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Vedov

Member Since 12 Feb 2017
Offline Last Active Sep 06 2019 01:38 PM
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Topics I've Started

Making the Content Wall go Away

16 November 2017 - 08:38 PM

The content wall is struck if the player has done/built everything, and the game no longer does anything to challenge the player or endanger the village. At this point, the game becomes purposeless and boring.

 

Potential solution:

Responsive and dynamic systems driving things like weather, monster spawns, and other things that force the player to react to the game.

 

The actions the player takes could influence the in-game systems (i.e. the world), which will in turn cause the player to have to react the the changed world. In other words; the player does something -> the game responds to the player's actions. The game already has the inverse relationship of; the game does something -> the player responds to the game's actions.

 

Unfortunately the challenges the game presents are currently predictable. Once a village has survived to a certain size there really isn't anything to worry about; you've hit the content wall and nothing will endanger the village. However, making the game dynamically react to the player will cause the game to be less predictable, and exponentially push back the content wall.

 

Basically, the in-game world itself could use an AI. Then the game wont only consist of the player reacting to the game. The game will also react to the player.

 

Here's a little text diagram to illustrate what I'm saying;

 

How the game is now;

 

Game presents problems -> Player solves problems -> Player hits content wall

 

How the game could be:

 

Game presents problems -> Player solves problems -> game reacts to the player's actions -> Player solves emergent problems -> game responds to the player's actions -> and so forth.

 

Theoretically, this could indefinitely prevent the player from hitting the content wall.

Implementing this sort of circular causality could potentially abolish one of the game's central problems.


Aggressive and Defensive Barracks

30 August 2017 - 06:45 PM

I was playing a while ago, and my guards from the barracks were leaving the town to go kill the monsters buildings outside. At first it was annoying, since they'd sometimes get themselves killed outside the village, but in the late-game I liked that they'd go out to destroy the monsters.

 

I don't know if this was caused by a bug, but having two types of barracks in the game might not be a bad idea.

 

Defensive - To prevent the monsters from slaughtering everybody in the village.

 

Offensive - To conquer the world. Could be a good way to burn off excess villagers.


Hail Should Only Occur During Hot Weather NOT Cold Weather

13 August 2017 - 11:01 PM

Hail most often occurs when it is very hot out during thunder storms. I'd just like to point out that the game doesn't reflect this since it hails in the game only when it is cold.

 

For the sake of realism (assuming that's what you want) hail should never appear when it is cold, and only appear when it is very hot.

 

The type of cloud needed to generate hail tends not to form during cold weather.


Random Events

28 May 2017 - 02:03 PM

Monsters spawn, food needs to be produced, and so forth. These things are regulated by (mathematical?) values that are predetermined before the game starts. If these values do not change, then at some point the player will have built a village that can withstand everything the game will throw at them. On the other hand, if these values increase continually, eventually it will be impossible for the player's village to survive. The game needs something to keep it interesting once the player has established a powerful, thriving village. The player should have to continually adapt to the game environment for their village to survive.

 

To this end, I have a suggestion; Random events. Some events could occur without warning, while others could warn the player (Event X in Y days). The player would have to modify their village to deal with these events. I have a few preliminary suggestions for event types, but they are not really the important part of this post. The idea of random events in general is my main point.

 

1. A night with a ridiculous number of monsters spawning (and/or bosses?)

2. Droves of pests coming out of the forest/rocks/whatever to steal food/water/etc.

3. Flying monsters

4. Tunneling monsters

5. Meteorites/Tornadoes/Large map-scale fires (firefighters?)/other natural disasters

6. Regeneration of rock (villagers die if rock appears on top of them) (This would also solve the problem of there being a limited supply of rock in the map)

 

Random events could become enabled after X days, which would give the player time to build up a village before random things start trying to kill them. Of course, the number of days before random events are enabled could be chosen by the mapmaker, or the player in custom mode.


Complex Modifiable Difficulty Settings

20 March 2017 - 05:33 PM

Right now the game has one difficulty setting in survival mode. As it stands, it falls entirely on the developer to make the game both fun and challenging. With only one hard difficulty setting, the balance between fun and challenging is precarious.

 

If there were a difficulty menu where different aspects of the game could be altered by the player before starting a game (e.g., monster spawn rate, thirst and hunger consumption rates... whatever else...), then the players could do the work of balancing the game. This sort of setup has more than just the benefit of letting players have some control over the difficulty. It also allows for different kinds of games to emerge from the same program. A game with a high monster spawn rate and a low food consumption rate requires a different strategy than a game with a low monster spawn rate and a high food consumption rate.

 

This game seems to be about creating a village that doesn't get screwed over (at least not too quickly). But if the trials you face are always the same, then the same (or similar) strategy can be employed routinely. Hence, the player only goes through the agony (and fun) of figuring out how to raise a village once.

 

Having a difficulty menu with numerous modifiable variables would allow players to create their own insanely difficult and unique variations to the game. Players would need to develop new strategies to deal with different difficulty settings.