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Ohmygodsquad posted:Integrate it into the story mechanics. Every time the powers from on high "ASSUME DIRECT CONTROL" the worker in question loses a bit of sanity from foreign thoughts being inserted into his brain. Powers from who knows where, sanity loss, that's too complicated. Why don't make it simple - at the beginning of the game you pick one person to be the one in charge and the others just do what he tells them to do. No matter where they are in the colony, no matter if the person issuing orders is currently eating or sleeping or singing happy birthday songs, they always hear him, they always obey and there is nothing strange about it... Why are you looking at me like this? Now go away I have to dig a hole right here.
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# ? Aug 15, 2013 07:47 |
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# ? Apr 28, 2024 15:42 |
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Volmarias posted:I appreciate the gumption in trying to dominate the Time To Crate competition, but I suspect someone has already made it to 0 seconds. Sorry old boy, time to pack it in.
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# ? Aug 16, 2013 01:01 |
Ghostlight posted:A great many games have made it to zero - the real challenge these days is getting below zero by putting crates in the intro movie, the menu or the company splash logo. Have the game be sold in a giant wooden crate. e: Like, not to the stores, to the end user.
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# ? Aug 16, 2013 01:03 |
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President Ark posted:Have the game be sold in a giant wooden crate. The game is actually just a collection of Fish People in a wooden packing crate.
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# ? Aug 16, 2013 01:13 |
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President Ark posted:Have the game be sold in a giant wooden crate. *crowbar not included
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# ? Aug 16, 2013 04:37 |
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Overwined posted:*crowbar not included It's included. All you have to do is open the crate to get it. This may require a small offering to the Perfectly Safe Geometers.
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# ? Aug 16, 2013 07:14 |
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Shadowmorn posted:So i suffer from a fear of wasps and, upon suffering that today and its following mild panic attacks (Not sleeping does wonders for decaying your mental fortitude down to "wee toddler" status), i found myself thinking of your game! How does this relate? I have no idea! I'm generally not a fan of this sort of thing. Either the effect ends up so weak that it might as well not be there, or it's so strong that it creates losing scenarios because you didn't micromanage Bloke Toadhate's house selection away from the decorative pond. It feels like either you do a lot of busywork or you just take the chance of a catastrophic murder spree or something due to randomly generated causes you couldn't reasonably become aware of.
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# ? Aug 16, 2013 07:32 |
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Mzbundifund posted:I'm generally not a fan of this sort of thing. Either the effect ends up so weak that it might as well not be there, or it's so strong that it creates losing scenarios because you didn't micromanage Bloke Toadhate's house selection away from the decorative pond. It feels like either you do a lot of busywork or you just take the chance of a catastrophic murder spree or something due to randomly generated causes you couldn't reasonably become aware of. I think it could work if it were more of a 'Papers, Please' "this info is open and accessible if you take a moment and it's your fault if you miss it", but not if it's a 'Dwarf Fortress' "It's hidden in a 500-word essay four menus deep". Obviously it would be a thing that pushes people already near the breaking point, a -5 on a 100 point scale. He's starving, his kids are sick, his wife got sucked into the Pain Dimension, but at least he hasn't oh gently caress there's that loving cat THAT'S IT THIS CITY WILL BURN
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# ? Aug 16, 2013 07:38 |
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Mzbundifund posted:I'm generally not a fan of this sort of thing. Either the effect ends up so weak that it might as well not be there, or it's so strong that it creates losing scenarios because you didn't micromanage Bloke Toadhate's house selection away from the decorative pond. It feels like either you do a lot of busywork or you just take the chance of a catastrophic murder spree or something due to randomly generated causes you couldn't reasonably become aware of. That sort of behaviour where there's weak effects in play that you don't have to micromanage or even pay attention to but when your failure to macromanagement means a whole bunch of them are stacking on top of each other triggering something unexpected (especially losing scenarios) is exactly why Dwarf Fortress has such emergent stories.
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# ? Aug 18, 2013 09:12 |
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nvining posted:Short answer: we agree with this statement and we are aware of it (and it's most of our design philosophy.) You know, every time you guys respond to a question in this thread, I become more psyched about eventually playing this game (because your answers are typically the kind of thing I want to hear is on your minds)! Of course, that means that the bar for the coveted "SA Forums User LonsomeSon Way loving Loved Our Game" award is set pretty high, and you're nudging it ever higher with each passing week. Mzbundifund posted:I'm generally not a fan of this sort of thing. Either the effect ends up so weak that it might as well not be there, or it's so strong that it creates losing scenarios because you didn't micromanage Bloke Toadhate's house selection away from the decorative pond. It feels like either you do a lot of busywork or you just take the chance of a catastrophic murder spree or something due to randomly generated causes you couldn't reasonably become aware of. I feel like it would be cool to have a system like this, and have it potentially (but not always) result in lengthy murder or arson sprees. But to also integrate murder and arson sprees into the game in such a way that they're not really catastrophes for your settlement. Or, are only really catastrophic if they happen to hit Blokes with Important Skills. Not only would that feed into the general "keeping a stiff upper lip while living in a psychically-distorted industrial hellscape" vibe really well, but it would let those of us who want to design a factory around causing maximum angst and madness amongst its workers do so with much more control and effect!
