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Messages - Xgamer4

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46
For that matter why do we need to build a tile of basic road before making anything larger?  Sure it's a simple thing to know to do, but I feel sorry for the newbies who have their main city entrance as a highway onramp straight into a 2 lane road because that's all they could make at first.  I've built highway interchanges that can't handle that traffic.

This actually caught me off guard when I tried playing it again recently.  I made that mistake on my first few cities and wanted to start with highways attached to the highway, but was forced to build the small 2 lane roads connected to it first.  I realized quickly afterward that I could immediately upgrade to 4 and 6 lane roads, but it was kind of a weird limitation all the same.

Incidentally, I also managed to bankrupt 3 cities trying to build up the initial road infrastructure to handle heavy traffic.  On the 4th attempt I just settled for the very cheap 2 lane roads and left enough space to demolish the roads near the highway so I could replace them with higher capacity stuff when it mattered.

That's the big thing I usually forget to do.  You can demolish anything and redo it, but I really hate doing that once I've zoned an area.  You have to demolish someone's house or office building or factory or whatever, and that just doesn't feel right.  This time I'm leaving enough space to put larger roads in place without having to do that.

I'm in a weird spot with this, honestly. On the one hand, yeah, I don't like how I'm forced to build a small 2-lane road off the highway and then just randomly build a town from that.

On the other hand... when I started looking around my area, I found more of those situations than I really expected. And that's off an actual interstate route (I84). So it's not like it never happens. And in real life, I suspect it's exactly the reason you're mentioning. 4-6 lane highways are *incredibly* expensive, whereas 2-lane roads are dirt-cheap, comparatively. They just upgrade them later, if the traffic demands it.

47
Bringing this back from the dead, as Cleve's posted a new video (top post in this thread, ignore the Hungarians) as an alleged warm-up to a Steam Greenlight campaign.

I'm just here because 4+ year necros are interesting but... Is he aware that Steam Greenlight is dead? Like, Valve killed it dead?

48
Other Games / Re: That which sleeps- Kickstarted!
« on: March 25, 2017, 11:37:00 am »
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.

Yeah, I went for an extremely-cursory overview of the easily-verified situation when I wrote out my earlier post. I think this is the most likely case - and Josh actually half-admits to it on the very first page of this topic:


...

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.

...



Implication being that they didn't have a playable demo circa August, and I seriously doubt one got finished in a month and a half.

Also! Same page (at my settings) I found this, about a persistent world. I think it lends extreme credence to the idea that they were in over their head from stretch goals:


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. 


Not only was that Old One added, but they explicitly changed their mind towards a persistent world.

49
Other Games / Re: That which sleeps- Kickstarted!
« on: March 24, 2017, 06:25:25 pm »
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.

Someone mentioned that on the Kickstarter as well. I don't really have a good response to it, other than putting it up really only feeds us. Proof for a third party (the Trades Bureau, for instance) is likely to happen separately and discretely.

The other thing is that I kinda feel like a lot of people jumping onto the "it's a scam!" thing don't really have a full grasp of the timeline and challenges. The game started gaining notice in August of 2014 (at the latest - that's the creation of this topic, *after* lots of attention on indiedb and tigsource), and by that time there were screenshots, corroborated pieces of news, massive QAs with Josh, and other piles of evidence that suggest, at the very least, a stuffed design document and concept art. Given that Josh is a developer and Joe is not an artist, concept art is less likely than some kind of tech demo.

That's already far more effort put into a scam than a scam is going to require, and that was a month before the Kickstarter was created.

Then the Kickstarter itself. The original intent of the Kickstarter was just art. That was it. We have significant circumstantial evidence that art was purchased and integrated.

Then stretch goals hit, notably Procedural Generation and Endless Simulation. These things are *hard*. We're sitting on the Dwarf Fortress forums. We know they're hard. Not only are they hard, they were explicitly picked back up from the cutting-room floor, where they were left because they were hard.

A good six-nine months of the delay was because Josh had to start from the ground up to make an engine that could support procedural generation and endless simulation. This makes sense - the existing engine wouldn't and couldn't support it, because the decision was originally made that it didn't need to, in favor of quick iteration and getting something out. (As a dev myself, I do want to note - and did note at the time - that 6-9 months for a fundamental rewrite of something at that scale is actually quite good, but still easily within the realm of believable.)

