's "FRAUD"! No accident here, because it takes a lie. Something like "This game already exists and we have played it" or something like that...
But yeah, just keep blaming the people who lost their money because they believed a lie, they put too much pressure on the liars and that's why they couldn't finish the game they lied about already having.
The moment you take a "radical" choice like killing the King and his immediate family, you get the unexpected - like one time I had cursed the King's Family, the Barons declared him unfit, split into two nations, and began to fight a civil war. Meanwhile the Tribes had united behind a Hero, who they proclaimed their chosen king, but he was Cylarian, the barons have a diplomatic summit after a bloody battle, declare the Cylarian hero their king (I didn't see this result but I'm assuming its because he is friends with all the barons and the heroes that were acting as diplomats), making him the king of both powers, he then went on to marry the daughter of the elves (at this point he's simply a diplomatic monster)... overthrows the Elvish Council and declares himself King.... now his ego and diplomatic skill are both max, he manages to Annex Elerion into Cylaria (still only three crowns) - I'm just watching this happen, because I'm spellbound, I don't want to interfere because I need to know what can possibly happen. The united three kingdoms attack Arden, recapturing the farmlands, he makes peace and turns Arden into an ally.
Long story short, he discovers I'm rising and crushes me. Despite the fact that he was simply taking over the world he was friendly with every hero, so no one was stopping him. I ended up adjusting how heroes see other friends if they're growing too powerful, but the completely random events that lead up to this were otherwise "expected" to function that way. In addition, later builds implemented the Balance of Power desire which makes nations take a more critical eye at people who are growing stronger.
Now that's an outlier but still somewhat understandable based on the scenario setup, if you add in the Game Modes you get some real crazy stuff. I have a lot of favorite Modes, but on the North Burns playing with "Liberty" is a really fun way to switch it - it makes revolutions and slave revolts much more common and you get to see the world rip itself apart and remake itself.
It sounds like both of you are trying to say the same thing here.The cost to sue Josh over TWS would be worth far more than the recoverable amount at this point, which is why anyone who has looked seriously into the matter has refrained from proceeding.
I don't think that's really true and I'd be curious who said that where.
If you were an individual person and somebody stole $85k-100k from you, of course it would be worth your time to hire an attorney.
I would love to see how you feel if your electric company overcharged you for years and owed you $1000 when you found out, and then decided it ain't really worth responding to refund requests.
I would love to see how you feel if your electric company overcharged you for years and owed you $1000 when you found out, and then decided it ain't really worth responding to refund requests.
Don't you think that is a slightly different thing? Just a little?
1. If an electric company overcharges you, they are in error. They have charged you more money than you agreed to pay whether that is per KWH or per month or whatever.
2. An electric company is obligated by law to respond to grievances as they are a utility. They're also heavily regulated by law as to what they can and cannot do.
Now this kickstarter situation:
1. You were only charged exactly what you agreed to pay, with the knowledge that the money would be used to fund a creation process.
2. The creator is under no legal obligation to provide or even respond to refund requests. This does not make anything a scam, it's just how Kickstarter works.
You've talked a lot about what you want kickstarter to be but that isn't what it is. If you want kickstarter to be something it isn't, some dream you have for a crowd-funding website, then go make your own crowd-funding website and make it the way you want it to be. Kickstarter isn't going to change into what you want it to be just because you want it to.
The fact of the matter is that you accepted the kickstarter terms of service, you pledged an amount of money to a project with an uncertain future, and now that the uncertain future has (gasp) been shown to be uncertain you are upset. Accept that you made a bad decision, or be patient and maybe eventually get your game that you paid for.
Or just keep blaming other people for your mistakes I guess. You seem to be very focused on how everyone has wronged you and nobody is doing it right. Is that working for you? At the end of the day, as far as I can tell they have broken no laws nor have they violated any kickstarter rules. The only one responsible for you being parted from your money is you.
It's unlikely you will get much, I doubt the dev has a lot to be sued for. It isn't like he got a ton of money for this.
To prove that you'd need to obtain evidence of fraud. I consider it much more likely that the process failed due to the stretch goals, but I'd rather not rehash old arguments as I know we've been down this rabbithole before and it ended with an angry toad and a locked thread.
A suit could possibly force him to turn over evidence of the original kickstarter claims of a working game to prove it wasn't fraud. If he can't, that might spell trouble. I still doubt anyone would get their money back though.It's unlikely you will get much, I doubt the dev has a lot to be sued for. It isn't like he got a ton of money for this.
This is actually what I meant with my original comment. Sure a court can find him liable for $85K, but if he doesn't have the money, we still don't get paid. A court order can't create money where none exists.
It's unlikely you will get much, I doubt the dev has a lot to be sued for. It isn't like he got a ton of money for this.
This is actually what I meant with my original comment. Sure a court can find him liable for $85K, but if he doesn't have the money, we still don't get paid. A court order can't create money where none exists.
it ain't really worth responding to refund requests.
The court route will never, ever work.
Lets ignore the fact that it'd cost you far more than your (relatively minor) damages to initiate proceedings. All he would have to do is release something - literally ANYTHING - and his promise is fulfilled and you've spent your court money on nothing.
Whilst release dates and whatever may have been promised (although I don't know what has been actually promised), a court isn't going to find in favour due to project delays/changes as it's very clear on kickstarter these are part and parcel of the service, and quality isn't really something you can rule on when you're backing something that doesn't actually exist.
The only way you could possibly win is if the devs couldn't produce any evidence - at all - of an existing game, which I'm sure they could do if a court asked them. If they can do that then it's not fraud, it's just bad project management which unfortunately isn't a crime.
You might feel he's acted fraudulently, but thinking it and it being proven in court are wildly different. There is no hope at all of this succeeding, so put it out of your minds and don't waste your money.
Well, since all there is here is a fraudulent kickstarter pitch and no game, it seems like the perfect topic for how this was a fraudulent kickstarter pitch and there is no game.I'm not yelling at anyone? Nor am I defending anyone. I just poked a hole in your ridiculous analogy. You'd have every right to be angry about 'losing your preorder' if you had. But what you're doing is just dropping in and shouting about fraud and how terrible crowd funding is in general because these people keep 'getting away with it' and then accusing anyone who disagrees with you of 'shilling' for him. What does that mean? I'm certainly not supporting the dev. I didn't back this kickstarter, I'm not saying anyone should give him anything else. Hell I said to go ahead with a lawsuit if you feel its worthwhile. At what point am I shilling for him?
Since you keep yelling at people that complain about losing their pre-order or pledge money to this fraud, I think perhaps it's you who is off topic. The continued discussion and quoting of proof of the fraud are also quite on-point.
Quite frankly, if a couple of posters would stop shilling for this fraudster this topic would have vanished anyway.
Quite frankly, if a couple of posters would stop shilling for this fraudster this topic would have vanished anyway.The reason it got bumped up again recently is because the guy posted some new videos showing off the game.
Well, since all there is here is a fraudulent kickstarter pitch and no game, it seems like the perfect topic for how this was a fraudulent kickstarter pitch and there is no game.I'm not yelling at anyone? Nor am I defending anyone. I just poked a hole in your ridiculous analogy. You'd have every right to be angry about 'losing your preorder' if you had. But what you're doing is just dropping in and shouting about fraud and how terrible crowd funding is in general because these people keep 'getting away with it' and then accusing anyone who disagrees with you of 'shilling' for him. What does that mean? I'm certainly not supporting the dev. I didn't back this kickstarter, I'm not saying anyone should give him anything else. Hell I said to go ahead with a lawsuit if you feel its worthwhile. At what point am I shilling for him?
Since you keep yelling at people that complain about losing their pre-order or pledge money to this fraud, I think perhaps it's you who is off topic. The continued discussion and quoting of proof of the fraud are also quite on-point.
