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Catman  [sviluppatore] 10 ott 2023, ore 13:07
On speeding up the game and skipping parts
I am sticking this one as there are multiple requests, so before another thread comes up we can use this one to discuss the improvements.

I decided to add some already today amidst the bugfixing and I added a "SUPER speed up" option that already removes some of the slow downs, but I intend to add more to it with time (as soon as I have more time ;P)

I'll list here what it does so you may compare as I add to it.


EDIT: I have it ready, and I even added more (I got caught in the dev flow ahah), I will upload it when I get back before lunch so I have time to handle whether there are issues. :)


This is what is coming TODAY:
  • Dissipating resources over the cap now will compound when >= 10, or when fast pass turn is enabled
  • Added "Super Fast Pass Turn" option for players that have memorized the story and could recite it by heart:
  • - Increases resource speed x10 and removes some juicy waits
  • - Avoids Pips pondering their actions a bit before killing an animal
  • - Disables Pips waiting before being affected by an Ailment or Quirk
  • - Disables Buildings waiting before being affected by a Condition
  • - Disables Pips waiting before or after specific work actions slowing down a bit
  • - Disables all delays to reach end of the Afternoon or Night
  • - Disables some pre and post-roll waits during events
  • - Speeds up animations during events (not entirely, but a bit more)
  • - Pips will run faster during pass-turn time
Ultima modifica da Catman; 11 ott 2023, ore 0:16
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Catman  [sviluppatore] 15 ott 2023, ore 21:58 
Messaggio originale di tank fan:
I honestly think the timeframe for a playthrough should be cut in half it starts to get to a slog even if it was optional mode I think it would give the game a much wider appeal
Can you give me more information about that? I am querying people that say this with:
- Difficulty they play with
- Rough turn around which they *complete all research*
- Turn they realize they have practically won.
Thanks!
Catman  [sviluppatore] 16 ott 2023, ore 11:11 
Messaggio originale di tank fan:
I honestly think the timeframe for a playthrough should be cut in half it starts to get to a slog even if it was optional mode I think it would give the game a much wider appeal
What difficulty are you playing? At what turj do you feel you have already won? Thanks
Messaggio originale di Catman:
What difficulty are you playing? At what turj do you feel you have already won? Thanks
Let me preface by saying I’m an enormous fan of your game. I’ve been trying to write a review but I keep having to stop to play it some more. It’s truly the best surprise I’ve had since maybe FFXIV:EW.

That being said, I’ve beaten it on normal with the Elder and the Druid. And usually the last two seasons before the apocalypse it’s pretty clear the game is won. I had I think 120 pips on my Elder victory and 135 on the Druid. I usually had about ten pops waiting for something to do (fields to regrow, doom to begin), but I could usually push 2-3x as much protection as the doom was generating fairly sustainably (if it was 40 heat I could do 100 cold without much issue).

I’m now trying Captain on Hard and it is very very hard. I had to restart maybe 8 times before I could even get to summer, and that was still with failing a doom. I got the boon that expands claimable territory by 1, which seems to be the best buff for the Captain because it mitigates his major draw back. Hopefully I’ll have something positive to report.

Incredibly work, huge fan. Please make more so I can give your more money
Ultima modifica da The Pickled Tomato; 16 ott 2023, ore 20:24
I've just started the 3rd page of the prophecy (not even first winter) on Hard and it feels like I have already won. I have plenty of winter-safe food production ready and food stockpiled, and capacity to build more event-points.

Maybe food isn't tight enough on harder difficulties? Nerfing all food would make it harder to snowball out to a big village.

A bigger re-vamp has to be around the event system. It feels good the first few times that you EARN a good event, but it gets boring. The best 'merciless' board games keep hounding you with bad events that you have to keep reacting to. I'll propose you either have separate events that randomly appear that are always bad, or that the main events are always bad, and all you are doing is managing HOW bad they are.

There's a quote from Vlaada Chvatil from a while ago where he was mentoring another game designer who had stacks of event cards. He noted that some were good and some were bad, which increased randomness (and here.. increases snowballyness). He said (paraphrasing) "these should all be bad to make it fun, hard and consistently difficult for the player"
Messaggio originale di DsnowMan:
I've just started the 3rd page of the prophecy (not even first winter) on Hard and it feels like I have already won. I have plenty of winter-safe food production ready and food stockpiled, and capacity to build more event-points.

Maybe food isn't tight enough on harder difficulties? Nerfing all food would make it harder to snowball out to a big village.

A bigger re-vamp has to be around the event system. It feels good the first few times that you EARN a good event, but it gets boring. The best 'merciless' board games keep hounding you with bad events that you have to keep reacting to. I'll propose you either have separate events that randomly appear that are always bad, or that the main events are always bad, and all you are doing is managing HOW bad they are.

There's a quote from Vlaada Chvatil from a while ago where he was mentoring another game designer who had stacks of event cards. He noted that some were good and some were bad, which increased randomness (and here.. increases snowballyness). He said (paraphrasing) "these should all be bad to make it fun, hard and consistently difficult for the player"
I'm thinking of some tabletop games where there's always a non-zero chance of everything going bad, even if you're the most competent, skilled, super-PC that ever tried that task. Whatever that hidden percentage is, whether it's 1%, 5%, or whatever that small dose of Oh-♥♥♥♥ should still be there I think even if you've "100% protected" yourself against the doom/bad thing.

Thinking that the easier you're playing the smaller that non-zero % is, maybe easier than normal it goes away completely or is very small. And then the harder you play the higher that % is. As an example, for a 5 difficulty point scale where 3 is "normal" maybe have the bad thing % be 0/1/5/10/15 or something. Would probably need some finessing but that way that chance would still keep players on their toes. And then if you're super protected, maybe it's still a bad thing but it's not quite as bad? Fewer sick pips, fewer buildings burnt down, whatever.

Awesome amazing game, first time I've lost track of the time playing in a long while. :) Love it!
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Data di pubblicazione: 10 ott 2023, ore 13:07
Messaggi: 20