I don't have a specific date for when this engine overhaul ended. This was only really detailed on the forums, and that section was nuked from orbit. Probably around June/July 2015, if I had to guess. Not mentioned is the family medical issues as well.

Mid-October 2015 he publishes the First Turns/New Map video, with a promised series, that never materializes.

The likeliest reason the series never materialized is because, on advancing to the next few turns, he ran into the AI issues he then spent the next *very long* time trying to fix. This is also about when he went full-recluse, and the only real communication we had was courtesy of Serenseven / Sean acting as an intermediary. From Sean, we received interesting updates, and the news that the problem was with the AI. Also reasonable - AI is not exactly easy in the "easy" cases, and suffice to say that Josh hadn't set himself up to make it easy. Communication eventually ceased through Sean (in retrospect, understandable, because everything that made it to the forums just increased the vitriol).

And that's basically the entirety of 2016, other than a few unexpected map redesigns that crop up.

January 2017, Josh crops up on Kickstarter and provides new information. He tweaked the map even more, sure, but notably - he gave up on his original novel AI implementation and went to something far more tried-and-true.

That alone covers multiple map redesigns (at best actual, full-on, redesigns - at worst, time spent in Photoshop mocking up maps.) that no one asked for or wanted. QA sessions that go into crazy detail of a vision for the game. And more.

And on top of that, each step is pretty believable on its own. These are problems developers face. These aren't easy problems, either.

And that's not even touching on botched map maker and mod tool releases (that on their own prove *something* was done, even if they don't exactly do much), more massive QA sections on the forums, and other tidbits here and there.

That's why I don't think it's a direct, organized scam. We're talking about massive piles of work *just to fake game development* over the course of *2.5 years* for a measly $80k split between 2 people, less whatever art commissions cost.

The alternative explanation is that Josh had this great idea, actually began programming it, bit off more than he could chew in stretch goals, and out of a mix of pride and misplaced honor burned significant amounts of time trying to swallow that which he couldn't chew.

Or, summarized, one side is that two people went into elaborate detail for a scam, for about $17k/yr, and the other is that a developer fell prey to something so common for devs to wander face-first into, that it actually has a name - scope creep.

That altogether is why I say there's *so much* effort put into it for a scam.

50
Other Games / Re: That which sleeps- Kickstarted!
« on: March 24, 2017, 01:04:18 pm »
50 complaints from backers out of 4689 backers is about 1%, which isn't that large relatively speaking, though interesting, and it's hard to say whether that's a lot or a little because I don't know counts on other Kickstarters in similar situations. That doesn't take the plus into account, but it also doesn't take the (unspecified) number of paypal backers into account as well, so I'm just going to say those cancel each other out.

I think I'm more interested in the other case... what could that possibly be? How does the Trades Bureau determine cases? Would the Kickstarter funds be one case, and the PayPal backers be a separate, distinct, case? That doesn't seem immediately unreasonable.

It still just seems like *so much* effort to be put into a scam, though.

51
Here are the latest builds:

WIN: http://zirconstudios.com/game/Build3-9-17.rar
OSX: http://zirconstudios.com/game/Build3-9-17.app.zip


This came up beforehand in the OP, but an easier way to do this would be to upload a zip named "latest.rar"/"latest.app.zip" and just replacing it each time a new build is released. You can do specific build downloads as you do now, but that way you can just pass around one URL and not worry about keeping it up-to-date/people downloading outdated builds because they didn't look into it.

52
Proposal: Amend the title to "Victorian Crusader Universalis: Heart of Stella"

53
Other Games / Re: That which sleeps- Kickstarted!
« on: February 01, 2017, 12:42:57 pm »
...It's been 6 months since you resigned? Yeesh, that's longer than I thought. Thanks for what you did do, for what that might be worth.

...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?

54
Other Games / Re: That which sleeps- Kickstarted!
« on: January 26, 2017, 11:33:16 am »
Maybe you're right. That Which Sleeps Please, if you can read this, you've been in a coma. Wake up. Please wake up. is actually a meta game about building hype.

