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Author Topic: Castle Story - Castle building RTS with mining and 'splosions. Still devin'  (Read 70039 times)

ansontan2000

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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #15 on: January 05, 2012, 08:32:32 pm »

Again, VERY excited for this.
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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #16 on: January 05, 2012, 08:59:21 pm »

All of my money.
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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #17 on: January 05, 2012, 09:00:38 pm »

Rewatching the thread with my money because everyone went Fry and got last thread locked.
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lordcooper

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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #18 on: January 05, 2012, 09:09:57 pm »

While everyone and their money are sat waiting around for this, why not take the time to visit Toady?
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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #19 on: January 05, 2012, 09:17:05 pm »

Also, instead of saying how much you want to throw money at the developers, post your expectations and hopes for what the game will turn out to be.

I for one hope that there will be a sort of 'slices' viewing system, where pressing buttons will cut away the top portions of voxels layer by layer, allowing you to see into mountains and buildings easier. Kinda like DF, in a way.

nenjin

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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #20 on: January 05, 2012, 09:22:52 pm »

It's hard to say what my expectations are at this point. Unless that's already a very old alpha, or they hand tailored it to keep a lot of content from being seen....the game is essentially a blank slate.

So, I'd like to see at a minimum names on each of the guys. Cave systems. Placed unique things in each world. I'm pretty eager to hear what their plans are for this, because alone I'm not totally enthralled by the concept of a better-looking Minecraft.
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ansontan2000

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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #21 on: January 05, 2012, 09:24:52 pm »

Also, instead of saying how much you want to throw money at the developers, post your expectations and hopes for what the game will turn out to be.

I for one hope that there will be a sort of 'slices' viewing system, where pressing buttons will cut away the top portions of voxels layer by layer, allowing you to see into mountains and buildings easier. Kinda like DF, in a way.

You mean like the Z level system? Sure, that would be good. But maybe not into unexplored terrain, like mountains. Castles would be fine, but being able to see everything is kinda OP.

I'm actually hoping that there is a detailed combat system.
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Sirus

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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #22 on: January 05, 2012, 09:28:03 pm »

All we need to see inside objects is the ability to make certain things invisible with a checkbox. Check the "View Underground" box to see your tunnels and mines. Check "Transparent Walls" to see inside castles and things. Stuff like that.

nenjin, I'm not sure how you can call it a "better-looking Minecraft", when aside from the idea of voxels and building the two are nothing alike for now. MC has one guy, CS has many. MC is a sandbox, CS is an RTS. MC has very little in the way of physics, CS looks to have quite a bit more.
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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #23 on: January 05, 2012, 09:28:52 pm »

I'm hoping theres monster forts that you have to siege, While stopping the monsters from overthrowing your fort, And I hope that monsters will be able to actually be able to build and repair structures. It'd be fun to go back into your main fortress making extra defences and pactching holes then going back and seeing they have a whole new fort.
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Sirus

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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #24 on: January 05, 2012, 09:30:41 pm »

I'm hoping theres monster forts that you have to siege, While stopping the monsters from overthrowing your fort, And I hope that monsters will be able to actually be able to build and repair structures. It'd be fun to go back into your main fortress making extra defences and pactching holes then going back and seeing they have a whole new fort.
Assuming they build on the RTS concept, I can easily see this happening.
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nenjin

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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #25 on: January 05, 2012, 09:31:01 pm »

Quote
MC is a sandbox, CS is an RTS. MC has very little in the way of physics, CS looks to have quite a bit more.

Well, based on what we know, this is a sandbox too. That it's an RTS versus a FPS digging game is the only real difference. If it turns out there's some AI group of baddies out there building forts and conquering islands, I'll embrace it as an RTS. For right now, it seems very much a sand box, with block physics. So I don't think a comparison to MC is too far off the mark. You're just having doods dig your squares instead of having to do it yourself.
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Vattic

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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #26 on: January 05, 2012, 09:31:23 pm »

Posting in new topic to voice my interest.

I hope the game has a fairly persistent world where new challenges come to face your fort and you can keep expanding on what you've already done. Having a way to move the islands or regenerate the islands around your own would be nice. Being able to take your fort into multiplayer and attack a friends would be really cool.