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# ? Aug 19, 2013 22:52 |
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Targeted serial killings would be fun. A lumberjack really loving hates his overseer and this becomes distilled into a great hatred for the upper classes. When a demon whispers in his ears from the haunted ground behind his hovel, he begins sacrificing the children of the aristocracy. Edit: That actually reminds me, are children going to be invulnerable like they are in so many games? Or are you just not going to have them around and go solely by importing grown up immigrants?
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# ? Aug 19, 2013 23:42 |
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Doubtful. There are far too many practical uses for street urchins and orphans. e: Though, if they were invulnerable, that could lead to some wonderful innovations in armoring Her Majesty's war machines.
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# ? Aug 20, 2013 00:12 |
Avast, an update about pipes and energy supply. Interesting stuff, although it made me wonder - will there be tools in place to retrofit an existing building to have different input/output ports at some expense of money/building materials/precious factory time spent shut down? Also, will there be an optional intermediary thing - say, a station someone can plug in a steam orb that feeds it into the community steam pipe service, or a hookup for people to grab them from the network and take them the last bit of the way to its destination? Say, for those instances where you have a good pipe network but the particular placement of a factory near certain other things (other factories, rivers for a waterwheel, unusual terrain, President Ark fucked around with this message at 18:43 on Aug 21, 2013 |
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# ? Aug 21, 2013 18:39 |
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President Ark posted:will there be tools in place to retrofit an existing building to have different input/output ports at some expense of money/building materials/precious factory time spent shut down? If it can be built, it can be un-built ... and then also re-built stronger, more powerful, bristling with pipes and churning machinery with no protective casings to get in the way of the piping-hot Industry! President Ark posted:Also, will there be an optional intermediary thing - say, a station someone can plug in a steam orb that feeds it into the community steam pipe service, or a hookup for people to grab them from the network and take them the last bit of the way to its destination? Something like that is a goal of the design, provided it doesn't turn out to be terrible in practice.
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# ? Aug 21, 2013 18:50 |
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tags for update about pipes and energy supply posted:we're ever so sorry for everything It's ok
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# ? Aug 21, 2013 19:19 |
We can still make our pipe hellscapes by breaking things up into separate buildings if we want to.
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# ? Aug 21, 2013 19:26 |
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I hope pipes will have pressure. So I have to toss up pumping stations along the way to keep the water flowing, necessitating I power them with more steam furnaces. Which needs more wood and water, which needs more.... Basically I want a clusterfuck of pipes and confusingly random planning. This won't be a pretty grid city like New York, oh no, this will be medieval Paris.
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# ? Aug 21, 2013 19:29 |
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Demiurge4 posted:I hope pipes will have pressure. So I have to toss up pumping stations along the way to keep the water flowing, necessitating I power them with more steam furnaces. Which needs more wood and water, which needs more.... Basically I want a clusterfuck of pipes and confusingly random planning. This won't be a pretty grid city like New York, oh no, this will be medieval Paris. Also so we can build a 100,000 PSI water cannon aimed at the mouth of Hell, and when we slot the last Doomstone into place those demons get a shitload of holy water blowing all their limbs off. This is basically all I've ever wanted from a game.
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# ? Aug 21, 2013 23:51 |
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I googled Stangenkunst. Thank you.
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# ? Aug 22, 2013 07:53 |
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If you can't weaponize steam, then there really isn't anything more to say
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# ? Aug 22, 2013 09:54 |
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Dareon posted:I googled Stangenkunst. Yeah, actually, I just did this. Pretty neat.
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# ? Aug 22, 2013 15:44 |
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I'm surprised you guys (Gaslamp) didn't know about the broiler/grill thing.Volmarias posted:Yeah, actually, I just did this. Pretty neat. Same here.
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# ? Aug 23, 2013 04:50 |
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For everybody who wanted hilarious bloopers: http://www.gaslampgames.com/2013/08/28/programmer-rage/ (Plus: various looks at WIP stuff! Hooray!)
