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Lavisor

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Oct 15, 2018
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Great game so far!
It has it up and downs but overall I quite enjoy playing it.

I have two questions:
1. Where are we able to encounter the mimic? On the road to Ashenfall? In the castle of ashenfall (small hole on the wall where we need to find something that might fit?)?
2. Is the Kingdom system from the Silent City still WIP? Because I don't have any options to increase the food supply production, increase the love score, etc. I only can upgrade barracks and max city population, nothing more.

Thanks in advance.
 

Panonon

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May 12, 2022
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Will this come to fruition during the game, or will it only happen in the epilogue?
It's already in the game, but the only confirmation currently is a small scene when you wake up occasionally.

As to an actual scene afterwards, that will be epilogue only.

Great game so far!
It has it up and downs but overall I quite enjoy playing it.

I have two questions:
1. Where are we able to encounter the mimic? On the road to Ashenfall? In the castle of ashenfall (small hole on the wall where we need to find something that might fit?)?
2. Is the Kingdom system from the Silent City still WIP? Because I don't have any options to increase the food supply production, increase the love score, etc. I only can upgrade barracks and max city population, nothing more.

Thanks in advance.
1.
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2. Yeah, I'm debating on what else to do with it. I wanted to make a lot of choices that would affect the city itself but given that it was introduced late game already, I'm not too sure how much I can do with it. I will add something to intentionally increase or decrease love, food production isn't a bad idea either.
 
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♍VoidTraveler

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2. Yeah, I'm debating on what else to do with it. I wanted to make a lot of choices that would affect the city itself but given that it was introduced late game already, I'm not too sure how much I can do with it. I will add something to intentionally increase or decrease love, food production isn't a bad idea either.
Why bother with kingdom and its management at all?
Like you say i think you're late with this idea, perhaps just remove all the kingdom stuff and save this idea for DG2 if you ever gonna make a sequel. :whistle::coffee:
 
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Panonon

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May 12, 2022
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Why bother with kingdom and its management at all?
Like you say i think you're late with this idea, perhaps just remove all the kingdom stuff and save this idea for DG2 if you ever gonna make a sequel. :whistle::coffee:
That's why I made it unnecessary. You can literally skip it and receive no punishment (other than a game-over scene that gives you enough materials to continue).
 

♍VoidTraveler

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That's why I made it unnecessary. You can literally skip it and receive no punishment (other than a game-over scene that gives you enough materials to continue).
I meant adding and updating that stuff consumes time which you can use elsewhere instead since it's late to work on this stuff now anyway. :whistle::coffee:
 

Kiyumi

Newbie
Jun 26, 2022
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I meant adding and updating that stuff consumes time which you can use elsewhere instead since it's late to work on this stuff now anyway. :whistle::coffee:
To be honest from a practical perspective, making the game end somewhere before the kingdom stuff and then making the rest a sequel just makes more sense.

Anyone who'd be interested and enjoy such kingdom mechanics will probably have long decided whether the game is worth playing or not before they run into it...
 
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♍VoidTraveler

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To be honest from a practical perspective, making the game end somewhere before the kingdom stuff and then making the rest a sequel just makes more sense.

Anyone who'd be interested and enjoy such kingdom mechanics will probably have long decided whether the game is worth playing or not before they run into it...
Yeah, i also think that if you gonna start kingdom management and stuff then it's best to start as a royal from the start.
So in this first game we become a royal, and then we continue with this whole kingdom vibe in the second game. :whistle::coffee:
 

Panonon

Active Member
Game Developer
May 12, 2022
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Yeah, i also think that if you gonna start kingdom management and stuff then it's best to start as a royal from the start.
So in this first game we become a royal, and then we continue with this whole kingdom vibe in the second game. :whistle::coffee:
Yeah, my thoughts on it pre development definitely differ from how it turned out, which is a little disappointing in myself.

That said, it's already built and removing it would be more work than just leaving it in and doing some small updates.

Next month I'm gonna focus on updating some stuff regarding rhelyla to give players a choice to keep her from getting pregnant. But that's a ton of scenes I gotta update and rewrite.
 

♍VoidTraveler

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Apr 14, 2021
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Yeah, my thoughts on it pre development definitely differ from how it turned out, which is a little disappointing in myself.
That said, it's already built and removing it would be more work than just leaving it in and doing some small updates.
Well, just take your time planning this stuff.
And at some point you'll have to fix it anyway, so that things transition nice and smooth from game1 to game2.
But you can certainly put it on back burner for now. :whistle::coffee:
Next month I'm gonna focus on updating some stuff regarding rhelyla to give players a choice to keep her from getting pregnant. But that's a ton of scenes I gotta update and rewrite.
Why bother? Is there a reason why it isn't fine for her to pop a kid? How silly. :ROFLMAO::coffee:
Don't waste time on something so ridiculous, continue with other stuff instead.
 
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Kiyumi

Newbie
Jun 26, 2022
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Yeah, my thoughts on it pre development definitely differ from how it turned out, which is a little disappointing in myself.

That said, it's already built and removing it would be more work than just leaving it in and doing some small updates.

Next month I'm gonna focus on updating some stuff regarding rhelyla to give players a choice to keep her from getting pregnant. But that's a ton of scenes I gotta update and rewrite.
I wouldn't beat yourself up over it. It's impossible to fully plan game development and trying it is folly. All you can do is a rough outline and hope you've good instincts.