I suppose levels could work nicely too with something akin to Dungeon Keeper, I have always liked persistence in building games, though.
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Flying Dice

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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #27 on: January 05, 2012, 09:34:06 pm »

For my part, I want to build a stockpile of explosives so large that I can just tunnel into enemy skylands and blow them out of the sky. The potential for interskyland bridge networks is another bit of interest for me.

Quote
MC is a sandbox, CS is an RTS. MC has very little in the way of physics, CS looks to have quite a bit more.

Well, based on what we know, this is a sandbox too. That it's an RTS versus a FPS digging game is the only real difference. If it turns out there's some AI group of baddies out there building forts and conquering islands, I'll embrace it as an RTS. For right now, it seems very much a sand box, with block physics. So I don't think a comparison to MC is too far off the mark. You're just having doods dig your squares instead of having to do it yourself.

By those standards, there is not much difference between FPSes and RTSes because you're ordering some guys to shoot guns instead of having to do it yourself. They've already stated that there will be competitive multiplayer. It is already, by definition, a RTS, but that brings it firmly into the general conception of what a RTS entails.
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IronyOwl

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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #28 on: January 05, 2012, 09:34:25 pm »

While everyone and their money are sat waiting around for this, why not take the time to visit Toady?
I do still need to do that.


Also, instead of saying how much you want to throw money at the developers, post your expectations and hopes for what the game will turn out to be.
Because it'd be long.



Camera
I agree about being able to see inside things, but I'd like a bit more freedom than that. The ability to make individual blocks or different axes than the z-one ghostly or invisible would be nice. Note that if there's any kind of ore or whatever in there, this might have to be limited in some fashion.


Creatures
I'd like something other than those yellow things. I think they're a bit ugly, but even if they weren't, variety is nice. Customization would be even nicer, possibly including dying/altering your minions on the fly.

I'd love if you could apply little items and titles to them. The former may already be planned, the latter is useless but probably relatively simple. You could have a little baron with a crown, cape, and scepter! Or a little mook hat to differentiate your unarmed, unarmored builders from your unarmed, unarmored cannon fodder. Or just keep track of that one guy who survived a trip off the edge.

I'd like RPGish elements, though to be honest those would be difficult to apply without ruining something. I suppose saying that I'd like the option of RPGish elements would be more accurate, so if you don't want DF-style issues with a lone swordsman butchering everything that comes after you or miners moving no slower while mining than while running over open ground, you can avoid that.


Items and Materials
I'd love something a bit more freeform than the usual This Is A Pick, The Recipe Is This stuff. That's probably hoping for a lot, though, so I'd just settle for your basic material/item matrix like most crafting games.

I would really like more materials than just rocks and wood, obviously. I wouldn't even mind if most of them (precious metals, gems) were completely worthless beyond giving your guys fancy hats or encrusting their shields with rubies. In fact, I'm going to just officially add "worthless but shiny materials" to the list.

Part of me also wants quality levels or similar, but part of me thinks that'd be a bad idea. Mainly because when there's quality levels, that usually just translates into "anything below The Best is crap, and used only for the ten minutes it takes you to acquire The Best." A slightly more organic/less "capoutandstop" system might solve that.


Editing and Generation
I want random terrain (and ideally random EVERYTHING) generators, and extensive editing tools. Not a lot to say here other than GIVE ME EVERYTHING.


I'm hoping theres monster forts that you have to siege, While stopping the monsters from overthrowing your fort, And I hope that monsters will be able to actually be able to build and repair structures. It'd be fun to go back into your main fortress making extra defences and pactching holes then going back and seeing they have a whole new fort.
This too. In fact, now I'm going to add NPC villages and trading partners and other things that are probably waaaay too ambitious for what they would add.

I hope the game has a fairly persistent world where new challenges come to face your fort and you can keep expanding on what you've already done. Having a way to move the islands or regenerate the islands around your own would be nice. Being able to take your fort into multiplayer and attack a friends would be really cool.

I suppose levels could work nicely too with something akin to Dungeon Keeper, I have always liked persistence in building games, though.
I'll add my approval to some sort of persistence/importing features.
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x2yzh9

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Re: Castle Story - Castle building RTS with mining and 'splosions!
« Reply #29 on: January 05, 2012, 09:34:53 pm »

Well, this seems like a very interesting game. I'll probably pre-order it or whatever for early beta access if they offer something like that.
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