Quite frankly, if a couple of posters would stop shilling for this fraudster this topic would have vanished anyway.
I agree it would be in his best interest to at least show off some proof of his initial claims, but failing to do so does not make him guilty.
The only way this is intentional fraud is if the guy made fraudulent claims while pitching it. Which he did!If you actually have proof that he committed fraud then go ahead and release it. I am almost certain that what you think is proof wouldn't actually hold up in a court, but you keep claiming that he did it so you must have proof right?
So, even though you keep going after people who post negatively about this project, and calling it a scam, you're not defending it.You're constructing a false "us vs them" scenario here. Saying that someone has made a factually incorrect statement doesn't imply any particular position on what the false statement was referring to. Someone can disagree about it being a scam (and really, if you consider how monumentally ineffectual of a scam it would be, occam's razor cuts that notion to shreds) while still not thinking that Josh is comporting himself properly.
why do you keep trying to chase me out of the thread?While I kind of agree with your perspective that it's fine if conversation drifts within a thread, that's not really the dominant zeitgeist of the Bay12Forums. Suggesting that a different topic ought to be in a more appropriate thread is within the norm here, and not necessarily a matter of confrontation.
Stop trying to normalize fraud.I think this self-righteousness might be misplaced. Eating a loss when things don't work out isn't something to normalize, it's already normal.
The only way this being intentional fraud makes sense is if the guy is actually insaneI suspect he actually is dealing with mental health issues, and doing so somewhat poorly. The very inconsistent responses and output seem consistent with that, though he doesn't share enough information with us to say any more than that.
Yeah to provide clarity here, I was not telling you (Damiac) to stop posting here just suggesting that you might find more discussion in a thread matching what seemed to be your overall tone. While the original poster of this thread hasn't given guidelines as to what can and cannot be discussed here, the topic is fairly clearly on this specific game and the forum's general guidelines request that we stay within topic in threads when possible. I wasn't intending that statement to imply that the discussion wasn't worth happening, just didn't want to clutter up this thread with discussions of general kickstarter bad-ness (or croundfunding bad-ness in general). If it seemed like I was trying to get you to go away, that was not my intention and I apologize.Quotewhy do you keep trying to chase me out of the thread?While I kind of agree with your perspective that it's fine if conversation drifts within a thread, that's not really the dominant zeitgeist of the Bay12Forums. Suggesting that a different topic ought to be in a more appropriate thread is within the norm here, and not necessarily a matter of confrontation.
Well, he certainly seems stressed.The only way this being intentional fraud makes sense is if the guy is actually insaneI suspect he actually is dealing with mental health issues, and doing so somewhat poorly. The very inconsistent responses and output seem consistent with that, though he doesn't share enough information with us to say any more than that.
The court route will never, ever work.
Lets ignore the fact that it'd cost you far more than your (relatively minor) damages to initiate proceedings. All he would have to do is release something - literally ANYTHING - and his promise is fulfilled and you've spent your court money on nothing.
Whilst release dates and whatever may have been promised (although I don't know what has been actually promised), a court isn't going to find in favour due to project delays/changes as it's very clear on kickstarter these are part and parcel of the service, and quality isn't really something you can rule on when you're backing something that doesn't actually exist.
The only way you could possibly win is if the devs couldn't produce any evidence - at all - of an existing game, which I'm sure they could do if a court asked them. If they can do that then it's not fraud, it's just bad project management which unfortunately isn't a crime.
You might feel he's acted fraudulently, but thinking it and it being proven in court are wildly different. There is no hope at all of this succeeding, so put it out of your minds and don't waste your money.
yeah, you have no clue what you're talking about. i'm not sure if that's because you don't understand how the american legal system works, or what.
1. in the us, an attorney would take a case like this on contingency, expecting to get 30-40% of whatever is recovered (which, in plenty of consumer fraud cases, means that fee going to be added to the award). the plaintiff/class members/backers would pay nothing in any circumstance.
2. again, it doesn't matter really matter what they release now. the question is whether there was anything to release in SEPTEMBER 2014. sure, they could end it all by releasing a full game. but if it were significantly short of what was already represented to exist, it's not going to help them at all.
3. i'm a US lawyer, i'm pretty sure you're not, so pick which one of us is better placed to make judgments about whether a case would succeed in court or not.
The court route will never, ever work.
Lets ignore the fact that it'd cost you far more than your (relatively minor) damages to initiate proceedings. All he would have to do is release something - literally ANYTHING - and his promise is fulfilled and you've spent your court money on nothing.
Whilst release dates and whatever may have been promised (although I don't know what has been actually promised), a court isn't going to find in favour due to project delays/changes as it's very clear on kickstarter these are part and parcel of the service, and quality isn't really something you can rule on when you're backing something that doesn't actually exist.
The only way you could possibly win is if the devs couldn't produce any evidence - at all - of an existing game, which I'm sure they could do if a court asked them. If they can do that then it's not fraud, it's just bad project management which unfortunately isn't a crime.
You might feel he's acted fraudulently, but thinking it and it being proven in court are wildly different. There is no hope at all of this succeeding, so put it out of your minds and don't waste your money.
yeah, you have no clue what you're talking about. i'm not sure if that's because you don't understand how the american legal system works, or what.
1. in the us, an attorney would take a case like this on contingency, expecting to get 30-40% of whatever is recovered (which, in plenty of consumer fraud cases, means that fee going to be added to the award). the plaintiff/class members/backers would pay nothing in any circumstance.
2. again, it doesn't matter really matter what they release now. the question is whether there was anything to release in SEPTEMBER 2014. sure, they could end it all by releasing a full game. but if it were significantly short of what was already represented to exist, it's not going to help them at all.
3. i'm a US lawyer, i'm pretty sure you're not, so pick which one of us is better placed to make judgments about whether a case would succeed in court or not.
1. An attorney will take it if you actually have a chance of winning. Which you don't. Even if you did, you'd be hard pressed to find one which would take such a low level case in terms of potential damages. You're talking about a $30 pledge - that's less than an hourly salary for most lawyers - what possible damages have you suffered other than that loss? Sure, you could go class action, but I'd strongly doubt you'd get enough interested parties for a class action - however if you can justify that time/cost wise in terms of setting that all up then you're obviously on hard times as a lawyer.
2. I could knock together something that fulfilled all of the pledges (in word only) in a weekend and I'm a rubbish coder. Sure, it'd be the worst game ever, but it would live up to all the promises made. That's why a case wouldn't work.
3. I'm actually a previous US attorney general.
We have more lawyers here than I would have guessed.
If, as some people seem to want, these promises don't have to be kept, then why the hell should anyone give anything to any crowdfunded project? It's not as if the people who funded the project get some percentage of the returns. Basically, that position amounts to the idea that an entrepreneur should be able to have no risk, but the potential for great reward.QFT
"I have a working game"Refusing to answer questions is not proof of fraud, nor is being slow with game development. If anything it is indicative of some kind of mental disorder, but crazy people can be game devs too I mean look at Derek Smart.
"Gameplay video.youtube"
"Gameplay video.2.youtube"
"Like 60 Screenshots from working game"
A few years later
"I littarly don't have anything lol and I won't answer anything from anyone, including my busness partner"
Those promises do have to be kept. I haven't seen anyone in this thread argue in any way that they don't. I'm kind of baffled at this whole attitude frankly, it's like some of you are having an argument that doesn't exist. I haven't seen a single person argue that the devs should be left alone and aren't responsible for finishing the game. Abandoning the project is against the terms of use for kickstarter and would be actionable I'd imagine. This clearly isn't abandoned, even if it isn't moving at a pace some people find acceptable.QuoteIf, as some people seem to want, these promises don't have to be kept, then why the hell should anyone give anything to any crowdfunded project? It's not as if the people who funded the project get some percentage of the returns. Basically, that position amounts to the idea that an entrepreneur should be able to have no risk, but the potential for great reward.QFT
Your first link talks about legal action against a campaign that, apparently, literally took the money and ran, then lied about it. That's very different from That Which Sleeps.