How you're going about it - iterating over and over - is honestly the right way and for me, the game has grown from a 2-3/5 to a 4/5 over the past year or so with all the improvements you've made.


Rewriting or re-doing stuff you're unhappy with feels maybe like a waste of time but you were only able to make something better because you first made something less good and learned what you actually do want from that. You don't fault an artist for sketches, and a developer's sketches are time consuming.
 

Kiyumi

Newbie
Jun 26, 2022
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Um.. lolwat?
You think all those game companies just wing it or something? Damn bruh... :HideThePain::coffee:

To a degree they really do, particularly the good ones. They have a general idea of how many resources it will cost, game projects are infamous for crossing those costs (and each behaves differently with this, Rockstar is known for just keeping the project going, as is Nintendo, EA is known to instead prefer reducing the scope, there's also obviously the overtime issue...).

But look at some of the best recent games - BG3 cut, added and re-did massive swathes of story, regions and mechanics throughout development, as did Expedition 33. As did Bananza.


Now look at some of the most legendary designers in the industry - Sid Meier has every game made essentially twice to try to limit this. First the game is made in low cost 2d, tested, then it is made at full budget 3d once they're happy with that. And even then it's massively changed. Miyamoto, Levine - even the much beloved Gabe Newell are all quite well known for being frequent pivoters in development.

The truth of it is that you simply cannot plan a good game. You just can't. Games are incredibly complex things and depend on a ton of factors to be fun, and the less flexible you are about changing those factors based on actual testing, the less good of a game you can hope to produce.

This is to a lesser degree true of all art - even paintings often follow from other ideas and sketches and movies tend to change massively during the editing stage. But games are the most complex form of art out there and as such the most affected by that.

Instead you can roughly estimate how many pivots and changes and iterations are probably going to have and based on that allocate appropriate time, you can plan development in a way to minimize effects, e.g. having writers work on non-story related npcs and events as well as the main story until you're sure the story works, having developers work on solid tooling, physics and shaders opposed to spending too much time getting the environments perfect. Nintendo likes to insist on having 1 piece of the game fully made as early as possible - even if that piece is hacked together and has to be ditched after - to ensure they can test and iterate on it as early as possible.

But even doing so, you still get it wrong all the time. And in a smaller team or solo, frankly, it's better to stick to smart priorities and get testing as quick as possible than it is to try to make a solid plan. A well-planned game you really stick to is probably not going to be a very good game unless you're some kind of hidden legend. But a dogged insistence on making the game feel exactly how you want it to feel, while time consuming and impossible to predict time-wise, is at the very least going to appeal to people like yourself.
 

♍VoidTraveler

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To a degree they really do, particularly the good ones.
Bruh, you can literally search it so i don't need your essay:

'The creation of high-quality, AAA (triple-A) video games is a complex, multi-phase process that involves a large team of specialists and significant financial investment. It begins with conceptualization, where a core idea is developed, often based on a modification of existing concepts or genres, and refined through research and planning. This initial phase is followed by pre-production, which includes creating a detailed Game Design Document (GDD) that outlines the game's mechanics, story, worldbuilding, target audience, and technical requirements. Prototypes are also developed during this stage to test the feasibility of the core gameplay.'

The word 'planning', you can see it right there at the very beginning of the process lol. :ROFLMAO::coffee:
The only ones who mostly wing it from the start are the indie devs, mostly because they're lacking in a lot of areas as opposed to professional game devs.
 

Kiyumi

Newbie
Jun 26, 2022
46
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Bruh, you can literally search it so i don't need your essay:

'The creation of high-quality, AAA (triple-A) video games is a complex, multi-phase process that involves a large team of specialists and significant financial investment. It begins with conceptualization, where a core idea is developed, often based on a modification of existing concepts or genres, and refined through research and planning. This initial phase is followed by pre-production, which includes creating a detailed Game Design Document (GDD) that outlines the game's mechanics, story, worldbuilding, target audience, and technical requirements. Prototypes are also developed during this stage to test the feasibility of the core gameplay.'

The word 'planning', you can see it right there at the very beginning of the process lol. :ROFLMAO::coffee:
The only ones who mostly wing it from the start are the indie devs, mostly because they're lacking in a lot of areas as opposed to professional game devs.
Might want to bother reading the essay anyway.

Virtually every major, well-respected developer works based on iterations with the 'plan' being more of an estimate than anything else. As I said, plans /are/ made, but not even the industry legends manage to stick to them. They just have varying skill at how good their guess was, and the truly great ones go out of their way to keep making adjustments until it does work.

Professionals aren't different from indies there, not really. Indies don't make any form of financial plan at all most of the time and professionals do - true. But all the major ones break those plans all the time - it's more about resource allocations and estimations than it is an actual 'plan' the way most imagine it to be with 'This is what we're going to make and this is how:'

You don't need to google very long to find that pretty much none of the games that score well were made the way they were initially planned. It's not something any of the good developers are capable of.


For an indie, it's mostly just a trap. You don't have to excuse times and costs to anyone after all, and sticking to a plan is liable to lead you in a bad direction since probably you were entirely wrong on how it would actually turn out if you followed it (as evidenced by pretty much every artistic media out there). It's not like you need to hire people or keep costs down most of the time. Instead quickly jotting down what you /think/ you'll be needing, both technically and beyond that, will help you work more structurally and efficiently. But making design documents as an indie is frankly insane.
 
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