Kaiserpunk

Kaiserpunk

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18 ноем. 2023 в 15:37
Five pillars of Kaiserpunk gameplay
A bit about the what-s, how-s and why-s of Kaiserpunk

Преглед на пълната информация за събитие тук:
https://steamcommunity.com/ogg/2012190/announcements/detail/7013854974012866898
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Показване на 1-15 от 26 коментара
Incredible stuff. I was on the fence, but you've got my attention. Best of luck in your endeavors!
Thank you! We understand Kaiserpunk's gameplay concept is not very common, but it has a lot going for it if we can display the core idea in the best way. We'll try pushing these diaries on a regular basis to cover everything you might have questions about!

Glad this one is helpful for you.
As my kids say "Are we there yet Overseer Games "

Looking darn good to me, come on sometime in 2024
Great stuff.

It surprise me that nobody has made such an interesting mix of genres.

I wish all the best for the launch
Appreciate the positive sentiment. Combining these two genres is tricky in some respects, but design and concept phase lasted for quite a while for that reason. We had to identify, test and double test again all of the ideas needed to make this work. We are confident the result will justify time needed to flesh out the ultimate idea...
I've been reading and re-reading and it's a bit unclear - will there be only one city (city-builder gameplay) or multiple? Let's say you've *acquired* a new region - how will its resources reach your city, if they require, say, excavation? Will you need to setup another production chain (via city-building on another map), will it be simplified to "this region produces these resources, we're sending trucks to your main city with that resource" or will new resouce nodes appear on your main city map? Will AI do the same (at least in theory), bringing new resources to keep their main city happy?
It looks great, tho the Name Kaiserpunk implies heavily, that you use German / Austrian influences, so i am surprised you don't use German Names for Buildings or german Troop Aesthetics.
Първоначално публикувано от Headbomb:
I've been reading and re-reading and it's a bit unclear - will there be only one city (city-builder gameplay) or multiple? Let's say you've *acquired* a new region - how will its resources reach your city, if they require, say, excavation? Will you need to setup another production chain (via city-building on another map), will it be simplified to "this region produces these resources, we're sending trucks to your main city with that resource" or will new resouce nodes appear on your main city map? Will AI do the same (at least in theory), bringing new resources to keep their main city happy?
Ah, then please allow me to make it completely clear.
You build only one city. The map is large so you'll have plenty of room for it, but it is only one. Regions that you take over can be upgraded to exploit resources and if the region is connected to your homebase then you'll be getting those resources.

Naturally that transport chain is a perfect target for the AI to disrupt.
While I'm at it, I'll take the opportunity to address the why only one city. We absolutely considered each region being a new city, but decided against it for several reasons:
  1. Multiple cities could be fun, but what would be the differences? In essence and actually in all practical sense, you'd simply be building up multiple "same" cities. I don't think it would be fun. One or two, sure, but 10? 20? 50? A hundred? I have serious doubts.
  2. Focus is placed on that one city to make it as "optimized" or "scenic" or "insert preferred adjective" as possible. To make it your city-state, your homebase, your seat of power.
  3. From a technical side, it's doable, sure, but that would mean loading.... and with a hundred cities, that would be a whole lot of loading. Or, alternatively, force the city maps to be smaller and, I don't know... I think that would kind of... suck :D. I like big cities :).
  4. And finally, both the city and the global map are real-time and switching between them is instant. They're both ON at the same time so you can quickly switch between them. Having numerous cities would definitely cause issues with that, basically for the same reasons noted in the previous points.

In regards to the AI opponents/allies, yes, they will expand and try to take over resources on the global map, if for no other reason then to prevent anyone else from taking them. Naturally, the specific behavior will depend on the faction, its aggression, expansionist tendencies etc..

I hope this clarifies things. And as always, if you have any more questions, please let us know. We'll be happy to answer :).
Първоначално публикувано от |BG|-Raveshaw:
It looks great, tho the Name Kaiserpunk implies heavily, that you use German / Austrian influences, so i am surprised you don't use German Names for Buildings or german Troop Aesthetics.
Something being considered is to offer multiple visual styles, depending on preference or your new faction background / heritage. That's a whole lot of work so it's a step not taken lightly ;).
Първоначално публикувано от Zyggy "Overseer" Molotch:
Първоначално публикувано от Headbomb:
I've been reading and re-reading and it's a bit unclear - will there be only one city (city-builder gameplay) or multiple? Let's say you've *acquired* a new region - how will its resources reach your city, if they require, say, excavation? Will you need to setup another production chain (via city-building on another map), will it be simplified to "this region produces these resources, we're sending trucks to your main city with that resource" or will new resouce nodes appear on your main city map? Will AI do the same (at least in theory), bringing new resources to keep their main city happy?
Ah, then please allow me to make it completely clear.
You build only one city. The map is large so you'll have plenty of room for it, but it is only one. Regions that you take over can be upgraded to exploit resources and if the region is connected to your homebase then you'll be getting those resources.

