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Suggestions Compilation
13 replies to this topic - Started By Balkep, Oct 12 2014 08:10 AM

#1 Balkep

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Posted 12 October 2014 - 08:10 AM

Suggestions Compilation
 
Format:
- the main idea;
- link(s);
- status (Planned, Not planned, Maybe, Unknown)
 
A. New Mechanics
 
Spoiler
 
B. Changes to Existing Mechanics
 
Spoiler
 
C. Ideas by Ray (a.k.a. the Maybe pile)
 
Spoiler
 
D. Quality of Life
 
Spoiler
 
E. UI (user interface)
 
Spoiler
 
F. Map Editor
 
Spoiler
 
G. Uncategorized
 
Spoiler
 
Last update: November 30, 2014
Please let me know if any suggestions are missing (+ link) ;)

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#2 Balkep

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Posted 12 October 2014 - 08:11 AM

<Reserved>


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#3 KyoShinda

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Posted 12 October 2014 - 10:04 AM

Add male pregnancies to the list.


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#4 Luka

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Posted 12 October 2014 - 10:17 AM

Add male pregnancies to the list.

...Joking right? :P


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#5 Rayvolution

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Posted 12 October 2014 - 12:00 PM

Pinned :D


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#6 Balkep

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Posted 12 October 2014 - 09:27 PM

Add male pregnancies to the list.

We may need a link for that  <_<


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#7 Luka

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Posted 13 October 2014 - 04:38 AM

We may need a link for that <_<

Really wanna like put a stupid image on here, as a joke. But anyway.... Nice thread balkep. Also haven't seen you much before this thread?
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#8 Luka

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Posted 13 October 2014 - 04:55 AM

Can you add this tot he thread? http://retropixelcas...g-issues/?p=828 it's house balancing. It's basically the point how small hovels(the bigger house) are under powered.
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#9 Rayvolution

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Posted 13 October 2014 - 12:55 PM

Balkep, if you really-really want to, you can throw my personal "maybe" list into the mix. :)

 

(Just a side note guys: This is my "maybe" pile, none of these are confirmed features yet! Just random thoughts I have during development.)

 

IDEAS/FUTURE PLANS
- Different color crystals do different things. (Red = health stuff, blue = mana stuff, etc)
- nearest selection instead of first selection for work, maybe make it a toggle?
- when village center "levels up" all ranges of all buildings increase.
- Monsters spawn from abandon villages, maybe special buildings that also spawn mobs can exist as well. Like a "slimes pit"
- When villager dies, body stays there for a very long time, or until crafted into a gravestone
- Attack threshold - have to gain a certain amount of evil-points before attacked. (Sort of like an aggro increase, like if you walk by a wolf it may ignore you, but if you float around one too long it'll get angry)
- rats/rattraps that steal food and other resources.
- Mob traps, like spike pits, explosives, etc
- Trait system: "Lazy", "Homosexual", "Hyper", "Slow", "Strong", etc.
- Max mobs in an area, when too many are there, force them to another. Keeps things from overloading and gentle pushing mobs in the direction of the village.
- Ambient sound effects from tiles to give the world more atmosphere.
- "Gifted" villagers that use Kickstarter's names.
- Buildings that enhance other abilities (Example: a Forgery that enhances guard attack/defense)
- Thought bubbles
- Seasons
- Houses need wood for the winter so they dont freeze?

CHILDREN IDEA
- When birthing, they attempt to go home, or a clinic.
- If home, baby gets a +20% XP bonus, if clinic, 30%, if outside, no bonus.
- Children can go to school, when they go they gain XP.
- Orphanages that can house many children, but few adults

 


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#10 Balkep

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Posted 14 October 2014 - 01:19 AM

Ray, done ;)

I've moved some ideas to the other sections (like Seasons and Work priorities for multiple selections) as there were prior suggestions related to them.


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#11 KyoShinda

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Posted 16 October 2014 - 11:36 PM

I feel like commenting on these because they seem pretty interesting and because I'm hitting creative blocks. lol

 

IDEAS/FUTURE PLANS

- Different color crystals do different things. (Red = health stuff, blue = mana stuff, etc)

You have to keep this one, it's just cool. What's the roughly planned use for the green one?
- nearest selection instead of first selection for work, maybe make it a toggle?

Sure
- when village center "levels up" all ranges of all buildings increase.

