STEAM GROUP
eXplorminate e4X
STEAM GROUP
eXplorminate e4X
84
IN-GAME
1,008
ONLINE
Founded
September 24, 2014
Language
English
Location
United States 
Nasarog Feb 9, 2015 @ 8:23am
Falling Stars: War of Empires!
Any of you guys heard of this one?

http://store.steampowered.com/app/439960/?snr=1_5_1100__1100

https://www.facebook.com/FallingStarsWarOfEmpires

It coming to a Steam store near you soon (4/26)
Last edited by Nasarog; Apr 8, 2016 @ 9:59am
< >
Showing 1-15 of 146 comments
Warmacblu Feb 9, 2015 @ 11:02am 
So many projects!
Nasarog Feb 9, 2015 @ 11:25am 
Yes, that's how it goes. When it rains, it pours.
Last edited by Nasarog; Feb 9, 2015 @ 11:25am
faijeya Feb 9, 2015 @ 12:22pm 
Here is a link for those allergic to Facebook (like me) - http://forums.lnlpublishing.com/forums/falling-stars-war-of-empires.38/

Hex-based space, somewhat reminising of 10 Minutes Space Strategy, rules are likely taken from a board game.
Going to kickstarter in a week or so.

I still don't get what the hell is the "Falling Stars universe" the game is set in, though.
LnLP Feb 22, 2015 @ 7:35pm 
Not to necro an old thread, but DD pointed this out to me. I'm the developer and team lead on the game. We've only just announced it this past December but are already in closed alpha. It's a turn-based macro strategy game with an emphasis on multiplayer.

We wanted to bring some new and underutilized mechanics to the genre, so there is a real focus on each decision having long term outcomes. Each planet you encounter has more than just resources. They have inhabitants that can be bartered with, which is affected by your political standing with them. So if you mess with their allies, you get less trade goods or resources from them.

That's just one example, but if anyone wants more info I'll be putting out a lot more content on this in the near future.
Troy_Costisick Feb 22, 2015 @ 7:37pm 
Originally posted by faijeya:
Here is a link for those allergic to Facebook (like me) - http://forums.lnlpublishing.com/forums/falling-stars-war-of-empires.38/

Thanks! I have a severe Facebook alergy.
The 4Xplorer Feb 23, 2015 @ 3:45am 
Welcome to the forums, LNL Games! We're going to be putting up an article of what we know of your game tomorrow on the site! Look out for it! 😀
Nasarog Feb 23, 2015 @ 7:01am 
Originally posted by LNL Games:
Not to necro an old thread, but DD pointed this out to me. I'm the developer and team lead on the game. We've only just announced it this past December but are already in closed alpha. It's a turn-based macro strategy game with an emphasis on multiplayer.

We wanted to bring some new and underutilized mechanics to the genre, so there is a real focus on each decision having long term outcomes. Each planet you encounter has more than just resources. They have inhabitants that can be bartered with, which is affected by your political standing with them. So if you mess with their allies, you get less trade goods or resources from them.

That's just one example, but if anyone wants more info I'll be putting out a lot more content on this in the near future.

I sent you an e-mail and a twitter message requesting more info for the write up.
faijeya Feb 25, 2015 @ 4:50am 
https://www.kickstarter.com/projects/david-heath/falling-stars-war-of-empires

Kickstarter is out.

Well, I'm somewhat baffled by "get access to the open beta", because everyone can get access to an open beta.
Backed, though.
Mezmorki Feb 25, 2015 @ 5:03am 
Here's my question (and this isn't levied specifically at Falling Stars) - why is it that with all the fervor around early access / kickstarter / be-a-part-of-making-the-game-better / we NEVER see the design documents.

I have a strong boardgame background, and not seeing the design document for something you are being asked to help develop and improve would be like getting a boardgame without the rulebook. You can glean so much from a game, about how the systems work, and so on from "reading the rules" yet in the digital world nothing close is EVER presented. Heck - most games these days even have a manual that's worth anything.

