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Author Topic: Cult - New Development Video (5-10-12)  (Read 114320 times)

Servant Corps

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Re: Cult - v0.15 Tech Demo Released
« Reply #90 on: January 05, 2010, 01:18:41 pm »

Cannot wait for this to have some gameplay, it's really looking great.

Seconded. I'd always wanted a SimChurch game, and this would provide it. I don't like the mechanic of Gods gaining power through worship, though I could just mod it out and provide a new mechanic (and besides, every god game has that mechanic, why mess with a good thing).
« Last Edit: January 05, 2010, 01:24:55 pm by Servant Corps »
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florian

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Re: Cult - v0.15 Tech Demo Released
« Reply #91 on: January 05, 2010, 05:19:07 pm »

You said you are using Voronoi diagrams. What algorithm do you use to generate them?

I have to say this looks quite awesome.
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Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #92 on: January 05, 2010, 07:18:36 pm »

You said you are using Voronoi diagrams. What algorithm do you use to generate them?

The libtcod library actually comes with noise generators and a Voronoi diagram generator function, although they're pretty limited in scope. If you're interested in generating them separately, there are quite a few scripts in various languages available (such as this one).

Quote
I don't like the mechanic of Gods gaining power through worship, though I could just mod it out and provide a new mechanic (and besides, every god game has that mechanic, why mess with a good thing).

Well, 'more power for your god' in this game directly translates to 'more ability for your god to imbue you/your followers with power'. I don't think there'll be any 'miracles' or similar devices in this game - gods will probably be restricted to acting solely through their followers. This makes more sense to me, anyway - if the gods could simply act directly in the mortal plane, they'd have no reason to care about followers.

This should ideally make toppling large, established religions very difficult, because the high-ranking priests and warriors will be able to stomp all over anyone who dares to attack them.
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FluffyToast J

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Re: Cult - v0.15 Tech Demo Released
« Reply #93 on: January 05, 2010, 11:25:36 pm »

But if you do manage to topple their religion, you get this warm giddy feeling in your gut. "I took over the second largest religion, yay ^_^! Now everybody loooooooooves me :3"

Maybe. I dunno, I'd be like that.
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Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #94 on: January 06, 2010, 09:51:37 am »

Off to another wonderful day of work, but I have a small surprise before I go:

Spoiler (click to show/hide)

Islands: we gots 'em!

I wasn't able to get Armok's algorithm suggestion working any better than the original (it worked, but like the other, still too computationally expensive because there's more land than water). However, after a lot of cheating, I got the original to work by doing several error checks prior to approving an island. It results in ~95% accuracy or so, which seems like a fair amount.

Here's a shot of the entire world, genned with names (large 1.6m image):
Named Worldgen

You'll notice that some of the names overlap - this is peachy, because adventurers will be able to turn name types on/off with either a menu or by pressing predetermined keys. This means you'll be able to turn discovered desert names on and off, for example, by pressing 'D' or whatnot, freeing up your screen of clutter but allowing you to see the landmarks you want to.
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Korbac

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Re: Cult - v0.15 Tech Demo Released
« Reply #95 on: January 06, 2010, 11:30:11 am »

This looks amazing, Lord Dullard! I hope all goes well for you. I wish you all the greatest success I can.

2 months off work? That must be a perk of the job.
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TheNewerMartianEmperor

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Re: Cult - v0.15 Tech Demo Released
« Reply #96 on: January 06, 2010, 01:52:55 pm »

Will this game have win conditions? Such as ascendancy, or global domination?
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Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #97 on: January 06, 2010, 05:23:52 pm »

Will this game have win conditions? Such as ascendancy, or global domination?

I have some ideas about this, but it's a long way off. Suffice it to say I'd eventually like to see some kind of 'win condition' for the game that will allow players to post their character/game on a ladder, but I do *not* want it to necessarily end the game, which should be open-ended and have enough to do (between settlement/shrine building, dungeon delving, and perhaps even exploring other maps - though that's a long way off) to keep you busy indefinitely.

Quote
2 months off work? That must be a perk of the job.

Not really - I'm a poor college student who moonlights as a waiter, and the place I've been at for a couple of years closes down each January-February. This year I managed to land a second job the day after the break started, though, so... so much for that.  :D
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Servant Corps

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Re: Cult - v0.15 Tech Demo Released
« Reply #98 on: January 06, 2010, 07:43:38 pm »

Quote
Well, 'more power for your god' in this game directly translates to 'more ability for your god to imbue you/your followers with power'.

Now this is interesting. Of course, you'll still call it Power, but I'll privately view it as "Favor"; the God want followers, and is willing to reward the religion that gathers him followers by giving that religion a taste of his great and mighty power. Alternatively, if people stray from the religion, the God will withdraw his support for his religion as punishment.

(Still the main question of why gods need followers in the first place, but I'll put that down as ego.)

Good luck!
« Last Edit: January 06, 2010, 07:46:55 pm by Servant Corps »
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Mephansteras

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Re: Cult - v0.15 Tech Demo Released
« Reply #99 on: January 06, 2010, 07:49:14 pm »

The screenshots are cool. And I approve of the goals of the game.

I shall keep an eye on this.
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Normandy

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Re: Cult - v0.15 Tech Demo Released
« Reply #100 on: January 06, 2010, 08:07:11 pm »

The only complaint I have is that there are no mountain ranges, and hence the world feels a little bit compressed, as if an island. Unless those mountains are really huge. Otherwise, I am really liking what I am seeing.
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Lord Dullard

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Re: Cult - v0.15 Tech Demo Released
« Reply #101 on: January 06, 2010, 08:30:28 pm »

The only complaint I have is that there are no mountain ranges, and hence the world feels a little bit compressed, as if an island. Unless those mountains are really huge. Otherwise, I am really liking what I am seeing.

Well, it's true that the worlds generated always feel smaller than they would be if I used a more traditional roguelike approach and used ^ symbols, et cetera - however, I don't think that would take advantage of the excellent libtcod library. The important thing to keep in mind will be that each tile of the map will be able to be expanded to, say, a 250 x 250 area - including mountain tiles. And there won't be no reason to learn to climb mountains and explore - ancient artifacts being one of the primary means of directly increasing your power or wealth.
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Little

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Re: Cult - v0.15 Tech Demo Released
« Reply #102 on: January 06, 2010, 08:36:28 pm »

This looks great so far, putting it on my watch list!
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Org

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Re: Cult - v0.15 Tech Demo Released
« Reply #103 on: January 06, 2010, 08:47:28 pm »

What do I do after worldgen? It wont let me do anything!
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Jack_Bread

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Re: Cult - v0.15 Tech Demo Released
« Reply #104 on: January 06, 2010, 09:04:20 pm »

Look at what it made. :)
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