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Author Topic: Imagine Nations (pre-alpha demo) - a Voxel-based Dwarfy sort of game  (Read 4377 times)

Karkov

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Re: Imagine Nations (Kickstarter) - a Voxel-based Dwarfy sort of game
« Reply #30 on: December 02, 2013, 02:47:40 pm »

They said that they would, although their plan seems to be to get some YouTube channels to start reviewing the game, because they said that some games get all their funding in like the last 3 days after someone from YouTube who's an Internet Celebrity spreads word about it.

They're possibly going to go about this using the Minecraft model of selling the game cheap when it's an alpha or something, and then charging more as they add more content in. 

Yeah, if they get a famous youtuber to advertise their game they're bound to get flooded with cash.  The only question is which youtuber are they going to find that will back them?  They might like to approach some Twitch streamers as well.

Minecraft had a good business strategy, but I'm not quite sure if it'd work with this game.  I need to check out this demo later.
« Last Edit: December 02, 2013, 02:50:56 pm by Karkov »
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NW_Kohaku

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Re: Imagine Nations (Kickstarter) - a Voxel-based Dwarfy sort of game
« Reply #31 on: December 02, 2013, 03:13:05 pm »

I recommend messing around with the engine a bit for funsies.  Because proper pathfinding isn't in yet, the villagers do some funny things when you tell them to build in odd places. 

I built up a 3-block stack and told them to build a house THERE.
For more fun, when you build three blocks up like that, you can just build stairs and a "floor" for your building retroactively, and then jump up inside the building.  Buildings don't really have much of an inside right now, though.  Placeholders like the rest of the demo.

So yeah, playing through alpha will be a barrel of laughs.  Possibly like early DF, and it's problems of having to lock doors to keep dwarves from claiming the burning socks you couldn't forbid.  Good times, good times.
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Mephansteras

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Re: Imagine Nations (Kickstarter) - a Voxel-based Dwarfy sort of game
« Reply #32 on: December 02, 2013, 03:47:17 pm »

Demo has some issues on my machine for some reason, but it's good enough to convince me that they'll be able to make something fun out of this. Even if they only do a single tech level it should still be interesting.
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Lord_lemonpie

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Re: Imagine Nations (Kickstarter) - a Voxel-based Dwarfy sort of game
« Reply #33 on: December 02, 2013, 03:52:49 pm »

Demo was quite laggy for me, but that's probably my computer. As for the youtuber, maybe Inthelittlewood is interested? This sounds like a game right up his alley.
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NW_Kohaku

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Re: Imagine Nations (Kickstarter) - a Voxel-based Dwarfy sort of game
« Reply #34 on: December 02, 2013, 07:17:29 pm »

The game is laggy because it's being rendered in Unity, using polygons and objects instead of "real" voxels for the demo.  The demo has tens of thousands of objects in it, which makes Unity chug, but their own engine, they say, is capable of running with millions of voxel blocks without nearly the performance problems the demo has.  They're just throwing this out in Unity for the demo because their own engine isn't ready for players to mess around in, yet.  (Presumably, the cause of the lack of gameplay video, earlier.) The demo is more "proving we can do it, just give us time and funding."

In fact, speaking of their engine, I was talking to them about the shape of their worlds, and they were talking about how they had experimented with different types of gravity. 

The project leader says the current idea of a world is one based upon this article on a hypothetical cube-shaped planet in real physics.  Where gravity still pulls towards the center of the cube, meaning that the cubes seem to slope upwards as you walk along, leading to a world that looks like this concept art, with central oceans, "mountains" on the edges, and an atmosphere that can't reach the top of the mountains. 

I was arguing to him the advantages of a more Mario Galaxy type of approach, with an invisible plane that just change's gravity's direction, especially since it would mean you could have planets that had more Earth-ish geology/worldgen like DF's.  (Plus, how cool would it be to sail a ship over the edge of the world, just to have it pivot on its axis 90 degrees, and keep on sailing... in the middle of naval conflict?)

He was talking about how they were testing it, and thought it might cause problems with disorientation.  That is, sort of like Portal, what direction is "up" suddenly whipping around the player as they fall getting the devs testing it weirded out. He also was worried that it might seem too "gimmicky" a concept. 

For one thing, I responded, I think some strong gimmicks would help the game stand out as more than just a mash-up of existing games trying to find a harmony, but also because it lets you play with DF-style geology.  (Including the likes of having igneous extrusive stones in some areas, and sedimentary stones in others, with differences in where you go to mine what.)

Either way, the game is geared towards having a planet built at the start of the game, with a full map and a bunch of civs to interact with, and using a planet as a unit that gets generated when they get up to the point in the game where we actually are leaving the homeworlds.  (Which even they say is 2 years of development away.) Hence, more like Terraria or DF, you have a world that has a consistent, logical placement for everything, rather than random patches of biomes like Minecraft has, just because it doesn't have a central plan and makes up everything as it goes.  (It seems other civs, however, WILL be made up as you run into them.  Or, at least, heavily abstracted when out of view.  They want to take cues from games like X3 on things like that, where the game resolves abstracted "turns" for various Out-Of-Sector action instead of real-time every 30 seconds.  Splitting when each slice of the universe resolves its turn with a scheduler system keeps the world running smoothly.)

If you hop on their forums or chat, again, there aren't many people there, yet, so it's a good time to be quite influential in an early stage of development.
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NW_Kohaku

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Re: Imagine Nations (Kickstarter) - a Voxel-based Dwarfy sort of game
« Reply #35 on: December 03, 2013, 12:59:56 pm »

Speaking of things discussed with the devs of this game, I don't know how many of you have gotten into arguments about Tech Trees in the Bay 12 forums, like I have, but I was pushing forward ideas of alternatives to just plain having a research room as part of every village that just plain directs technology points to one specific technology, the way that Civilization works it.  As many DF players put it, tech trees don't tend to be fun.

The alternative I was trying to push for was making technology improvements be based upon a "Technology Through Use" system: A combination of how skilled workers are in the skills related to the field the technology is based upon, the level of industrial infrastructure in that field, (which is to say how developed their workshops are, already,) and the simple use and economic demand for products of that field. 

This would mean that, rather than having arbitrary technology upgrades based upon the notion of what is most strategically beneficial to a town at one time, min/maxing your technology upgrades, you gain technology organically as you use it.  It simplifies non-player directed technology upgrades so that the people doing the most smithing gain the most smithing technologies.  Meanwhile, player-directed technology evolution would involve trying to find ways to make more of a market for, and zone more industry for the technologies you want to develop, which would be more engaging an activity than just selecting a tech tree to follow and waiting for the progress bar to fill.

Again, there aren't that many voices over on their forums or the like, so even just a couple of you who want to lend some popular support may be convincing.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
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NW_Kohaku

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Re: Imagine Nations (Kickstarter) - a Voxel-based Dwarfy sort of game
« Reply #36 on: December 04, 2013, 10:28:51 am »

They made a new version of the demo, which partially solves lag problems, and also makes the quests behave more properly.  (The deliver the cart mission would be completed just by going near the granary at any time, not just during the mission when you had the cart.)

Demo, again, downloadable here: http://www.imaginenationsgame.com/demo/
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
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NW_Kohaku

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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
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