Euflorium: The Eufloria Community

Eufloria => General => Topic started by: sillytuna on November 16, 2012, 05:13:33 AM

Title: Suggestions
Post by: sillytuna on November 16, 2012, 05:13:33 AM
Now that most people have got Eufloria HD, what suggestions do you have for improvements or, dare I say, a distance future sequel?
Title: Re: Suggestions
Post by: q00u on November 17, 2012, 04:45:55 AM
So, I just spent the night and the morning playing both the Classic and the HD versions. Here are my impressions:

GOOD:

BAD:

MISC:

Based on these impressions, I have the following suggestions.

Long story short, with these suggestions the game could be efficiently played with three fingers. Left-click, right-click, shift button. Easy! For non-computer platforms (iOS/Android), remember that they are multi-touch! Two buttons on the side, where the player's thumb might be, brings all the needed functionality.

Edit: Oooh, just thought of another one, again about rallying (can you tell I like the rally function?  ;D ) RIGHT-click on the rally button to choose what to rally(/redirect). As in, JUST super-seeds, or JUST regular seeds. Note that this does not interfere with the SHIFT-click to rally-and-redirect, and to do both is SHIFT-right-click on the button.
Title: Suggestions
Post by: sillytuna on November 17, 2012, 05:11:52 AM
Thanks for the suggestions. You probably haven't seen the relevant post so for those that don't know, this is a prerelease. The control system has not yet been set up for advanced players and won't be until we do a full release. We'll read over any suggestions before implementing more control systems :)

Colour blind mode - eufloria is a bugger for this. We're not planning to do anything specific but I'll look at any easy suggestions.

The routing - this has already been discussed to death I'm afraid! There are good reasons why it's like it is and there is no doubt that's it's a sort of flaw in the overall game. Any time we look to change it, you get more problems and/or make the game more complicated which we don't wish to do. Should there ever be a sequel, this can be looked at again from scratch. However, changing now breaks too much. Trust me, I pushed hard on this and kept coming up against walls.

Final thing - we have to keep eufloria appealing to a wide audience, and we also have to keep it working on every interface known to man. This brings certain limitations, not least in terms of managing the various versions with little manpower. For this reason alone, we won't be going OTT on control systems. It's actually really complicated, and this eufloria wasn't designed for anything by joypad in fact. It took a lot of work to add touch and then a lot more to add mouse/keys. As it is, joypad needs rewriting. It's an evil, nasty bit of code which takes weeks not days.

Thanks for the feedback :)
Title: Re: Suggestions
Post by: Bonobo on November 17, 2012, 07:36:09 AM
What q00u writes.


Also: PLEASE add these:

• React to command+q—IMHO an absolute must.

• Allow to command+Tab (App Switcher) also in full screen mode, if only after having pressed escape to pause the game.

These are essential in the use of a Mac and I can’t imagine why these have been left out.
Title: Suggestions
Post by: sillytuna on November 17, 2012, 07:55:48 AM
I can answer that one. The mac version was being done literally an hour before bundle release!

Pre-release reminder guys! It's just the iOS port working on mac etc ;) The full version is 6-8 months away.
Title: Re: Suggestions
Post by: Bonobo on November 17, 2012, 08:38:17 AM
I can answer that one. The mac version was being done literally an hour before bundle release!
OK, but how should we know about your future plans and how much you really know about OS X essentials? ;) Therefore I’d rather mention that stuff instead of keeping quiet and just hoping.

Greetings, Tom
Title: Suggestions
Post by: sillytuna on November 17, 2012, 01:48:47 PM
Keep the suggestions coming; just explaining why things are yet to be mac-ised/control systems for example. If something isn't there, suggest it, but if you ask why it isn't there I'll probably say 'pre-release' ;)

Also, if anyone has similar stuff re: Linux that'd be good to know. I know very little about that platform and haven't seen the game running on it at all.
Title: Suggestions
Post by: sillytuna on November 17, 2012, 01:52:16 PM
Oh, the app switcher - if this isn't there it's most likely to be due to a graphics context issue in all platforms which can cause crashes on some video cards.