Keyword is 'ran'.Your first link talks about legal action against a campaign that, apparently, literally took the money and ran, then lied about it. That's very different from That Which Sleeps.
::)
Keyword is 'ran'.Your first link talks about legal action against a campaign that, apparently, literally took the money and ran, then lied about it. That's very different from That Which Sleeps.
::)
But hey, I'm no lawyer or anything.
Seriously though, ya'll should just go ahead and sue him if ya'll really think it should be done.
...It's investment - you have no idea what the final project will look like or if it'll make it. 9% of all projects don't deliver what they're supposed to when they're funded (https://www.kickstarter.com/fulfillment). That's quite a big number statistically. If the money was so precious to you in the first place, you shouldn't have put it in an investment scheme - you should have waited till it came out. Whilst it's a tired cliche - it's true.
There are two major types of crowdfunding: donation-based crowdfunding like Kickstarter or GoFundMe, and investment, or equity crowdfunding.
When a project is successfully funded, the creator is responsible for completing the project and fulfilling each reward. Their fundamental obligation to backers is to finish all the work that was promised. Once a creator has done so, theyve fulfilled their obligation to their backers.
At the same time, backers must understand that Kickstarter is not a store. When you back a project, youre helping to create something new not ordering something that already exists. Theres a chance something could happen that prevents the creator from being able to finish the project as promised. If a creator is absolutely unable to complete the project and fulfill rewards, they must make every reasonable effort to find another way of bringing the project to a satisfying conclusion for their backers.
Treat it as a sunk cost and a lesson on investment, don't try (and 99% fail) to exact revenge just to teach him a lesson. That lesson has been learned - he'll never get a kickerstarter going again, never get a job in the industry and it'll probably haunt him for the rest of his business life.
I mean, it's sort of forgetting what kickstarter is supposed to be. All this money making stuff is basically ancillary to the original purpose, which is funding something that otherwise wouldn't be funded. It's getting used for big business but that's really a side thing that happens to have a lot of money changing hands. I absolutely agree that it's not a sound financial investment, but that's really not what it's for in the first place. Like investing in crypto currency or any other investment that isn't sound, you shouldn't put in money that you're not okay with losing.QuoteIf, as some people seem to want, these promises don't have to be kept, then why the hell should anyone give anything to any crowdfunded project? It's not as if the people who funded the project get some percentage of the returns. Basically, that position amounts to the idea that an entrepreneur should be able to have no risk, but the potential for great reward.QFT
However, "Working prototype of fun game" has failed to surface in all this time, proving "I have working prototype of fun game" was a lie.I do not think that is how proof works.
As Sean says, we either get something or not. The only thing to do now is just wait and see.
Going forward I will be posting a video every week until release, please keep your eyes on the YouTube channel for updates as I move forward. I understand the healthy skepticism you may feel towards that statement and respect it.
That Which Sleeps has been in development for over a year and has been entirely self funded up to this point. We have a stable working game engine and what we feel is a fun and engaging concept, we just lack the art resources to bring the visuals to the next level.
We have a full time coder and all the major game systems and are in place and successfully implemented. We do not, however, have an in house artist - so we'd be using your funds primarily to cover graphic updates, and animation. We think with responsible use of your funds we can overhaul several of the major art assets - including portraits, heros, and agent sprites & animation.
Listen. There's no game yet, maybe ever. There's no way to get your money back. Why do we have to have all this much-ado-about-nothing? There's really nothing to discuss again, nor has there been frankly. Let's just let it go.I agree with you, but people have every right to be angry about losing money. It's my opinion that if you're holding a grudge 3 years later about a lost sum of money then it wasn't money you should have spent, but I recognize that some people can be angry about anything and everything, even things which seem inconsequential to me.
Contact the FTC, there is a way to get your money back, or at least try. Nobody has the right to steal your money.There you go again. Nobody stole your money, or anyone's money, regarding this kickstarter.
Eh, I was skeptical even at KS at the Early Access price hike so I stuck at the 10 bucks tier. I assure you I make far more than 10 per hour :P
Its not about the money as far as I'm concerned. As far as I'm concerned this was very much a scam, Kickstarters are marketed as preorders, and saying that they are not and its just a donation is both sleazy rule-wriggling... and likely illegal. In fact some of the articles Daimiac linked mention that KS is changing its TOS because of recent rulings addressing this kind of problem.
Also, early on someone was saying that people complaining about what happened make him angry. Well, what makes ME angry is people telling me it's unreasonable to complain about blatant theft, that what those two guys from KDG did was normal, and that KSs are actually donations and I shouldn't feel "entitled" to get anything out of them (no. just no. If I want to make "donations" I donate to the NYSCF, or MSF, or "Save the Whales". Not to random internet guys who may or may not provide a game in return. Kickstarters are clearly transactional, and the fact they are failing at that showcases why its a good idea to avoid that business model like the plague)
It doesnt really matter. They made spurious claims.You have to prove that part though. That is the problem with everyone shouting fraud.
It doesnt really matter. They made spurious claims.You have to prove that part though. That is the problem with everyone shouting fraud.
It doesnt really matter. They made spurious claims.You have to prove that part though. That is the problem with everyone shouting fraud.
do you think they are real and true accounts of a game he made and is playing?While I'm certainly not going to go as far to say "absolutely," since that would be silly without actually standing behind him while he played a game; given what we've seen out of the dev, I wouldn't say it's entirely unbelievable that he did actually have a prototype game that he played, which produced those stories, but which might have been terribly unstable, or which had other 'major' flaws (at least in the dev's eyes), which precluded him from distributing it to backers.
The burden of proof is on him, then. It's as simple as producing the prototype.Not if he ain't the one wanting to sue for fraud on sketchy claims.
The burden of proof is on him, then. It's as simple as producing the prototype.Not if he ain't the one wanting to sue for fraud on sketchy claims.
Jeez, in your world how does anyone ever get in trouble for fraud? Are they all just really, really stupid? Like, in your mind, is it not a scam unless the guy writes a signed and certified letter admitting it was a fraud? In your mind, can he just say "I lost that prototype it totally existed" and be off the hook?
I swear, the theranos device definitely worked last week! You can't prove it didn't used to work and then suddenly stopped working!
Here's another good one. How can you be sure that although he only ever distributed green food coloring, the guy didn't really have a secret formula to turn water to gasoline?https://en.wikipedia.org/wiki/Gasoline_pill (https://en.wikipedia.org/wiki/Gasoline_pill)
And before you guys break out your credit cards to run and back these, they were scams, prosecuted by the government already.
Yeah, it would seem he could get out of that if he could provide software that performed as described in his pitch, even if it was bug ridden, ugly as hell, and not fun. Why he wouldn't send that out to give the backers something to play with is an interesting question (Not really of course, that software never existed). The claim of perfectionism rings a bit hollow considering the state of the 'mod tools' he distributed.So you are willing to stipulate that if Josh did possess an ugly, bug ridden, unfun prototype, then, despite the long, drawn out saga, he did not originally commit fraud (according to the pertinent US jurisdictions)? Would you further stipulate while you consider the likelihood of such a prototype having existed when the initial claims were made (I don't think it coming into existence after the fact would help his case) extremely low, there has not been evidence to the public that rises to the level of "proof" as to its existence or non-existence? That we are assuming that, if it did exist, it would have been presented already?