Given the inclinations for detail of the 4X/civ gamer audience, why is it that (like this kickstarter pitch) developers don't spend more time selling and talking about the actual mechanics and how they will make the game interesting. Surely all these brilliant ideas are written down somewhere in a design document? Why not make that more accessible?

My more cynical side thinks perhaps a lot of people are just shooting from the hip during development - that they have some semblance of design document where it's needed but not anything cohesive they are working from.

One of the coolest things I saw recently was that the "rules" for Off-world Trading Company were posed which is awesome to see (http://www.mohawkgames.com/2014/06/16/offworld-rules/). I wish developers did that. For games in development it would also give players/beta testers a MUCH better sense of where the design was heading when major features are still missing.

Oh well .... rant over.
Last edited by Mezmorki; Feb 25, 2015 @ 5:04am
Nasarog Feb 25, 2015 @ 5:08am 
Originally posted by :i69:Mezmorki:
Here's my question (and this isn't levied specifically at Falling Stars) - why is it that with all the fervor around early access / kickstarter / be-a-part-of-making-the-game-better / we NEVER see the design documents.

I have a strong boardgame background, and not seeing the design document for something you are being asked to help develop and improve would be like getting a boardgame without the rulebook. You can glean so much from a game, about how the systems work, and so on from "reading the rules" yet in the digital world nothing close is EVER presented. Heck - most games these days even have a manual that's worth anything.

Given the inclinations for detail of the 4X/civ gamer audience, why is it that (like this kickstarter pitch) developers don't spend more time selling and talking about the actual mechanics and how they will make the game interesting. Surely all these brilliant ideas are written down somewhere in a design document? Why not make that more accessible?

My more cynical side thinks perhaps a lot of people are just shooting from the hip during development - that they have some semblance of design document where it's needed but not anything cohesive they are working from.

One of the coolest things I saw recently was that the "rules" for Off-world Trading Company were posed which is awesome to see (http://www.mohawkgames.com/2014/06/16/offworld-rules/). I wish developers did that. For games in development it would also give players/beta testers a MUCH better sense of where the design was heading when major features are still missing.

Oh well .... rant over.


No clue, but probably it has something to do with not wanting to give the core rules of the game away, especially considering things can/will change during alpha/beta? Just guessing here.


LnLP Feb 25, 2015 @ 5:37am 
@nasarog, that's pretty much it. Almost everything you post on a kickstarter has to be final, and things are bound to change during testing. Even if it's a little bit, you don't want to have people pledge for a game because they specifically like rule X, but when testing reveals it's not really feasible it gets removed. We have a thorough design document, but it will be evolving for the next few months still, and even a little after release.
Nasarog Feb 25, 2015 @ 5:38am 
Originally posted by LNL Games:
@nasarog, that's pretty much it. Almost everything you post on a kickstarter has to be final, and things are bound to change during testing. Even if it's a little bit, you don't want to have people pledge for a game because they specifically like rule X, but when testing reveals it's not really feasible it gets removed. We have a thorough design document, but it will be evolving for the next few months still, and even a little after release.

That's what I thought. FYI, Mezo is a board game fiend and developer. His question/s are very to the point because he's in the biz in some capacity.
faijeya Feb 25, 2015 @ 5:51am 
Originally posted by :i69:Mezmorki:
why is it that with all the fervor around early access / kickstarter / be-a-part-of-making-the-game-better / we NEVER see the design documents.

People that are capable to read design documents (and adapt to a format adopted by the developers) are usually hesitant to read and analyze 100-200 pages of text for free.
The input from people that are incapable of reading design documents will likely have an awful noise/signal ratio.

Note: reading a design document and "playing" the game correctly in your mind is a very different skill from providing a concise and informative feedback about a build.

Note 2: that to say if design documents:
- do exist (while it's a really bad practice to go ahead without them, plenty of people deem that an unneccessary overhead)
- are in English (my gdds aren't)


Originally posted by :i69:Mezmorki:
I have a strong boardgame background, and not seeing the design document for something you are being asked to help develop and improve would be like getting a boardgame without the rulebook.