The cmd-q - I can ask for this if another build is done soon but I think that's unlikely unless a nasty bug turns up (still a bit concerned about retina displays in full screen).
Title: Re: Suggestions
Post by: roidal on November 17, 2012, 03:40:45 PM
If you zoom out it would be cool if you have on the PC the same behavior than on Android-devices, Seeds becomes dots, Flowers and pods are represent by symbols to get a overview.

And i think two limitations on terraforming are to much. IMHO it would be better if there is only a limit of for example 80 seeds, but you can decide by your own how you invest it. 50 Energy AND 30 Speed for example.

Maybe Artefacts should be random-generated on levels and give you some special abilities in the current game. IMHO its not interesting to collect artefact's if the only behavior is to fill a "View Artefacts" list :)
Title: Re: Suggestions
Post by: spywhere on November 17, 2012, 05:10:41 PM
I don't know much about modding (or map making) but if you can make a visual-editor for eufloria map that'd be awesome...
But yeah, that'll take a lot of time in making just one feature...

Hotkey for each command would be great too. Like if you want to send just press this key, etc.

[self.sillytuna setLuck:@"good"];  // :P  I just learn Obj-C for a while
Title: Re: Suggestions
Post by: sillytuna on November 19, 2012, 03:22:45 AM
If you zoom out it would be cool if you have on the PC the same behavior than on Android-devices, Seeds becomes dots, Flowers and pods are represent by symbols to get a overview.

That's controlled by the Level of Detail setting.
 
Title: Re: Suggestions
Post by: sillytuna on November 19, 2012, 03:26:20 AM
I don't know much about modding (or map making) but if you can make a visual-editor for eufloria map that'd be awesome...
But yeah, that'll take a lot of time in making just one feature...

We definitely won't be doing an editor. However, since the levels are just Lua scripts it would be perfectly possible for someone to make an editor which generated the scripts.

Quote
Hotkey for each command would be great too. Like if you want to send just press this key, etc.

Yes I agree. I think we should look at allowing binding of keys to commands - this would be done through a controls.lua script or something.

Quote
[self.sillytuna setLuck:@"good"];  // :P  I just learn Obj-C for a while

You know more Objective C than I do!
Title: Re: Suggestions
Post by: Pilchard123 on November 19, 2012, 05:28:46 AM
We definitely won't be doing an editor. However, since the levels are just Lua scripts it would be perfectly possible for someone to make an editor which generated the scripts.

There were a few of these around - I know I made a very basic one in VB.Net, I think there was a C++ one somewhere - there was even a custom map that made custom maps (mapception?).
Title: Re: Suggestions
Post by: q00u on November 19, 2012, 06:26:34 AM
Thanks for the suggestions. You probably haven't seen the relevant post so for those that don't know, this is a prerelease.
We know! Haha, that's why I'm saying all this now, while there's time to change things.

Quote
Colour blind mode - eufloria is a bugger for this. We're not planning to do anything specific but I'll look at any easy suggestions.
Classic had a fairly good solution to this, eg, the team symbol in the center of the asteroid.

Quote
The routing - this has already been discussed to death I'm afraid! There are good reasons why it's like it is and there is no doubt that's it's a sort of flaw in the overall game. Any time we look to change it, you get more problems and/or make the game more complicated which we don't wish to do.
I'd rather rally-and-redirect be added, then routing could be handled by the player themselves.

Quote
It's actually really complicated, and this eufloria wasn't designed for anything by joypad in fact.
I had forgotten the console version! I haven't played it, I'm afraid. Does the PC version work with a joypad? I'm curious how it plays.

Even so, all of my suggestions combined only amounted to the addition of two modifier keys, which could be bound to any unused joypad keys to get the same effect (shoulder-buttons would be ideal).

The final version is still a long way off, so please take the time to consider it.
Title: Re: Suggestions
Post by: sillytuna on November 19, 2012, 07:33:06 AM
Classic had a fairly good solution to this, eg, the team symbol in the center of the asteroid.

We'll consider that then. Is that really enough to make the game work enough for colour blind people? I had assumed too much use of colour was made on seedlings etc to even consider it.

Quote
I'd rather rally-and-redirect be added, then routing could be handled by the player themselves.

Very aware about this one but it's not going to be added. There are too many ramifications and I already went down that path and had to back up. In fact, at one point I even rewrote the routing code to deal with some existing issues but there were side effects, and it changed the game a bit (which means levels need to change etc).