I mean... if you guys think that software exists, don't you think he should send a copy to you, so you have something while you wait for the finished product? And then that would shut this whole conversation down instantly. The initially described game sounded fun, I'd give it a try.
Then everyone dies of liver failure and we can let the thread sink into obscurity again?
I'm starting to think we need a drinking game revolving around the TWS thread. Might at least make the back and forth more interesting.That which sleeps yet does not dream
For example: every time someone writes "fraud", drink.
Every time someone writes "proof", drink.
Every time someone writes "working game", drink.
Yeah, it would seem he could get out of that if he could provide software that performed as described in his pitch, even if it was bug ridden, ugly as hell, and not fun. Why he wouldn't send that out to give the backers something to play with is an interesting question (Not really of course, that software never existed). The claim of perfectionism rings a bit hollow considering the state of the 'mod tools' he distributed.So you are willing to stipulate that if Josh did possess an ugly, bug ridden, unfun prototype, then, despite the long, drawn out saga, he did not originally commit fraud (according to the pertinent US jurisdictions)? Would you further stipulate while you consider the likelihood of such a prototype having existed when the initial claims were made (I don't think it coming into existence after the fact would help his case) extremely low, there has not been evidence to the public that rises to the level of "proof" as to its existence or non-existence? That we are assuming that, if it did exist, it would have been presented already?
I mean... if you guys think that software exists, don't you think he should send a copy to you, so you have something while you wait for the finished product? And then that would shut this whole conversation down instantly. The initially described game sounded fun, I'd give it a try.
I admit, I'm in the camp that finds the notion that Josh's behavior has been exceedingly unseemly impossible to dispute, the camp that finds the idea that Kickstarters gets its pound of flesh regardless of whether the project succeeds or not also unseemly, and the question of which of the KS projects that started out as intentional scams versus the ones that fail to deliver on their promises despite good intentions pretty irrelevant to my life (since I put money in expecting to get a thing and got no thing either way), so I'm mostly asking because I'm trying to make sure I understand everyone's priors.
So apparently lot being able to live up to your promises is the same as deliberate deception. Okay.If you're literally not going to read anything anyone else says, maybe just don't post. We've been over this like 3 or 4 times in just the last day...
Finally, my assertion that I am so confident it doesn't exist, even though as I said it can't be proven, is based on a few things. Most obviously, lots of people are mad at him and think he committed fraud, and releasing it would make that go away. Also, he's demonstrated previously that he is perfectly willing to release barely working garbage to get the backers off his back (See the release of the 'mod tools'). His 'business partner' claims he was also fooled by Josh, and that he never saw a working game (Not that said business partner is exactly trustworthy himself).I think you're underestimating his isolation. I think it's more likely that he is recoiling from criticism and community interaction than that he is so engaged with the community that the complaints of a relatively few people (I haven't seen fraud allegations in many of the vanishingly few places that this game is still discussed) to the extent that he lends them undue credence.
You're very confidently assuming facts not even vaguely in evidence.
IIRC, he claimed he had a fully implemented engine. An engine is not necessarily (or even generally) a game;
So apparently lot being able to live up to your promises is the same as deliberate deception. Okay.
If you wanna "get all legal scholarship" on us all, you might wanna be a bit more accurate. Not all jurisdictions settle for preponderance of evidence as the standard for civil fraud cases, even in the US. The venue matters quite a lot.
And even if someone were to file suit, software development is a whole lot fuzzier than the straightforward engineering KS suits cited above. What constitutes a "fully implemented engine" for an under-specified project can and would be a matter of serious (and not perforce bad faith) dispute.
We have a full time coder and all the major game systems and are in place and successfully implemented. We do not, however, have an in house artist - so we'd be using your funds primarily to cover graphic updates, and animation.
Combined we have not just the critically important design and development experience to create a game of this scope, we also have the discipline to properly budget and execute in an efficient and timely manner. Mix that with the overwhelming passion we both have for creating innovative, fun games and we like to think you have a recipe for success
By waiting until we have a fully functional and working game engine we feel like we successfully mitigated the most common risks that many games on Kickstarter face. We have a working game that we will complete and deliver in a timely fashion.
Also, there might be some additional circumstances that are unknown to us that may explain why the developer didn't release the prototype of the game, since I agree with Damiac that not doing so while being under such intense pressure seems very strange, if he indeed does have the prototype. But what if he had it before, but doesn't any longer? What if he could get into trouble if he released the prototype? Somehow I feel this is somewhat related to his business partner leaving. Perhaps they were brought some code or other assets into the game, which they licensed to the developer, but when they left they terminated the license. That would mean that either the developer has to release the game with the no-longer-licensed assets and face legal retribution, or has to somehow replace those assets in order for the game to work. Maybe that's what he was doing this entire time.
This is obviously just one possibility of many that would explain the absence of the game. Or, of course, it could be a fraud after all.
Working game does not mean being close to finished or that it only needs art assets. It means that they have the underlying structure completed and need to fill it out with additional content, which is why a quarter of their budget was laid out for further programming and development. Development which could have easily shown that their game did not work as well as they thought it did. The stretchgoals they reached also meant that this underlying structure needed to be redeveloped to accommodate them, which obviously required much more development time than anticipated.
The kickstarter does have trouble differentiating between 'What is' and 'What will be' though. I think this is mostly due to inexperience. That and the fact that they didn't anticipate people would be closely analyzing their choice of words in the future to determine fraud.
Major systems. Not all systems and not all of the content that makes a game a game.
Let me put it this way. A working game would be a beta build of the Source engine with a collection of test maps and half-finished locations. This build has all of the major systems in place. It has maps to move around in, enemies to shoot and kill, damage you can suffer from, items to collect and so on. It should be obvious that this is not close to being a finished product like Half-Life 2. You can do the same things in both of them, but the beta build still needs further development before it can be released. This isn't even considering any issues or bugs that could be encountered or systems discarded near the end of development for being unfun.
And everyone proceeded to simply ignore some of the points I made in my post.Also, there might be some additional circumstances that are unknown to us that may explain why the developer didn't release the prototype of the game, since I agree with Damiac that not doing so while being under such intense pressure seems very strange, if he indeed does have the prototype. But what if he had it before, but doesn't any longer? What if he could get into trouble if he released the prototype? Somehow I feel this is somewhat related to his business partner leaving. Perhaps they were brought some code or other assets into the game, which they licensed to the developer, but when they left they terminated the license. That would mean that either the developer has to release the game with the no-longer-licensed assets and face legal retribution, or has to somehow replace those assets in order for the game to work. Maybe that's what he was doing this entire time.
This is obviously just one possibility of many that would explain the absence of the game. Or, of course, it could be a fraud after all.
This is one of the big problems with this discussion -- everyone routinely forgets the other side's arguments, causing us to repeat the same thing over, and over, and over again. I think if we all just took stock and listed out all our arguments from the beginning of the conversation in order, with no repetitions, this discussion would have much more value.
I'll go first:
- The developer claimed he had a working prototype of this game, from the very beginning. This can be proven from public records and so is something we should all agree on.
- The developer has failed to produce anything of value, not even the working prototype he said he had, despite extreme pressure from his backers and the FTC. Also a given fact.
- This is evidence to the fact he did not in fact have the prototype, except if some additional factor (like the one I outlined above) is preventing him from releasing it.
- If he did not actually have the prototype when he launched his Kickstarter, then he would have committed fraud, since he would have released misleading information that affected the decisions of his backers.
I just think that when he made the kickstarter he had a prototype which he believed he could make into a finished game in time. It's not fraud to have your predictions turn out false. Just shitty all around.
That Which Sleeps has been in development for over a year and has been entirely self funded up to this point. We have a stable working game engine and what we feel is a fun and engaging concept, we just lack the art resources to bring the visuals to the next level.