That's because boardgames do have very different specs for mechanics.
They have to be accessible without a computer.
Therefore, core mechanics both in rulebook and in design documents are to be processed right in your mind.


Originally posted by :i69:Mezmorki:
You can glean so much from a game, about how the systems work, and so on from "reading the rules" yet in the digital world nothing close is EVER presented.

It is pretty hard to boil down exact mechanics to a readable format.

Let's take EL's city management.
Without tying in the map generation principles (which are to be documented, by the way) it's pretty accessible, but in a spreadsheet.

The designer does model the limits and bonuses somehow (spreadsheet again), then boils it down to rules for coders to implement:
- 1 pop level lower food limit is 12 (-25% for newbie, -15% for normal ...), upper food limit is 92 (-30% for newbie, -20% for normal)
- 2 pop level lower food limit is ...
...
- building X maintenance is 3 dust per turn (TBD)
...
etc.

And that's an interesting part of a gdd.
You haven't seen animations lists yet.


Originally posted by :i69:Mezmorki:
Heck - most games these days even have a manual that's worth anything.

Customers do not expect to read a written manual, they expect a show-and-tell, which are custom scenarios (in an otherwise proceduraly generated game) and require a lot of effort to conceive, produce and adapt if some mechanics changes affect them.


Originally posted by :i69:Mezmorki:
Given the inclinations for detail of the 4X/civ gamer audience, why is it that (like this kickstarter pitch) developers don't spend more time selling and talking about the actual mechanics and how they will make the game interesting.

I don't have strong evidence, only anecdotal one, but that does not really work.
You need shinies for a campaign to succeed.
Here's a 4X kickstarter that tried to fully explain the mechanics - https://www.kickstarter.com/projects/bronzite/slower-than-light
1/3 of its goal.


Originally posted by :i69:Mezmorki:
Surely all these brilliant ideas are written down somewhere in a design document?

Mechanics are written in a design document.
Brilliant ideas belong to a pitch.


Originally posted by :i69:Mezmorki:
My more cynical side thinks perhaps a lot of people are just shooting from the hip during development - that they have some semblance of design document where it's needed but not anything cohesive they are working from.

Yep.
And people who do design documents usually do not want to be made accountable for throwing out things that turned out to be sub-par and unfitting to the game.
LnLP Feb 25, 2015 @ 6:19am 
Wow that's a great post faijeya, I almost feel bad adding to it since it is so in depth, but I just wanted to say that board game Kickstarters are fundamentally different from video games because 95% of the funding goes towards physical fulfillment of an already designed game. A lot of the video game costs go towards actual development of the game. This means a lot of thr mechanics have not been tested thoroughly if at all.
Mezmorki Feb 25, 2015 @ 10:03am 
Thanks for the great comments :)

I certainly acknowledge LNL's point about boardgame kickstarters happen once a game is finalized, and usually only change mechanically if a stretch goal adds something to the components or gameplay. Of course, videogames seeking funding have not been made yet, so any Design Doc that does exist will certainly change as development and testing occur. I acknowledge that.

However - if a developer provided a "distilled" design doc (leaving out the list needed animations, etc.) that summarized the gameplay mechanics it would be tremendously useful as potential backer, supporter, promoter/blogger etc. to know where the design is going and what level of detail the developers want to go with the various gameplay systems. Obviously, there needs to be a big disclaimer that the design "rules" are subject to change and revision during development - and backers should be well informed of that.

In following a number of kickstarter projects, it's just amazing to me how in the dark people are about what the ultimate vision/goal of the developer is since the details are never really put out there. You'll see some PR blurb about "awesome diverse tech tree - best thing ever!" and everyone gets so excited. Then the game comes out with a typical linear tech tree with 30 different boring techs. WTF. Had the design doc actually said, (a) here are the mechanics for the tech tree and (b) here are the 100+ technologies we want to work into this tree and the kinds of effects we imagine them having - then players would have a better sense of where the design was going. Obviously the system might change, and the 100+ techs might end up at 60 or 70, but at least there is a record of how the game is evolving.



< >
Showing 1-15 of 146 comments
Per page: 15 30 50