However, if there is ever a sequel, the whole routing stuff would be considered afresh for sure. It's a very legitimate a criticism. It it makes any difference, I had the same view as you so if I could have done it and made it work, I would have!

Quote
I had forgotten the console version! I haven't played it, I'm afraid. Does the PC version work with a joypad? I'm curious how it plays.

The PC version will work with a joypad in future because of Steam users as much as anything. If you're playing on a tv, a joypad may be the best option. I'll stick to touch/mouse myself but Rudolf and Alex did a great job getting it to play on a pad.

Quote
Even so, all of my suggestions combined only amounted to the addition of two modifier keys, which could be bound to any unused joypad keys to get the same effect (shoulder-buttons would be ideal).

Haha, it always sounds so easy until you come to implement things! I'll never promise anything but I'll always look :)

General game dev comment, which goes double for a game that already exists:

There is another aspect to control systems which people forget. You can add all the controls you want but they are no good if people don't know what they are. We have to do a different help system for each control set, have to find a way to show the controls to the users, and then have to be sure that we're not doing lots of work for a tiny handful of people. If we localise, we have to translate the controls. We have to test everything with each control set, and we have to test each help message. Potentially in every language. On every platform you support it on. And then you find a bug, like a button doesn't work on some Macs or whatever.

Something that sounds simple one minute can easily turn into a few weeks work the next. Since we don't have an unlimited amount of time, we have to prioritise.

This is part of the cruddy, dull bit of game dev.

Going back to controls, as long as something is already supported in the underlying code, if we can expose it to Lua configuration then that should although for them to be modded or customised. That's currently my preferred plan, although there will definitely be a more advanced mouse control mode and joypad controls supported. And, indeed, possibly touch controls for touch PCs. Supporting all these will be a nightmare enough!

EDIT: I don't think I can do this but if I find it possible for mods to add support for e.g. custom beacon trees or new entities, then I'll support them. The issue there is the ever depending rabbit hole of modding support, and how deep do we want to go. This may be stuff best left to a sequel, where I think we'd support hefty modding from the start, and an editor. And multiplayer.
Title: Re: Suggestions
Post by: Rudolf on November 19, 2012, 04:33:46 PM
I stopped counting level editors when there were 4 I think... I am still amazed at how fantastic Eufloria modders are.

Regarding the colour blind mode... I really miss this myself. Team symbols weren't perfect, but they went a long way to address the issue, and the were pretty cool looking. Also, a lot of people without visual impairment used them.

IIRC they were procedurally generated and it took Alex M very little time. However, this was with the old c# framework.

R
Title: Re: Suggestions
Post by: Bonobo on November 20, 2012, 06:50:36 AM
I’m not visually impaired and I used them—sometimes colours were quite similar and in these cases it helped a lot.
Title: Suggestions
Post by: sillytuna on November 20, 2012, 07:27:35 AM
Sounds like a good idea to me then. Rudolf, how come they were left out when things were rewritten? Or just a time thing?
Title: Re: Suggestions
Post by: Rudolf on November 20, 2012, 01:55:39 PM
Time thing! The PSN crunch ate a number of things ;-)
Title: Re: Suggestions
Post by: Bonobo on November 22, 2012, 06:01:05 PM
Eufloria HD controls are grotesquely large on my 27" iMac … any chance you can change that?
Title: Re: Suggestions
Post by: sillytuna on November 23, 2012, 01:01:23 AM
Eufloria HD controls are grotesquely large on my 27" iMac … any chance you can change that?

We'll add it to the list for the full release. We may need a UI scale slider or something.
Title: Re: Suggestions
Post by: michael5000 on November 24, 2012, 02:54:22 AM
Hi,

This is a great game! It's fun to play and beautiful with a great sound track. It's an immersive experience, save for the system bar on my android tablet. Could you add a check box to the settings menu to hide / dim the system bar for the android version? I'm running android 4.0.4 on a galaxy note 10.1 gtn8013. FYI, It runs very well on the highest settings.

Thanks!