We have a full time coder and all the major game systems and are in place and successfully implemented. We do not, however, have an in house artist - so we'd be using your funds primarily to cover graphic updates, and animation. We think with responsible use of your funds we can overhaul several of the major art assets - including portraits, heros, and agent sprites & animation.
We have a stable working game engine
all the major game systems and are in place and successfully implemented
We do not, however, have an in house artist - so we'd be using your funds primarily to cover graphic updates, and animation. We think with responsible use of your funds we can overhaul several of the major art assets - including portraits, heros, and agent sprites & animation.Where's the room for "He believed he had a prototype"? Let the backers have that stable working game engine with the successfully implemented major game systems. All that the funds were primarily needed for artwork.
I did talk about that already. (http://www.bay12forums.com/smf/index.php?topic=141997.msg7716685#msg7716685) So I'm just going to link my posts instead of repeating myself. (http://www.bay12forums.com/smf/index.php?topic=141997.msg7716716#msg7716716)Good point, your eventual conclusion is:
I don't think it's reasonable to infer that the product ever existed from the fact that it was never released or shown to the backers.
I'd suggest instead of endless arguments, that those who are so convinced they've got him dead to rights on fraud should go and bring a law suite. It seems like you believe it's an easy win, so I'd suggest you do it and get your money back/the money of others back.
So while sure to win, still not worth the effort.
man, really glad i came over here to read about what's in the new videos and got ten fucking pages of people saying the same two things over and overI mean, I watched the videos and couldn't really say specifically what's in them. It's more or less just and overview of a few of the overwhelmingly many numbers and features in a single PoI.
Every time the discussion comes to the obvious and same conclusion it's fraud
I can tell you that I personally find it annoying that skepticism about this game is disregarded as a conspiracy theory when four years after the fact we have nothing but hot air.I don't think anyone's treating fraud as a conspiracy theory. Its certainly a possibility, the issue is that there are other possibilities that people think make more sense.
What's interesting is that The Mandate thread just got necroed, and it appears to be an example of a funded kickstarter that failed to deliver anything, yet there's not a 150 page debate over that game being fraudulent.
I can tell you that I personally find it annoying that skepticism about this game is disregarded as a conspiracy theory when four years after the fact we have nothing but hot air.What's interesting is that The Mandate thread just got necroed, and it appears to be an example of a funded kickstarter that failed to deliver anything, yet there's not a 150 page debate over that game being fraudulent.
It's too bad because it seemed like a solid concept/game - guess they suffered from overscope.
I compare TWS to Kickstarters like Rogue-U. The game which was trying to make a nostalgia driven Quest For Glory clone, has had to run a second Kickstarter to finish the game, has only pushed out an alpha to backers in the last year and has shifted goal posts multiple times in the last 5 years.
If I were wont to blow my top over it, I could have called it a scam long before now. While a second Kickstarter and and a seemingly endless dev cycle did raise my eyebrows (and I did not back the second Kickstarter), I didn't start shouting fraud. I'm still waiting on that game, which has taken FOR FUCKING EVER to even approach something called a release.
I'm way more inclined to believe KDG overestimated both their own completeness and their own skills, than believing the far less likely scenario that he creates fake updates just to keep the FTC off his back. TWS is like the 9/11 Truther conspiracy of Kickstarter. The more simple explanation is that they're in over their head and are still trying to dig themselves out.
And no, it's not just Damiac doing it. Every single one of you is doing it. nenjin, you did it just now, by ignoring the fact that the developer claimed he had a working prototype from the very beginning, which he could've released at any time. Rogue-U didn't make that claim.
I did actually finally sit down and watch the video, which was kind of cool except... Do grand strategy type games usually have this much depth to them? The amount of numbers and seemingly arbitrary values is honestly more terrifying than any eldritch god.In terms of the sheer quantity of fiddly numbers? Nope. The archetypal grand strategy games are Paradox's titles, and they don't have that much. In terms of diverse game mechanics, they're up there, especially after getting a dozen expansions, but there's a lot fewer numbers that you have any reason to look at, and generally they're divided into semi-discrete subsystems, so you rarely are considering more than a few numbers at a time. This might be the case for TWS too, but so far it's looked overwhelming to me too. I think it could be better if UI elements (and some extent of the map) are obscured at the beginning and only slowly revealed as you progress, at least when playing the "easy" characters. It kind of sounds like while there's an intent to make certain old ones easier to play, there's nothing that drastic or tutorialy, but we haven't heard anything about that kind of stuff in years.
The thing is, people claiming fraud are claiming KDG acted with malice. That their intent was to defraud, from the outset. Malice is one of the hardest things to prove because it's about what was in someone's heart when they did something. You can demonstrably prove their initial claims were false.
The thing is, people claiming fraud are claiming KDG acted with malice. That their intent was to defraud, from the outset. Malice is one of the hardest things to prove because it's about what was in someone's heart when they did something. You can demonstrably prove their initial claims were false. Why were they false though? Because he deliberately misrepresented the situation or because he overestimated his progress? If you can prove that, I'd like to see it. I think we all would. We'd all like to know if he acted with malice. But that's the harder claim to prove.
edit: also, it's important to note that it's not up to us to prove what he was thinking at the time.
No, it's not required. But if you want real punitive damages assessed, you're going to have to prove malice on some level. Either that he knowingly made false statements or made said statements with a reckless disregard for the harm they would cause.
And again, incompetence != fraud. If he had prototype that he dicked around with for 2 hours and assumed was good, made the Kickstarter with that statement, then in the first preview discovered that after 4 hours the simulation locked up and the AI shit itself, that's not fraud either.Quoteedit: also, it's important to note that it's not up to us to prove what he was thinking at the time.
You seem to be the legal expert here, but I'm pretty sure the burden of proof lies with the plantiff, not the defendant. If you accuse him of something, the burden of proof is not him to exonerate himself.
How are you defining "diverse game mechanics?" Being familiar with ck2 and Stellaris, I can't really think of anything to keep pace with all that.I did actually finally sit down and watch the video, which was kind of cool except... Do grand strategy type games usually have this much depth to them? The amount of numbers and seemingly arbitrary values is honestly more terrifying than any eldritch god.In terms of the sheer quantity of fiddly numbers? Nope. The archetypal grand strategy games are Paradox's titles, and they don't have that much. In terms of diverse game mechanics, they're up there, especially after getting a dozen expansions, but there's a lot fewer numbers that you have any reason to look at, and generally they're divided into semi-discrete subsystems, so you rarely are considering more than a few numbers at a time. This might be the case for TWS too, but so far it's looked overwhelming to me too. I think it could be better if UI elements (and some extent of the map) are obscured at the beginning and only slowly revealed as you progress, at least when playing the "easy" characters. It kind of sounds like while there's an intent to make certain old ones easier to play, there's nothing that drastic or tutorialy, but we haven't heard anything about that kind of stuff in years.
So, as someone who's watched this for years but isn't a backer:Somewhere in the first video (of the two recently posted) he mentions that shutting down coastal trade networks can drop a city's income from 40ish (I think?) to 5-10ish, so you might want to disrupt trade.
Can anyone describe to me in concrete detail how a single function of this ... we'll call it a project... actually works in gameplay? With sample numbers and a way to use it to your advantage?
I don't mean fanfic LARP terms, I mean actual proven on-camera gameplay specifics.