Naturally that transport chain is a perfect target for the AI to disrupt.
While I'm at it, I'll take the opportunity to address the why only one city. We absolutely considered each region being a new city, but decided against it for several reasons:
  1. Multiple cities could be fun, but what would be the differences? In essence and actually in all practical sense, you'd simply be building up multiple "same" cities. I don't think it would be fun. One or two, sure, but 10? 20? 50? A hundred? I have serious doubts.
  2. Focus is placed on that one city to make it as "optimized" or "scenic" or "insert preferred adjective" as possible. To make it your city-state, your homebase, your seat of power.
  3. From a technical side, it's doable, sure, but that would mean loading.... and with a hundred cities, that would be a whole lot of loading. Or, alternatively, force the city maps to be smaller and, I don't know... I think that would kind of... suck :D. I like big cities :).
  4. And finally, both the city and the global map are real-time and switching between them is instant. They're both ON at the same time so you can quickly switch between them. Having numerous cities would definitely cause issues with that, basically for the same reasons noted in the previous points.

In regards to the AI opponents/allies, yes, they will expand and try to take over resources on the global map, if for no other reason then to prevent anyone else from taking them. Naturally, the specific behavior will depend on the faction, its aggression, expansionist tendencies etc..

I hope this clarifies things. And as always, if you have any more questions, please let us know. We'll be happy to answer :).
Thank you so much! It does make sense, no worries about that. Very, uh, "colonial" approach, centralized. I do wonder how separated, cut off, sections will work in practice - is there a some sort of "capital" present on a world map, losing which means game over for that faction? Would it make sense to try and push towards an enemy capital or it will be simply relocated to another owned province in case of AI? I know, obviously, cutting off supplies will make it easier, but will full frontal assaul work for either AI or the player?
Well, frontal assaults can work but, given the properties of strategy portion of the game, efficiency of such direct assaults can be very different. Many things will go into calculation - amount of your troops, composition of individual armies you've assembled, their experience, rank of general in charge, logistics praparation for attacking army, territory properties, etc etc...

I'll give you the example: you prepare a spectacular land army that consists of a lot of tanks, well armed and supplied but led by unexperienced general with added traits in naval warfare. That army invades mountainous area with massive defensive bonus where tanks receive a huge handicap. This battle would most likely be lost by fancy attacking tank army. On the other hand, if you join a powerful artillery and build airfield nearby to station auxiliary air army, and you place experienced tank general in command... then tables turn and you will have much more chances. Combinations such as that are the essence of strategy combat in Kaiserpunk. Not stacking a huge number of battalions and just rushing ahead. That tactics can work depending on what is on the defending side, but it can also inflict huge losses and make your army ineffective. Remember, units gather experience and a lot of time is needed to assemble each unit with manpower, weapons, logistics... Losing batallions without palpable gains is not very advisable...

One more important thing - it is completely possible that attack you conduct can end in a draw, meaning each side inflicts casualties to the other side, but neither gets the upper hand and doesn't destroy the opponent in totality. In that case, everyone gets casualties and damage, and both return to starting positions. After cooldowns and potential changes in strategy, they can fight again. Remember positional trench fights in WW1, with high attrition rate ? Situations like that are possible, and it will be up to players to devise a strategy to break the stalemate
Последно редактиран от Builder_of_Worlds; 19 ноем. 2023 в 7:40
Just looking at the world map pic, there better be the country of "Straya Mate" so I can invade other countries with my "Mutated Kangaroo Army".
no world should exist without Aussie Empire :steamhappy:
Първоначално публикувано от Builder_of_Worlds:
no world should exist without Aussie Empire :steamhappy:
will be Russian language to the exit?
For full release a complement of 14 languages is planned at the moment, russian included
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Дата на публикуване: 18 ноем. 2023 в 15:37
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