Title: Suggestions
Post by: sillytuna on November 24, 2012, 03:37:18 AM
As far as we know it isn't possible. Apparently it's a really big problem on some games as you constantly activate the home button.
Title: Re: Suggestions
Post by: Aino on November 25, 2012, 03:54:43 AM
I got the pre-release a day ago(Thank you Sillytuna for letting me :) ) and began playing the story. I've played through 12 levels and while playing I've thought a lot of things to add:
     
(click to show/hide)

I guess I'll be posting more when I've played more. I don't know if you can remove terraformations yet either, pardon me if you can :)
Title: Re: Suggestions
Post by: q00u on November 25, 2012, 04:21:35 AM
Classic had a fairly good solution to this, eg, the team symbol in the center of the asteroid.
We'll consider that then. Is that really enough to make the game work enough for colour blind people? I had assumed too much use of colour was made on seedlings etc to even consider it.
Well, I'll still have difficulty in telling the seedlings themselves apart, for example. But, knowing who controls which asteroid would be a great help.


  • Re implement the send distances from all asteroids when you're about to send seedlings; it's quite annoying not being able to see where your empire can reach. This results in clicking send on an asteroid and it just denies your sending and leaves you with the asteroid selected.
  • I like the beacons very much, makes your day much easier. The thing with them though, is you can "stack" them. You MUST set every beacon to one gathering point. This isn't very tedious if you do it once, but as your empire grow you get new gathering points.
    Getting to the point: If you create a new beacon on an asteroid with beacons sending to it, all beacons sending to it will follow the new beacon.
  • I noted that some of the HUD text were colored. I liked this very much, and quickly realized what everything meant. Maybe a more detailed color system would be better, yet it would still be easy to understand:
I second the send-distance suggestion, and the beacon addition of course. Beacons, especially, would help *so much!*

But, the color! Green, red, and orange are all quite difficult for a colorblind individual like myself to distinguish. Blue, vermilion, and bright yellow, on the other hand, are a trio of colors that most colorblinds can tell apart. However, as more colors are needed, all the colors become less distinct.

Here (http://jfly.iam.u-tokyo.ac.jp/color/) is one of the best documents I've seen on the problem. But, even on their colorblind-friendly pallet, I would still have problems if _all_ the colors were used. Orange and vermilion are very similar to me; reddish purple and blueish green as well. The colors on this pallet are ordered such that those similar colors are not next to each other. This is fine in a static document (such as a chart), but not in something where the colors move around.
Title: Re: Suggestions
Post by: Aino on November 25, 2012, 04:29:09 AM
Yeah, sorry about that. I'm not color-blind and didn't really think through what every individual would think. For many of the texts though it is only a variation of two colors(Dark gray and a color), which is easy to distinguish I would believe. The enemy count thing can be set to one color if you set on colorblind mode, which I assume WILL be implemented in a not so far away future :)
Title: Re: Suggestions
Post by: Breakord on November 25, 2012, 08:40:10 AM
I don't know much about modding (or map making) but if you can make a visual-editor for eufloria map that'd be awesome...
But yeah, that'll take a lot of time in making just one feature...

Hotkey for each command would be great too. Like if you want to send just press this key, etc.

[self.sillytuna setLuck:@"good"];  // :P  I just learn Obj-C for a while
"Euroflia : Online graphic Eufloria level editor now temporary dropped..."
Actually I've just downloaded this dropped editor and reedited it.I think now it works well on editing the levelsetup module~
I hope I didn't infringe the rights of the author of the editor..
Title: Re: Suggestions
Post by: Breakord on November 25, 2012, 08:58:22 AM
you can see it here http://breakord.svfree.net/ (http://breakord.svfree.net/)
Title: Re: Suggestions
Post by: q00u on January 19, 2013, 11:31:15 AM
Is a more featureful version being worked on? I haven't heard anything for a few months.
Title: Re: Suggestions
Post by: Lestibournes on June 01, 2013, 02:31:34 AM
To me the most important thing is a better AI. The AI in Eufloria HD was really stupid, so once I learned the basics of strategy I usually won on the first try, and when I didn't I usually won on the 2nd or 3rd attempt. I find that once I gain a strong position, even if the enemy still has a great advantage, I win, and it's usually not difficult to get into such a position unless the enemy starts with a great advantage. Towards the end of the campaign I started to get bored, and Dark Matter mode, which claims to be a harder version, felt painfully easy.