I did actually finally sit down and watch the video, which was kind of cool except... Do grand strategy type games usually have this much depth to them? The amount of numbers and seemingly arbitrary values is honestly more terrifying than any eldritch god.In terms of the sheer quantity of fiddly numbers? Nope. The archetypal grand strategy games are Paradox's titles, and they don't have that much. In terms of diverse game mechanics, they're up there, especially after getting a dozen expansions, but there's a lot fewer numbers that you have any reason to look at, and generally they're divided into semi-discrete subsystems, so you rarely are considering more than a few numbers at a time. This might be the case for TWS too, but so far it's looked overwhelming to me too.
nobody has brought up punitive damages, because you're right about that. but nobody cares about assessing punitive damages. actual damages would be fine here. maybe attorneys' fees if we're being extravagant.What kind of nutjobbery is involving an attorney in a sub-hundred dollar refund claim? Your actual damages, assuming the court ruled in your favor to begin with (note I'd probably be pretty damn hesitant assuming that stateside, if you're trying it over here -- there's not much protection for getting burned by something like KS if you're of sound mind, last I paid attention), would be whatever you backed at most. For most people that's small claims court junk, and bringing a lawyer into that is how you lose an order of magnitude more money than you were suing for.
the defendant has to produce affirmative evidence to controvert the evidence produced by the plaintiff. it would absolutely be up to josh/KDG to produce evidence of the state of the game in september 2014 (or soon enough after to reasonably infer that he had something early on). if he can't show anything, then, again, the trier of fact can draw the reasonable inference that nothing was produced as evidence because nothing exists.
nobody has brought up punitive damages, because you're right about that. but nobody cares about assessing punitive damages. actual damages would be fine here. maybe attorneys' fees if we're being extravagant.What kind of nutjobbery is involving an attorney in a sub-hundred dollar refund claim? ...
Quotethe defendant has to produce affirmative evidence to controvert the evidence produced by the plaintiff. it would absolutely be up to josh/KDG to produce evidence of the state of the game in september 2014 (or soon enough after to reasonably infer that he had something early on). if he can't show anything, then, again, the trier of fact can draw the reasonable inference that nothing was produced as evidence because nothing exists.
He could already produce the map editor and the rough scenario creator. Between that and his existing footage, I sort of doubt the demand for trotting out the work product of 2014 would be necessary to win the judgment. If the plaintiff is asserting there was nothing, he's already has something to controvert that. May not be the "full prototype" (whatever that means), but it's something more than nothing. I'm not sure he would even be required to produce that much, especially when the speculative nature of Kickstarter is brought to bear, and the fact his work is ostensibly ongoing.
nobody has brought up punitive damages, because you're right about that. but nobody cares about assessing punitive damages. actual damages would be fine here. maybe attorneys' fees if we're being extravagant.What kind of nutjobbery is involving an attorney in a sub-hundred dollar refund claim? Your actual damages, assuming the court ruled in your favor to begin with (note I'd probably be pretty damn hesitant assuming that stateside, if you're trying it over here -- there's not much protection for getting burned by something like KS if you're of sound mind, last I paid attention), would be whatever you backed at most. For most people that's small claims court junk, and bringing a lawyer into that is how you lose an order of magnitude more money than you were suing for.
He [Fen/Joe] gave us a few infos, including the one that there was no game at that point and the videos release where cripted mockups. So with that background, most of us just became nihilistic relating to this game. We kept the rest of the forum that wasnīt nuked alive (did I mention that at some point Josh or Fen just straight
He gave us a few infos, including the one that there was no game at that point and the videos release where cripted mockups.
He gave us a few infos, including the one that there was no game at that point and the videos release where cripted mockups.
What was actually said was that one video - the "First Turns and New Maps" one - was scripted. Joe had a programmer friend look at an incomplete copy of the source code, and the friend found the script hard-coded into the function that normally would have handled the passing of turns. So that video does not actually show what it purports to show.
This is actually the only provable deception about That Which Sleeps. Provable because I was that friend, I found that script, I told Joe about it, and I still have that copy of the source code (with the script still inside it).
And before anyone asks: No, the incomplete copy of the source code I have does not compile into even a running executable, much less an actual game.
He gave us a few infos, including the one that there was no game at that point and the videos release where cripted mockups.
What was actually said was that one video - the "First Turns and New Maps" one - was scripted. Joe had a programmer friend look at an incomplete copy of the source code, and the friend found the script hard-coded into the function that normally would have handled the passing of turns. So that video does not actually show what it purports to show.
This is actually the only provable deception about That Which Sleeps. Provable because I was that friend, I found that script, I told Joe about it, and I still have that copy of the source code (with the script still inside it).
I think that almost everyone would be surprised if Josh actually managed to finish the game at some point in the future, after everything that has happened with the project. The debate mostly seems to between 'The kickstarter was a scam and Josh is a fraud' and 'The kickstarter was legitimate but Josh couldn't handle things'. Not defending the existence of the game but Josh's intentions to make one from the very beginning.
'Almost everyone on Bay12'.
Better?
As far as I'm concerned the smart money is on 'bit off way more than he can chew and it's very slowly proceeding through development hell', but I'm not completely convinced of this. Colour me agnostic but vaguely hopeful.This is what I think too, but besides just having more than he can chew, I suspect he's not doing a good job of prioritizing development areas, and is alternating between working on time consuming things (content) or perhaps even doing nothing meaningful at all for extended periods of time, because of anxiety with the difficulties he may be facing when working on mechanics. I think this because his output looks a lot like when I fall into a similar trap while working on very large projects. I do think that the game will probably come out eventually, but not any time soon. Either he will need to work through everything at his own pace (which may never happen - there's always things to improve on) or he'll have to buckle down and really just do whatever he can in the areas that are sticking him up so far. He already had one such crisis where he had to throw out his ideal AI plan and do something different, but it seems like he needs another such kick in the pants to actually release something.
I think that almost everyone would be surprised if Josh actually managed to finish the game at some point in the future, after everything that has happened with the project. The debate mostly seems to between 'The kickstarter was a scam and Josh is a fraud' and 'The kickstarter was legitimate but Josh couldn't handle things'. Not defending the existence of the game but Josh's intentions to make one from the very beginning.You're skipping the third option, the one that seems most likely to me.
The kickstarter was funded with the aid of fraudulent statements that Josh probably believed he could make true over time, but couldn't.
The kickstarter was funded with the aid of fraudulent statements that Josh probably believed he could make true over time, but couldn't.
That's... not fraud? What?
that's why it mattered when nenjin said fraud required malice. it DOESN'T.
A reasonable general source for the elements of a fraud gives:that's why it mattered when nenjin said fraud required malice. it DOESN'T.
I believe that fraud requires malice, and every legal definition I've seen suggest is does, but I'm not sure I posted that in the thread yet. So no. I don't think that counts as fraud. Thinking that he had the time and money to finish the prototype he had prevents it from being fraud. It's a statement of belief, not one of fact.
One thing has been weighing on me a little bit. In the video, Josh referred to the development team as a 'we', as opposed to I or anything like that. Is he currently working along with others yet?Not necessarily. I normally use "we" to refer to my business even though I don't have my employees.
-snip-
Puffing up an objective fact isn't normal salesmanship, it's outright lying.-snip-
3) is where the malice bit comes in. Intent to deceive is inherently malicious. The five statements are exactly what I've read too.
You are very right that how people interpret those statements influences their viewpoints. At worst I don't think that Josh and Joe knew that those statements were false when they made them. They were doing what all salespeople do and puffing up what they had to sell it to others. Others obviously disagree.
You are very right that how people interpret those statements influences their viewpoints. At worst I don't think that Josh and Joe knew that those statements were false when they made them. They were doing what all salespeople do and puffing up what they had to sell it to others. Others obviously disagree.
that's why it mattered when nenjin said fraud required malice. it DOESN'T.
I believe that fraud requires malice, and every legal definition I've seen suggest is does, but I'm not sure I posted that in the thread yet. So no. I don't think that counts as fraud. Thinking that he had the time and money to finish the prototype he had prevents it from being fraud. It's a statement of belief, not one of fact.
