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Author Topic: Project Potentia ad Populis  (Read 2105 times)

Mesa

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Re: Project Potentia ad Populis
« Reply #15 on: December 30, 2013, 07:44:51 pm »

Well, that escalated quickly...
I'm sorry, my memory failed me.

I still think this should go to the Creative Projects section, but I'm not gonna sweat it if it doesn't. :V
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BallC420

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Re: Project Potentia ad Populis
« Reply #16 on: December 31, 2013, 12:51:21 pm »

Played through this a bit last night. Pretty interesting. Some constructive criticisms:

1) It would be really nice to know the cost of improvements /before/ you build them on the world map.

2) Needs more information on what resources the various improvements and buildings give you on a per-turn basis. I guess this can be affected by the worker's skills but even just showing the base amount would be helpful (i.e. a lumber camp provides 1 lumber per day, etc)

3) It's not entirely apparent how raising an army works. I kept looking for where I recruit folks but then realized I have to raise an empty army and then let it sit in the town for a while to actually recruit.

4) When you have empty offices, there should be something that tells you. Also when new offices open up.

5) It'd be nice to be able to pass time while in the city screen -- probably less of a concern if there's better information on the per-turn resource intake/outflow but I was trying to get a feel for it by going into the city, look at resource count, exit to world map, click next day, click back into the city, compare resource count to previous value, repeat.

6) Since most of the military units relies on metals, it seems like you're kinda screwed if you don't find ore in the mountains near your starting city.

Overall I had fun with it. Definitely going to follow this game and see where it ends up.
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pedrito

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Re: Project Potentia ad Populis
« Reply #17 on: December 31, 2013, 01:09:34 pm »

Thanks for the criticism BallC420 and Xinvoker. I should really add some more info about how things work.

Resources are always collected at the end of the month, and all the worldmap improvements give +10 monthly of their respective resouce. But it doesn't say it anywhere so I can see why this is confusing. Same for the recruitment.
That's for the ToDo list!

Quote
Slightly off topic...but how did you learn to prcedually generate a world...and do you have any tutorials/books/etc that helped?

There's lots of useful tutorials available online, try Google for "midpoint displacement" or "diamond square" and you'll find plenty of examples of how to generate random terrain.
For the other steps of world generation I improvised, and that was good fun.

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I still think this should go to the Creative Projects section

The main reason why I posted here is because this is one of the subforums I regularly visit. I did head over to the Creative Projects, and I found this there:
"Visual arts, music, writing, and anything else you are working on that you'd like to share. Video game projects work here or in Other Games."

That's why I posted here.
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burningpet

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Re: Project Potentia ad Populis
« Reply #18 on: December 31, 2013, 02:10:19 pm »

Very promising. didn't get to go too much deep but the first thing that struck me is that i had a really hard time reading the black text over the dark gray buttons.
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pedrito

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Re: Project Potentia ad Populis
« Reply #19 on: January 01, 2014, 09:44:20 am »

Thanks, I've made the buttons a little lighter so the text will be easier to read.
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aristabulus

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Re: Project Potentia ad Populis
« Reply #20 on: January 01, 2014, 10:00:55 am »

Thanks, I've made the buttons a little lighter so the text will be easier to read.

That looks good!  Much easier on the eyes.  :)
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If iron is to become steel, it must feel fire! --ancient Dwarven proverb

What is steel compared to the hand that wields it?  --Thulsa Doom
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