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Author Topic: Cult - New Development Video (5-10-12)  (Read 114291 times)

Sentientdeth

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #735 on: February 28, 2012, 01:58:30 am »

Woot!
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Lord Dullard

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #736 on: February 28, 2012, 12:11:06 pm »

Well, work on biomes is taking me longer than expected, so I'll renege on my statement earlier that I'd save all previews of worldgen changes until later.

These three were generated in-a-row and scaled down via blit2x:

Spoiler (click to show/hide)

Color scheme has been changed, and there have been some major modifications to the way the terrain is generated. It produces MUCH more interesting results now. No more 'blob' landscapes, thankfully.

Back to work on regional biomes!
« Last Edit: February 28, 2012, 01:27:39 pm by Lord Dullard »
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Sentientdeth

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #737 on: February 28, 2012, 04:43:28 pm »

This looks phenomenal!
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nenjin

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #738 on: February 28, 2012, 05:42:15 pm »

/beg

Please sir, can we have some mowar?

/beg
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Knight of Fools

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #739 on: February 29, 2012, 02:24:32 am »

That is so sweet.
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Lord Dullard

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #740 on: March 05, 2012, 03:32:14 pm »

Well, I'm going to try to put together a video today. Should be up within a few hours, if all goes reasonably well.

Update:

Still working. Caught some girlfriend aggro. I will stay up tonight until the wee hours putting things together - got all the recording done, so it shouldn't be too much of a problem.
« Last Edit: March 05, 2012, 09:55:52 pm by Lord Dullard »
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Lord Dullard

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #741 on: March 05, 2012, 11:59:13 pm »

Well, crud. I am going to have to delay posting the video until tomorrow, folks. A number of things got in the way of me finishing it up tonight, the foremost of those being that I can't use my desktop at the moment.

On the positive side, I hunted down several annoying bugs, made some progress on regional terrain generation, and also put up a new page on the blog. It's a (loose) development roadmap:

http://cultrl.wordpress.com/development-roadmap/

I'll be up early tomorrow working on the video, then doing more coding on regional generation.
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Mephansteras

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #742 on: March 06, 2012, 12:45:55 pm »

Looking really nice!
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Fniff

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #743 on: March 06, 2012, 02:04:05 pm »

Came up with an interesting idea for history generation, but it kinda revolves around the idea that the world isn't in a medieval stasis.

Perhaps there should be varying levels of advancement in each playthrough, probably putting a hard limit on the Renaissance (Or Victorian Era, but that maaay be too advanced), which change weapons, houses, magic, NPCs, armor and even the Gods themselves as time goes on. In one playthrough you could be blasting Scracks with your dual multi-barrel repeaters on your way to warn the mayor of a werewolf infestation, while in another you are thwacking bandits wearing bronze platemail with your Morningstar. These could be sorted into different organizations that don't mix (Stone Age, Bronze Age, Iron Age, Medieval Age, Renaissance) or you could simply make it so that ages just simply make certain things stop and other things are brought in without a sanity check, which could lead to some weird things such as bronze short swords alongside muskets and NPCs wearing chainmail while fighting with a wooden club. Former would make more sense, latter could lead to fun.

What do you think?

Lord Dullard

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #744 on: March 06, 2012, 02:23:03 pm »

Hey Fniff, thanks for the input.

I'd already considered various levels of scientific advancement; civilizations currently trend towards overall levels in several general cultural fields, one of which is technological prowess.

I don't think civilizations will be *too* technologically advanced - I'm thinking that very advanced civs will be more steampunk-esque than sci-fi. I don't want to fall too much into the 'magic vs. technology' vibe, either; even though civs will tend not to make heavy use of both, I don't think magic and technology will be mutually exclusive skills. For that matter, some gods will openly embrace technological prowess and encourage their devotees to strive towards it.
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Fniff

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #745 on: March 06, 2012, 02:31:41 pm »

Brilliant, I didn't want sci-fi anyhow. Steampunk is perfect, though other styles aren't too bad either. And it's great that there isn't the need for exclusion, but there could be wars over magic and technology.

malloc

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #746 on: March 06, 2012, 02:34:02 pm »

^ Besides, it will be a lot of work to implement, as it is not really possible to implement a system where technology evolves on it's own.

Unless you are talking about a 10% in sword sharpness and a different colored hilt for each advancement in sword technology. Such a system would be easy to implement :p.
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Mephansteras

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #747 on: March 06, 2012, 04:05:47 pm »

A reasonable way to deal with technology is to assume that everyone goes for the most advanced thing available that they have the resources to create. If you include knowledge and magic as resources, then it should be fairly smooth to do transitions. That also allows for disparities (a stone age society not having the knowledge to use the iron in their area) and for the player to have a dynamic effect on the world by introducing new technologies.

Technological discovery could be a random event that occurs occasionally, with a higher chance of happening if a resource runs out. The Western Bronze Age moved to the Iron age, for example, when Tin became scarce in much of the Mediterranean world. They already had iron and knew how to work with it, but it wasn't until they needed to replace bronze that they figured out ways to make Iron a valid substitute (by creating a rather mild steel).
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Lord Dullard

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #748 on: March 06, 2012, 07:16:33 pm »

Thanks for the food for thought, guys. I'll definitely be coming back to this stuff later.

In other news, I'm FINALLY done with the video, and it will be going live as soon as conversion and YouTube uploading is finished. I really suck at this video-making stuff.

These aren't going to be Kickstarter videos (for one thing, they're way too long - both at about ten minutes). They're just development previews, and they give me some time to talk directly to viewers about the game.
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Neonivek

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Re: Cult - New Videos Added to Topic/Devblog
« Reply #749 on: March 06, 2012, 07:41:36 pm »

I'd love it if magic was a type of technology too... but that would just get complex, especially since you would have to develop a whole system of magic.

That way you could have Stone age societies with powerful knowledge about magic, giving them a multitude of spells and techniques, as well as resources that other civs would have trouble collecting such as Spirit contracts (Agreements between Fairies, Spirits, Gods, ghosts, nature itself or other supernatural entities), Bound Supernatural creatures, and vast stores of mana.

Mind you, as I said before it would get complicated. Though I always imagined that a primative magic society would be one where magic exists but is largely unknown and thus mages would be casting spells either from what they invented themselves or from pure expressions of though souls, minds or personalities. Though by what means does a magical society get more advanced without saying "well they make more spells". It would have to be a system in which magic itself can evolve (For example if Spirit contracts actually had to be discovered) but by what means is one more advanced then the other?

I am actually holding back greatly to admit.
« Last Edit: March 06, 2012, 07:50:37 pm by Neonivek »
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