55
Other Games / Re: That which sleeps- Kickstarted!
« on: January 26, 2017, 11:08:15 am »
His timing is what really gets me, and is about the only not-terrible argument towards him trying to do *something*. It was basically as dead as a Kickstarter with lots of backers can get. The beta forums were seeing sporadic posts at best, Fenicks called it quits, and the Bay12 topic got locked. It was done - dead and basically buried. Josh was about as free as he could reasonably be.

Then he just wanders by and digs it back up with an info dump and a vague timeline, effectively restarting the clock. It only really makes sense in the context of not-a-scam, still-trying.

56
Other Games / Re: That which sleeps- Kickstarted!
« on: January 25, 2017, 01:03:30 pm »
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).

That's just the attitude of a dev grumpy that this really cool thing he thought of isn't actually doable in any reasonable amount of time, when you were so sure it could be done. It probably shouldn't have slipped into the update, but if anything it's just a good sign for us, because it indicates that he's pulled things back to a point where it's reasonable and doable. I wouldn't worry too much about it.

Though in general, yeah, I agree - in practice I think these were good decisions from a gameplay standpoint.

57
Other Games / Re: That which sleeps- Kickstarted!
« on: January 16, 2017, 09:19:28 pm »
Someone from RPGCodex decided to hammer the final nail in.

http://www.rpgcodex.net/forums/index.php?threads/that-which-vapours-sauron-rapes-tbs-that-will-never-be-scam-maybe.93379/page-48

Quote
Ladies and gentlemen, I present you the findings of my recent investigation of That Which Sleeps. Wall of text incoming.

First of all I’d 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.

Here’s 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 there’s 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 POI’s 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 there’s almost nothing happening „under the hood”.

3. The code quality is questionable
I don’t claim to be some kind of code-guru, but I know bad code when I see it. It’s poorly structured, there’s 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. I’m pretty sure that at the moment of the map editor’s release the game (if you could even call it a game) was not in playable state. I’m not sure it was a 100% scam though. The code I’ve seen shows some signs of effort being put into it. If it was made for the sole purpose of misleading their customers, it could’ve been done way easier. My hunch is that Josh simply overestimated his skills and couldn’t handle the complexity of the project (and those stretch goals didn’t help either).

That’s it for now folks. I did refrain from posting actual code here, but if you have access to the map editor you’ll 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.

58
Other Games / Re: Power, the US politics game
« on: January 09, 2017, 12:02:52 pm »
... the republican party for ex. is currently struggling due to the influence of the "too much right" elements. The democratic leadership has questionable loyalty's too, not to be trusted entirely.

...I honestly can't tell if you're describing the game, or real life, or real life via the game.

Anyways. I'll definitely check it out.

59
Other Games / Re: Dungeons and Dragons - Prospective Player
« on: December 30, 2016, 06:56:51 pm »
That being said, my first few times I got that same advice about going all in with the RP, and I ended up struggling because I was trying to heavily RP as well as learn the rules/gameplay. The DM has to keep it coherent and fair, so whilst from an RP standpoint I wanted to do x, I didn't realise it'd break things for other people/the story down the line. ...

It should be noted that this is just one way things can go... I generally GM, and as GM, my policy is that whatever the players do, assuming it's reasonable, is what happens. There's no "well... that's not really fair...". If someone says they do that, then they either succeed or roll for it, and it if changes things, that's on me.

Consequently, I run sessions heavily improv, and generally play systems that encourage a narrative focus (generally Apocalypse Engine/PbtA systems) and less DnD/Pathfinder.

60
Other Games / Re: That which sleeps- Kickstarted!
« on: December 30, 2016, 12:53:06 pm »
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.

Their "versioning system" has been mentioned in passing a few times, and the impressions I've gotten is that calling it "version control" is being waaayyy too generous. Josh apparently doesn't use any kind of version control, and just kinda wings everything. The off-hand comment Fenicks made a few months ago suggest that Josh actually keeps some code "in the cloud" and some code on his local machine, which is even crazier, but everything coding-related that Fenicks mentions needs to be filtered through the context that he knows nothing about development so... I'm not sure just what that entails, other than it sounds weird at best for a game like this.

(Unless... in the cloud is referring to some kind of source control that Josh does use, that Fenicks doesn't understand, which would make things make a bit more sense)

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