-snip-
3) is where the malice bit comes in. Intent to deceive is inherently malicious. The five statements are exactly what I've read too.
You are very right that how people interpret those statements influences their viewpoints. At worst I don't think that Josh and Joe knew that those statements were false when they made them. They were doing what all salespeople do and puffing up what they had to sell it to others. Others obviously disagree.
This just leads back to 'It depends on how you interpret certain words and statements in the kickstarter'. You view it one way and you think it's a fraud. Another and you don't. The problem is that it's not a technical or legal document but a sales pitch meant to sell game on the idea of the game and that it'll succeed.
I think it's pretty obvious now that you can't convince other people to read differently into certain words so I'm going to shut up and leave the thread for a bit to cool down. I'm sorry if I've come across as rude or yelling. That honestly wasn't my intention. I'm sorry.
One thing has been weighing on me a little bit. In the video, Josh referred to the development team as a 'we', as opposed to I or anything like that. Is he currently working along with others yet?
Seeing activity in this thread had me wondering, but I was disappointed to find it's just another rehash of the arguments that have been done a hundred times over already.
What was actually said was that one video - the "First Turns and New Maps" one - was scripted. Joe had a programmer friend look at an incomplete copy of the source code, and the friend found the script hard-coded into the function that normally would have handled the passing of turns. So that video does not actually show what it purports to show.
This is actually the only provable deception about That Which Sleeps. Provable because I was that friend, I found that script, I told Joe about it, and I still have that copy of the source code (with the script still inside it).
And before anyone asks: No, the incomplete copy of the source code I have does not compile into even a running executable, much less an actual game.
Outta curiosity, does it look like there's any supporting structure for turn advancement at all? I'm curious if it was scripted just to make sure Josh knew exactly what would happen so he could explain everything best, vs it being the only way to get it work.
Not that I think it actually is to aid recording... I don't have anywhere near that much faith in Josh. But it is a benign explanation.
Then similarly, does it seem to fail to compile because you're missing dependencies, or because it's fundamentally incomplete, or.. It had to have compiled in some form to make the videos even with a script, so I'm just wondering if failure to compile has a benign explanation as well.
There are some classes named "TurnController", "GameController", etc., that seem to be the code representation of Unity objects that would be responsible for managing individual turns and the overall state of the game, respectively. There is nothing TWS-specific in them, however, so I assume these classes were auto-generated by Unity when the associated objects were put in the project.Unity doesn't 'autogenerate' anything. It does have some default classes and such but none of those are called TurnController or GameController. It's possible he used some unity asset that had predefined classes but if you just load up Unity it doesn't include any support for turn based games at all, you have to build all of the turn logic yourself or use some community developed asset package.
Unity doesn't 'autogenerate' anything. It does have some default classes and such but none of those are called TurnController or GameController. It's possible he used some unity asset that had predefined classes but if you just load up Unity it doesn't include any support for turn based games at all, you have to build all of the turn logic yourself or use some community developed asset package.
What was actually said was that one video - the "First Turns and New Maps" one - was scripted. Joe had a programmer friend look at an incomplete copy of the source code, and the friend found the script hard-coded into the function that normally would have handled the passing of turns. So that video does not actually show what it purports to show.
This is actually the only provable deception about That Which Sleeps. Provable because I was that friend, I found that script, I told Joe about it, and I still have that copy of the source code (with the script still inside it).
And before anyone asks: No, the incomplete copy of the source code I have does not compile into even a running executable, much less an actual game.
Outta curiosity, does it look like there's any supporting structure for turn advancement at all? I'm curious if it was scripted just to make sure Josh knew exactly what would happen so he could explain everything best, vs it being the only way to get it work.
Not that I think it actually is to aid recording... I don't have anywhere near that much faith in Josh. But it is a benign explanation.
Then similarly, does it seem to fail to compile because you're missing dependencies, or because it's fundamentally incomplete, or.. It had to have compiled in some form to make the videos even with a script, so I'm just wondering if failure to compile has a benign explanation as well.
There are some classes named "TurnController", "GameController", etc., that seem to be the code representation of Unity objects that would be responsible for managing individual turns and the overall state of the game, respectively. There is nothing TWS-specific in them, however, so I assume these classes were auto-generated by Unity when the associated objects were put in the project.
I am not getting into the question of Josh's motives for scripting the video. All I stated was that that particular video is not what is says it is in the title. It claims to show the first turns, when in fact no turns are passing. I'm aware that putting an executable on rails temporarily for demonstration purposes is a thing - I've done it before - but I also took care to make everyone involved aware that it was just an illustration of planned future features, and not the actual features themselves.
The video makes no such disclaimer, and therefore is currently the only thing about TWS that can be proven to be a falsehood without relying on anyone's perceptions of "fraud", "malice" or whatever. It is an objective fact that that video is not what it claims to be. Why it is not what it claims to be is an entirely different question, and is not answerable with our current knowledge.
The source code I have doesn't compile because the linker is looking for Unity prefabs and other precompiled objects that are not part of the code I have, and that are not present on my machine. Josh's Unity environment presumably has these objects present and so his executable would compile.
I should also point out that the source I have is dated 10/23/2016. So we're talking about nearly year-and-a-half-old code here. Things may (or may not) be very different now.
You know, has Josh's specialty ever been nailed down?Proctology, I hazard
Demo - The better the KS goes the worse it is for us as far as dev goes - I've had no time to do any actual development the last week. With the KS cooling down in week two I want to get some heads down time to do it.
I think you'll find the game as it stands has a ton of replay value, but if you are the kind of person who wants every game to be on a geographical new map I can see how it might disappoint you. At the very least if we do fail to hit Procedural Generation I am SURE we'll see a ton of new scenarios from the community because of how easy the editor is to use.
Update #21 Jan 31 2015
Development Updates, Rewards, Finalized Map, Old Ones, Hereos & the Steady March of Assets
Development Progress
As of last week the map is complete on the technical level with in-house alpha assets being shipped out to artists for improvement.
The Map Builder is complete and will be in the hands of Beta Backers this weekend
Our up to date list of Stretch Goals that you will be seeing in Beta and their relative state of completion:
Gods and Religions
- Gods and Planes are in and working, but lacking late-game powers and campaigns
- Religions are working but are generally passive at this time, we plan a whole range of upgrades to their content to make them more proactive
- Priest classes are in and work "fine" but a Priest Chosen One tends towards fanaticism (right now Divine Traits bolster religion as a priority and the Chosen One divine path grants excessive divine traits) and is generally terrible leading to the only "easy" game you may have.
- The Inquisition is happy to burn the world
Endless Mode
- The Resistance is in the game but is much less powerful than The Alliance, they currently are most useful at funneling artifacts and relics to sages
- Endless Mode itself won't be available in the beta release but most of the features we added to make it work are in the game
Lesser Evils have three archetypes that will be in the Beta, they currently appear alongside heroes but with a different frame for recognition. They can be recruited and are capable of betraying you, which at this point they are more prone to do than they probably should.
- Hastur is in and is the current most competent of the Rivals as his main goal is to simply prevent any Old One from rising - he will help adventurers against you and send his agents against your own
- Dagon is in and is semi-competent, especially mid-game spreading corruption through Deep One breeding programs, but he currently has terrible late-game AI
- the Elven Emperor and Enoch are both thoroughly incompetent right now and need a lot of work, but their more defining content is in the game so their theme and mechanics are well established
Josh said:
I don't think it's a viable strategy but back before KS their was a tester who played Azlan who could reliably "tease out" the Chosen One early almost every time so clearly there's some methods I'm just not savvy enough to uncover.