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# ? Aug 28, 2013 22:15 |
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nvining posted:For everybody who wanted hilarious bloopers: Fantastic
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# ? Aug 28, 2013 22:26 |
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nvining posted:For everybody who wanted hilarious bloopers: Gahahahahahah this is fantastic.
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# ? Aug 28, 2013 22:27 |
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The chicken may be tainted with vile energies from some strange realm beyond the feeble walls of reality but it is still perfectly edible I assure you.
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# ? Aug 28, 2013 22:36 |
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nvining posted:For everybody who wanted hilarious bloopers: Best update in recent memory
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# ? Aug 28, 2013 22:38 |
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You could pretty much leave that chicken in the game. Maybe have it so it only looks like that when it's at the very edge of your screen, and snaps back when you look at it. Also put a cog on it
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# ? Aug 29, 2013 01:03 |
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Requested_Username posted:Best update in recent memory I agree. Also, "the bureaucrat is literally in the middle of some important paperwork right now" is my new favorite tag (which was already a pretty competitive award).
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# ? Aug 29, 2013 01:18 |
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That was fantastic. Thank you. (Keep the corrupted door model, have doors start doing that once you've spent too long meddling in Things Man Was Not Meant To Know.)
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# ? Aug 29, 2013 02:58 |
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Cicadalek posted:You could pretty much leave that chicken in the game. Maybe have it so it only looks like that when it's at the very edge of your screen, and snaps back when you look at it. Also put a cog on it Thanks to you I have a stupid loving parody stuck in my head. quote:If you liked it, then you should have put a cog on it
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# ? Aug 29, 2013 07:53 |
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Deadmeat5150 posted:Thanks to you I have a stupid loving parody stuck in my head. Farmhouse! (Ah, scenic) Now put a cog on it. Factory! (Ah, functional mate!) Put a cog on it. Chicken (Oh now that's a bug!) Put a cog on it
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# ? Aug 29, 2013 10:22 |
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nvining posted:For everybody who wanted hilarious bloopers: Do you see that bullet? Cherish it. Love it. Never let out of your sight. That bullet is your best friend, and the only thing you can truly depend upon. Care for that bullet like your child, for it is your means of salvation from the unfathomable horrors that lurk within the darkness of your future. Am I talking about eldritch horrors, or a development deadline? In the end, does it matter?
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# ? Aug 29, 2013 12:02 |
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nvining posted:For everybody who wanted hilarious bloopers: See? Was that so much to ask? I'd actually consider that bureaucrat to be an unlockable feature once your colony reaches a certain level of madness. Perhaps he should be in a bureau in the office, however, to actually be a bureau-crat
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# ? Aug 29, 2013 15:18 |
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Best use of the 'technical excellence' tag.
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# ? Aug 29, 2013 15:54 |
Volmarias posted:See? Was that so much to ask? An Imperial Bureaucrats' job is to file, sign, and organize. It is by no means an indication of insanity when the colony's accountant deems it fit to sign himself in triplicate and place himself in his filing cabinet under B for later processing. This is also convenient if the bureaucrat in question is attempting to not be seen. Triskelli fucked around with this message at 18:18 on Aug 29, 2013 |
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# ? Aug 29, 2013 18:04 |
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I'm not totally sure what to make of the fact that when we write serious, useful posts about things like design decisions and the building of systems, we get "huh" and when I go off the rails after a frustrating day in the code mines, I get a million comments along the lines of "Best Post Ever." People's comments that we should just leave everything in and ship it have been duly noted.
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# ? Aug 30, 2013 04:50 |
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Well, I for one really appreciate it when relatively small development teams take their time about squashing bugs before release. I could always have another round of Dwarf Fortress if I wanted a permanently-in-beta community-building/resource-gathering game with eldritch horrors.
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# ? Aug 30, 2013 04:54 |
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nvining posted:I'm not totally sure what to make of the fact that when we write serious, useful posts about things like design decisions and the building of systems, we get "huh" and when I go off the rails after a frustrating day in the code mines, I get a million comments along the lines of "Best Post Ever."
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# ? Aug 30, 2013 08:48 |
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# ? Apr 28, 2024 15:42 |
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nvining posted:I'm not totally sure what to make of the fact that when we write serious, useful posts about things like design decisions and the building of systems, we get "huh" and when I go off the rails after a frustrating day in the code mines, I get a million comments along the lines of "Best Post Ever." Not all are good enough to appreciate your genius, but everyone can delight in your suffering. If that was smaller and cogless, it would be fantastic avatar material. Doubly so if it morphs back into the chicken and strolls on.
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# ? Aug 30, 2013 12:06 |