This is amazing, can you just show us a video about battles?
How will it be like?
Will there be arrows getting shot from both sides?
Will you hear war cries?
Can you make your own civilization?
So many questions!
In order: I'm afraid not, at least not yet; probably in a few months I might release a video with a battle on a decent scale, but that's not realistic at the moment. Hopefully epic! Yes! Probably. No, not at the moment, though I'd like you, if you rise up far enough, to be able to strongly influence a civilization's direction, traits, etc.
While we can make camps and stuff like that, if we stay long enough and are prosperous enough, could we attract merchants and therefore eventually peasants that would start a town eventually. Probably asking too much but that would be awesome.
That sounds awesome. How would one go about making a city, anyway? I'd like to go Alexander the Great on the world, destroying nations, and building cities as a testament to my narcissism.
Making cities out of camps? That would be awesome! However, I wouldn't want to be too involved with the development of a city. This is not a city-building game after all.
I wasn't saying you would make the city, people would just sort of gather and make houses, wagons, trade stalls, going through a progress, you may come back to see a couple more stalls because your army is large enough they trade food or whatever, then a few may decide to live there over time, slowly starting a village or what not. Not building it yourself.
Yes, but if you don't do any of the building there should be someone who does and reports to you / gives you taxes to pay for protection.
At the beginning the city should indeed 'spontaneously' be build but if it grows it should elect a leader to handle more complicated stuff.
Perhaps investing in a city could be possible? Like you loot some place and give the mayor part of the gold so he builds a smithy or something you can then use.
edit: I keep forgetting this is a 'strategy roguelike'. I'm hoping for things which are probably not even intended to be implemented .
I'm not sure how camp/town/city creation is going to work. I have a model for it in the generated histories, but in-game, I'm not sure. This also ties in whether you'll be able to have your character 'wait' for a historical period for things to happen; I'm not sure about that, either. I strongly suspect you will, if you are leading an empire or in a comparable rule of power, be able to 'initiate' a city, which will incrementally grow over time. Fast-travelling on the world map uses up significant numbers of turns, so basic wooden/stone settlements should be able to grow quickly, and I'd think the more you commit to the city, the faster it will grow. Just as you can hit '.' to increment a turn without moving, I'll likely put the same in at world map level, so you can increment 200/500/1000 turns or something at once (but it would 'pull you out' of that if something important happened in the process, and I'd need to be very careful people can't just use it to get themselves out of a tricky situation, etc). Caravans/camps, though, are very different, and should be implemented a lot sooner, since I see them as being a vital part of supply lines, etc.
Yeah, that would make the game too frickin complicated. You could start a city, maybe run aspects of it, but to go on the warpath and do other stuff, you leave the city in the hands of...anyone you want really. Like setting up governors.
As this is not a sim city game, I assume there will be some degree of feudalism. How much effort are you going to put into feudal relations? Can we expect barons under dukes under kings etc. or just one king and dozens of mayors?
Each society is going to have a different form of political/social organism, but yes, humans are (predominantly) going to be feudal, though I intend to add some variation. For instance, Dwarves are going to be technocracies; Orcs will be kratocracies; etc. Humans are predominantly monarchic, and predominantly feudal. Governors/mayors, yes, I expect something like this will happen; and if they (or you!) gain a lot of power in that position, they/you should be able to attempt to secede, or start a civil war, or whatever. Empire management is something I have quite a few ideas for...
Considering the first Alpha isn't even out yet it's to be expected that people's imaginations take a wild turn here and there. At least my mind tends to get more focused once I have a tangible framework to look at.
That's what I'm hoping (at least in terms of UI/wandering-around-the-world) the first alpha will do
EDIT: Shit, wait, I meant to say something useful as well. Uh.. oh yeah... this was an idea I had after reading about blood effects, but would it be possible to quaff the relevant juices of our foes/plants/etc, for various awesome effects. I'm thinking less of healing potions than hallucinogenic and potentially magically-reality-altering enhancers.
Yeeees, but for very, very few kinds of blood. There are no 'healing potions', I've decided (shock horror!); you'll have to bandage/whatever wounds and similar. A few kinds of blood will effects, though, but those might be randomised each game, too
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Saw a mention of arrows flying, and I want to ask something - if you're controlling an archer, will there be an option to make an arced shot or straight shot? Because in huge armies, you're going to have to be able to shoot arrows upward somewhat, unless you want to hit your buddies.
*Thunk* *Thunk* *Thunk* It was only after the first three spearmen fell that I remembered to point -up- a little.
Currently, the idea is that you get a crosshair for using a bow; land it on a creature; and fire, and the more skilled you are, the better you are at calculating the arc. However, programming in trajectory arcs is proving interesting, which is why, sadly, there are no bows/arrows in 0.0.1, but there will be 0.0.2! Lastly, check out those square brackets
http://www.ultimaratioregum.co.uk/game/development-plan-2/! Things are getting done! Today I plan work on dragons, wolves and general creature mechanics (like leg damage slowing/stopping your movement) so those should, in part, get bracketed today, hopefully...