Game Development: Bugskatchewan

Announcements about major changes in Haven & Hearth.

Re: Game Development: Bugskatchewan

Postby Grable » Tue Oct 06, 2015 10:33 am

No goal is the very nature of sandbox though. I think the problem here lies with permadeath as well - people are gonna try to avoid it no matter what. Making a permadeath game "hard" to play is not a good idea. Let's consider Dark Souls as a hard game - sure you lose something upon death, but if you had to go from start every time you died people would just give up - I know I would. Same goes for every hard/competitive game - you keep practicing/dying until you're good, but you don't really lose much progress (if any) when you die, so you can keep repeating.

I don't see how this game could be made harder and not frustrating at the same time. I could imagine random events happening like bug infection on your crops that you would have to heal, but I can also see this becoming just another chore to handle over time...
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Re: Game Development: Bugskatchewan

Postby shubla » Tue Oct 06, 2015 11:02 am

What am i gonna do with my 25x25 wheat field now!?
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Re: Game Development: Bugskatchewan

Postby burgingham » Tue Oct 06, 2015 11:06 am

jorb wrote:
TeckXKnight wrote:Learn from Tree of Life, don't just randomly have the world level player bases over night. It's not fun or quirky. Either you're online and deal with it no sweat or you're not online and your base is now gone.


Heh.

It goes beyond being attacked, however. It's more that in a very fundamental sense the game doesn't provide a fundamental impetus toward action.


If you come up with meaningful solutions to this problem it might at the same time solve the stale late game that can drive people to quit. Quality grind alone just isn't enough for most.

The big hall already hints at a way to go about that btw. It is a community project and I think there have been C&I threads in the past of great achievements with a "wonders of the world" like characteristic to them. You could make those accomplishments temporary and attackable too so others can try and take them away from someone by building it even bigger and better.

That can be thought the other way around too. Big threats that need to be tackled in certain ways over a certain time or they mean doom/punishment for those too close. Natural or supernatural disasters etc. Think that's the way you imagined dragons to be implemented anyway, right?
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Re: Game Development: Bugskatchewan

Postby TeckXKnight » Tue Oct 06, 2015 12:36 pm

shubla wrote:What am i gonna do with my 25x25 wheat field now!?

Make 625 tiles worth of bread and pies or cull some of it. You're allowed to fallow farmland as well, not every tile needs to be in use 24/7.
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Re: Game Development: Bugskatchewan

Postby Sollar » Tue Oct 06, 2015 12:55 pm

shubla wrote:What am i gonna do with my 25x25 wheat field now!?


Use some to plant more weed ... ¦]
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Re: Game Development: Bugskatchewan

Postby Sollar » Tue Oct 06, 2015 1:54 pm

jorb wrote:Unmaintained claim poles (without presence) should now actually decay, as was always the intention.


Can you please tell us the rate that the initial 700LP drains ? Or at least an estimate on how long will a new claim last until it dissapears if left unattended ?
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Re: Game Development: Bugskatchewan

Postby ksaper » Tue Oct 06, 2015 2:02 pm

What about chicken bug?
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Re: Game Development: Bugskatchewan

Postby Kyoske » Tue Oct 06, 2015 2:13 pm

Have you thought of implementing a gluten-free option?
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Re: Game Development: Bugskatchewan

Postby stickman » Tue Oct 06, 2015 2:33 pm

so... gore still not healed any... im hoping its 1 per day... that would still take me 2 months to heal... im worried its longer then and will take an entire year.

I probably wouldn't have stitched myself up right away if I knew I would have -10 agil -10 perc for a few MONTHS/years?
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Re: Game Development: Bugskatchewan

Postby jorb » Tue Oct 06, 2015 2:36 pm

One per day, indeed.
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