Josh said:
We have an integrated bug reporting solution as well as deterministic saves to make bugs easier to replicate. All bugs go to one of the "QA Leads" who review to make sure it is a real bug and then update a beta-visible spreadsheet with the relevant information and priority. We will have dedicated threads to discuss less obvious bugs and design decisions.
Josh said:
There are a lot of things we could do to release and finish the product if Josh got hit by a bus tomorrow - but we aren't there yet and I am not ready to go there.
Josh said:
Is it possible to capture/kill/corrupt the chosen one before he was actually revealed to be the chosen one early on in the game?
Yes and this has happened to me more than a few times - considering our spawn for a normal size map is 30 heroes you end up with a decent enough chance of grabbing an early unaware chosen one with multiple playthroughs.
Josh said:
Oh wow what a question. I have so many great Karth stories like right after we added the ability for certain creatures (and Karth) to knock down walls but I had one epic battle with Belial on the seal that lasted for 30+ turns before a highly imbued Rake wounded the Chosen One in open combat. I had to funnel orcs in from every direction, cut off the army from its base with Deep Ones, and bring the giants back from across the sea. Belial's aura continued to trigger horror in attackers denying breakthroughs and after the Chosen One got wounded I triggered an attack, got the breakthrough I needed, and Belial managed to rip the Chosen One to pieces.
Josh said:
Only in games that I'm not really trying to win - however I have lost within moments of winning to an adventurer Chosen One that has NOT rallied the world but instead simply prepared in silence to battle me. As long as you put some effort into identifying and hindering the Chosen One this won't happen but even knowing that (and having played the game hundreds of times) I still sometimes fall into the trap of focusing on my schemes to the detriment of my defenses. If the Chosen One has not publicly appeared it means that he or she is preparing to defeat you by more subtle means, you NEED to react to this.
Josh said:
haha, well they've gone mostly overboard because Desperation isn't well balanced yet. I've seen villages sacrificed to hasten rituals by what were once upstanding and honorable men, kings sacrifice their children to demons to gain some infernal support, elves marrying dwarves to forge alliances, and a Chosen One kill his friends to gain access to their artifacts. The problem right now is that they are a little TOO eager to do these things - I think Desperation is still the perfect AI mechanism but we do need to balance out a little bit how far desperation can "bend" a player's personality. I'd like to have it "pervert" a personality trait rather than simply globally expand thresholds but we'll probably work that out during the beta.
Josh said:
We've had over ten thousand notables pinging properly without any noticeable performance problem, but that's because notables are REACTIVE as opposed to proactive - they mostly sit there and wait for something to occur. Heroes you can have hundreds but you'll start having issues when you get up around 500 or so. Ruler AIs tend to be a problem not so much due to their processes but because the more you add the more each other ruler needs to take into consideration, I would recommend keeping it below 100. The only time I have seen slowdowns in the AI in one of our large games is when massive multiple front wars are taking place, and profiling says it's the commander AIs causing the problem.
Josh said:
The worst heroes are the ones you never see because you ignored them - it still happens to me occasionally when I'm testing a particular feature that I'll forget to look for the Chosen One and he will come a knockin when I'm not ready. However, when playing better I have suffered no end of frustrations from Elven Chosen Ones - they are tough, difficult to corrupt, and they bring the weight of the elven nations behind them. I almost always fall into rallying the humans against them and trying to frustrate their diplomatic advances. I also discovered (I suppose designed?) that the best way to bypass the defenses of a hero is to get them engaged as a commander and engineer a commando breakthrough, I've successfully killed elven and dwarven chosen ones this way though we have since introduced a bodyguard companion type that will negate this at least once.
I've done what everyone knows they're going to do (you know you will, don't deny it) and killed the Chosen One's family, burned their home town, turned their wife into a lich, and turned his friends against him. Definitely worth doing at least once.
Josh said:
What was your best Seraph game like?
I purposefully recruited all the invader types from the North Burns and had my coalition go against the honor bound men of the west allied with the wild tribes. It certainly wasn't the most viable strategy but I wanted to thematically recreate that tension. I didn't actually finish that game because of a bug, but it was a lot of fun to see all the cultural tension triggers going off.
Josh said:
What I want to know is: what's the funniest set of events that's happened to you? IE, even if it was something that completely wrecked your plans, was there anything that just made you laugh?
Nothing gets me as much as the lothario hero that impregnated and married everyone but I already told that story, so it has to be the Peddlar's glorious rise to dictator over New Peddlaria (I named it after a failed previous attempt at making the perfect Peddlar utopia). I wanted to ensure that even the worst Agent could, given proper grooming, become a fixture on the global stage - so I ended up getting the Peddlar a coterie of courtesans including a unique Courtesan which gave him an unearthly bonus to handling city challenges. After his meteoric social rise he befriended and corrupted a few key commanders and then used his persuasion to get them appointed heads of command before declaring a coup. I immediately passed the free trade law because obviously New Peddlaria is pro-peddling but my noble plans were foiled when a loyalist stormed the castle, attacked me, and on his first turn performed an attack that killed every courtesan minion. It was a national day of mourning in New Peddlaria, doubly so because it was quickly rejoined with its parent nation.
It's one thing to back a project when the risks are known upfront, but when the project creator outright lies about the risks, it makes it impossible for you to make an informed decision.
http://matthewhopkinsnews.com/?p=4505
Ah, but see, he turned out to be right on the spot after all!Quotehttp://matthewhopkinsnews.com/?p=4505
Ah yes, the guy who had such a hate boner for TWS he got banned from here. We've been through all this before you even got here.
Digitally Downloaded (DD): That Which Sleeps has run a Kickstarter; its release is planned for Q1 2015. What are your priorities between now and then? How intense has this whole development process been thus far?
King Dinosaur (KD): Development has slowed to a crawl because the Kickstarter has taken up so much of our time. At first we thought we'd be working on a demo to release mid KS, but now that we have so many people that opted into Beta access our new priority is to get something into their hands ASAP. So they will follow the transformation and see the game get features and polish added as we go. It should be really fun.
DD: Seeing that modding being capable of making new guilds, campaigns, old ones, heroes, and so forth is such a crucial component to That Which Sleeps, do you plan on tweaking or adding anything new to the experience post-launch?
KD: It was always our intention to continue to support the development of the game, whether that is best done by us creating additional content or supporting the community remains to be seen, but if you've been following us on forums and in our Kickstarter, you know how excited and engaged we are, and we want people to be enjoying That Which Sleeps for a very long time.
This shit is hilarious.
I think crowdsourcing in general is great for indie developers but I think it comes with a large amount of responsibility too.
We made sure we had some very clearly defined goals and intention for the money we were trying to raise. We asked for a relatively modest amount, and we've been as transparent and responsive as possible to our backers and potential backers.
An interesting post by a superbacker, as seen in Kickstarter:Spoiler (click to show/hide)
Wait... so you're saying only a fool would believe the creator's own statements in a kickstarter? How can you back anything then, if only a fool believes what the creator says. How do you even know they're going to make what they said they would, and not just cast themselves in a porn movie? Luckily, the rest of civilization works on the principle that "Lying is wrong" which is why I keep talking about fraud, rather than enthusiastic pitching.QuoteIt's one thing to back a project when the risks are known upfront, but when the project creator outright lies about the risks, it makes it impossible for you to make an informed decision.
The risks are known up front, regardless of what project creator says. Only a fool would back something on Kickstarter on the assumption it's already done.
You've perhaps heard of the ad-hominem fallacy? Regardless of the qualities of that guy himself (hell I even warned against reading his blog) he's put together a bunch of information in a single place. Do you not trust your own judgements of logic to determine if his conclusions follow from the presented evidence?Quotehttp://matthewhopkinsnews.com/?p=4505
Ah yes, the guy who had such a hate boner for TWS he got banned from here. We've been through all this before you even got here.
Did that map builder go out at all?