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Author Topic: Cult - New Development Video (5-10-12)  (Read 114465 times)

Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #300 on: February 01, 2011, 01:45:54 pm »

Very cool!

Sill a little landmass-heavy, I think, which makes for a map that looks tailored to the rectangle. But A good improvement, and probably sufficient for now.

Problem is, making maps water-heavy means losing a lot of terrain variation simply because the gradient between low-lying terrain and mountains must necessarily be compacted if the landmasses are all smaller.

The alternative is making landmasses on map edges wrap like a Mercator projection.
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Mephansteras

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Re: Cult - v0.15 Tech Demo Released
« Reply #301 on: February 01, 2011, 01:53:28 pm »

You could always go the Civ approach and have a world gen parameter be the % of land on the map.
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Mithras

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Re: Cult - v0.15 Tech Demo Released
« Reply #302 on: February 02, 2011, 06:51:31 am »

If you're going to make aquatic species a significant part of this game then it might be worth adding more features to the ocoens, such as coral reefs and deep see trenches.

It might then be possible to design world gen capable of making a choice between a land focused map and a water focused one.

Of course, I'm not sure how far you plan to run with the aquatic species/cultures thing, so none of this might be relevant.
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TacKY

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Re: Cult - v0.15 Tech Demo Released
« Reply #303 on: February 02, 2011, 11:24:52 pm »

What do I do once I generate the world and the history?
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Hugehead

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Re: Cult - v0.15 Tech Demo Released
« Reply #304 on: February 02, 2011, 11:33:59 pm »

Nothing.
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squeakyReaper

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Re: Cult - v0.15 Tech Demo Released
« Reply #305 on: February 03, 2011, 12:11:05 am »

Just another reason to despise my computer's resolution.  Why, 1024x600, why?

Any chance for those of us with baby sized laptops to get a resolution changing option?
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Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #306 on: February 03, 2011, 11:36:20 am »

What do I do once I generate the world and the history?

This is just a tech demo - the actual 'game' is not likely to be released for some time.

@ squeakyReaper - yes, I'll probably make the game's resolution changeable once I make a more stable/current release with the beginnings of the actual game engine. I'm not too concerned about it while I'm still in such early stages of development.
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nenjin

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Re: Cult - v0.15 Tech Demo Released
« Reply #307 on: February 03, 2011, 06:09:34 pm »

To get you thinking on other game play aspects and away from map development....

Are you planning a set pantheon of deities, ala Dominions 3? While I love the idea of being a prophet rather than a god, the ability to handcraft our own deities would make players attach to the game much more, I think. Along those lines, what kinds of attributes or behaviors will distinguish one god's followers from another? Will it be the sort of system that lends itself to customization, ie....

ETHOS: (Peace, Love, Hate, Fear, Altruism, War, Death, Nature, ect...)
SPHERE: (Fire, Water, Mind, Battle, Holy, Unholy...)
ASPECT: (Man, Animal, Object, Idea)

Or will gods have a more hard-coded framework?

As for help, I can do tile work (been doing a lot of 32x32 .png work for another game), and I've written some primitive music in a midi orchestrator. So I'd be up for helping with either of those when you have a content framework set up. If those aren't formats you're working with, depending on what you ARE using, I'm a pretty fast learner as well.
« Last Edit: February 03, 2011, 06:11:36 pm by nenjin »
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squeakyReaper

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Re: Cult - v0.15 Tech Demo Released
« Reply #308 on: February 03, 2011, 06:13:43 pm »

It could also be less "you start with these powers", and more...  if you do something, you become more associated with that type of action.  Because people who like those actions worship you more, those actions become more powerful.  First you start by poisoning your enemy's water supply, which attracts those who wish death upon their enemies (or fear your wrath!) and lets you eventually do a full on plague!
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nenjin

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Re: Cult - v0.15 Tech Demo Released
« Reply #309 on: February 03, 2011, 06:16:53 pm »

I'm not really thinking into innate powers or anything, just from a flavor/design perspective. The way I read the idea, you're not creating a god, you're representing one. He says he wants gods randomly generated, which would be fun in its own right. A way to customize or add gods to the pool though, (depending on how they are constructed to begin with) would be a nice perk.
« Last Edit: February 03, 2011, 06:21:27 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
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Quote from: MrRoboto75
Always spaghetti, never forghetti

Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #310 on: February 04, 2011, 12:36:59 pm »

Too late, you've all awakened my obsessive compulsive disorder WRATH!

Here. I played with it. Users will now be able to specify the % of land they want (these maps are all set to 35%), and probably also the amount of mountainous vs. low-level terrain, if I decide to be slightly more ambitious. Comments, gripes, criticism?

Spoiler (click to show/hide)

Now, I have about an hour and a half before I am dragged off to a shopping/banking excursion and a social function. Time to figure out how the hell I'm going to code work on creature gen!
« Last Edit: February 04, 2011, 01:40:07 pm by Lord Dullard »
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quip

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Re: Cult - v0.15 Tech Demo Released
« Reply #311 on: February 04, 2011, 02:52:29 pm »

Looks good to me!
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Fniff

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Re: Cult - v0.15 Tech Demo Released
« Reply #312 on: February 04, 2011, 03:40:55 pm »

I would like to see different powers for different gods, I.E worship a sun god, you have light and fire powers, worship a lunar/nature god, you can turn into a werewolf, etc.

chaoticag

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Re: Cult - v0.15 Tech Demo Released
« Reply #313 on: February 04, 2011, 05:01:15 pm »

These maps look much better than the old ones. I like how the mass isn't uniformly distributed all over the place, and so you end up with ocean between land masses. Who knows, the natural boundaries may foster completely different dominant cults until they finally clash.
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Blargityblarg

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Re: Cult - v0.15 Tech Demo Released
« Reply #314 on: February 04, 2011, 05:03:29 pm »

Further nitpick: Is there any way to reduce the frequency or size of the inland seas?
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