I guess then the question would be, how does a village center level up? I guess when you hit population checkpoints?
- Monsters spawn from abandon villages, maybe special buildings that also spawn mobs can exist as well. Like a "slimes pit"

I'm actually crossing my fingers for this one because I'm designating areas of 'evil' on my map. lol
- When villager dies, body stays there for a very long time, or until crafted into a gravestone

Just for the sake of adding gravestones to the list of stuff to sprinkle in maps. lol
- Attack threshold - have to gain a certain amount of evil-points before attacked. (Sort of like an aggro increase, like if you walk by a wolf it may ignore you, but if you float around one too long it'll get angry)

I think this would be a good idea for wildlife and then for mobs they would have a large aggro range depending on mob difficulty.
- rats/rattraps that steal food and other resources.

50/50 on resource stealers. I think it would be interesting if, instead of mouse traps, they were deterred by house cats and you get more from increased amount of houses (non-tents).
- Mob traps, like spike pits, explosives, etc

I guess upside would be survival and defense, downside would be that your 'warriors' don't get xp from it? Also, not sure how 1-time use traps would work, rebuild vs. reloading them.
- Trait system: "Lazy", "Homosexual", "Hyper", "Slow", "Strong", etc.

Would be funny if your last fighter guy was lazy and let your village get destroyed, traits would give the game character, would probably have to keep a sane amount of it though.
- Max mobs in an area, when too many are there, force them to another. Keeps things from overloading and gentle pushing mobs in the direction of the village.

That's pretty much a must. lol
- Ambient sound effects from tiles to give the world more atmosphere.

Would that make the game laggy?
- "Gifted" villagers that use Kickstarter's names.

Where do gifted villagers come from? Is it a rare trait?
- Buildings that enhance other abilities (Example: a Forgery that enhances guard attack/defense)

Wouldn't that be the same how it is? Assigning some guys to a 'war' building would make them more attack-oriented like how lumberjacks are quicker at chopping trees?
- Thought bubbles

I'm fine with just the little random sprites that pop up already. Personally I'm just not a fan of thought bubbles.
- Seasons

Would be cool but not sure how that would work. What would designate Fall? Would the map be covered in snow during Winter? That might be kind of a pain to make snowy images for every building then code it not to cover lava etc.

Edit: forgot snow would be particles, sounds like it'll be really cool!
- Houses need wood for the winter so they dont freeze?

This would add a good survival element. Sure, your base is well-defended, but you died from frostbite. lol

CHILDREN IDEA
- When birthing, they attempt to go home, or a clinic.

Makes sense.
- If home, baby gets a +20% XP bonus, if clinic, 30%, if outside, no bonus.

That would add a good planning element.
- Children can go to school, when they go they gain XP.

Also good.
- Orphanages that can house many children, but few adults

Would be very nice.

 


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#12 Rayvolution

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Posted 28 November 2014 - 02:09 PM

Some more from my personal list: (Again, this is mostly maybe pile stuff)

- Actual automated tower defense style towers, built by villagers, ran off crystals/magic power?
- Use crystals as a "magic" way to bring in more villagers?
- "Evil" summons more villagers to the game.

- Resource: Clay, maybe only accent layer is blocked? (walls? what else?)
- Resource: Spice (Used to help farms maybe?)
- Resource: Fresh water (Unlimited, can be stored to be used easier?)
- Resource: Wheat/Hay (For buildings possibly? Food for eventual animal farms?)
- Resource: More veggies, potatos, turnips, raddish, cactus patches.
- Resource: Iron (for barracks and stuffs)
- Resource: Wild fruit trees? (will require redrawing farms and adding more space, can they be cut down?)
- Monsters can drop "gold" or "essence" of some kind, thats used for the tech tree in the future.
- Heatmap to control global temperature - that way you can make firepits, etc Hotspots cause fires.
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#13 Balkep

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Posted 30 November 2014 - 02:57 AM

Some more from my personal list: (Again, this is mostly maybe pile stuff)

- Actual automated tower defense style towers, built by villagers, ran off crystals/magic power?
- Use crystals as a "magic" way to bring in more villagers?
- "Evil" summons more villagers to the game.

- Resource: Clay, maybe only accent layer is blocked? (walls? what else?)
- Resource: Spice (Used to help farms maybe?)
- Resource: Fresh water (Unlimited, can be stored to be used easier?)
- Resource: Wheat/Hay (For buildings possibly? Food for eventual animal farms?)
- Resource: More veggies, potatos, turnips, raddish, cactus patches.
- Resource: Iron (for barracks and stuffs)
- Resource: Wild fruit trees? (will require redrawing farms and adding more space, can they be cut down?)
- Monsters can drop "gold" or "essence" of some kind, thats used for the tech tree in the future.
- Heatmap to control global temperature - that way you can make firepits, etc Hotspots cause fires.

Added these ;)


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#14 Rojo10000

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Posted 23 March 2015 - 10:48 AM

Roads and planning tool: http://retropixelcas...tool/#entry2832


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