Other than that there are interface issues that should be fixed. I'd love side scrolling, scrolling with the arrow keys, the ability to set automatic rally points for new seedlings so I don't have to keep manually collecting them from all over, the ability to redirect seedlings in mid-flight, and maybe an option to switch to traditional RTS-style controls for the desktop version, since I'd be more comfortable selecting with the left mouse button and then setting a destination with a click of the right mouse button. Also it would be nice to have HP meters for trees, flowers, and those destroyer-class seedlings that are produced by Defense trees with flowers.
Title: Re: Suggestions
Post by: Aino on June 01, 2013, 03:23:41 AM
To me the most important thing is a better AI. The AI in Eufloria HD was really stupid, so once I learned the basics of strategy I usually won on the first try, and when I didn't I usually won on the 2nd or 3rd attempt. I find that once I gain a strong position, even if the enemy still has a great advantage, I win, and it's usually not difficult to get into such a position unless the enemy starts with a great advantage. Towards the end of the campaign I started to get bored, and Dark Matter mode, which claims to be a harder version, felt painfully easy.

Other than that there are interface issues that should be fixed. I'd love side scrolling, scrolling with the arrow keys, the ability to set automatic rally points for new seedlings so I don't have to keep manually collecting them from all over, the ability to redirect seedlings in mid-flight, and maybe an option to switch to traditional RTS-style controls for the desktop version, since I'd be more comfortable selecting with the left mouse button and then setting a destination with a click of the right mouse button. Also it would be nice to have HP meters for trees, flowers, and those destroyer-class seedlings that are produced by Defense trees with flowers.

The community here can take care of most of these suggestions, like the better A.I and Rallypoints. Though currently this is something we will have to wait for with the HD version, the classic version will give you a much bigger challenge if you let the custom made maps try.

The Infected AI made by Annikk is by far the strongest AI, and I made some attempt perfecting an A.I, but the I tok a format to the HDD. As for the other features, such as healthbars and rallypoints, has all been made in some form, except for the mid seedling command.
Title: Re: Suggestions
Post by: Lestibournes on June 01, 2013, 04:25:03 AM
To me the most important thing is a better AI. The AI in Eufloria HD was really stupid, so once I learned the basics of strategy I usually won on the first try, and when I didn't I usually won on the 2nd or 3rd attempt. I find that once I gain a strong position, even if the enemy still has a great advantage, I win, and it's usually not difficult to get into such a position unless the enemy starts with a great advantage. Towards the end of the campaign I started to get bored, and Dark Matter mode, which claims to be a harder version, felt painfully easy.

Other than that there are interface issues that should be fixed. I'd love side scrolling, scrolling with the arrow keys, the ability to set automatic rally points for new seedlings so I don't have to keep manually collecting them from all over, the ability to redirect seedlings in mid-flight, and maybe an option to switch to traditional RTS-style controls for the desktop version, since I'd be more comfortable selecting with the left mouse button and then setting a destination with a click of the right mouse button. Also it would be nice to have HP meters for trees, flowers, and those destroyer-class seedlings that are produced by Defense trees with flowers.

The community here can take care of most of these suggestions, like the better A.I and Rallypoints. Though currently this is something we will have to wait for with the HD version, the classic version will give you a much bigger challenge if you let the custom made maps try.

The Infected AI made by Annikk is by far the strongest AI, and I made some attempt perfecting an A.I, but the I tok a format to the HDD. As for the other features, such as healthbars and rallypoints, has all been made in some form, except for the mid seedling command.
I'm new here so I don't know about any of that. Where do I find it and how do I apply it? Will the creator of Eufloria incorporate any of these changes into the original game?
Title: Re: Suggestions
Post by: Aino on June 01, 2013, 06:25:50 AM
I'm new here so I don't know about any of that. Where do I find it and how do I apply it? Will the creator of Eufloria incorporate any of these changes into the original game?

There are two versions of the game currently. The HD version is official for all platforms except Windows, if I am not mistaken. If you haven't bought the game on a PC with Windows, you'll have to buy the classic version to play it and get the mods available. This feature will become available for the HD soon though, as the devs plan to integrate more things for the map creators to play with. As soon as all of that hits the HD version, me and many other people will get very busy creating new maps.

tl;dr:
It's not available for HD. If you bought it on something else than a Windows OS, you will get all these features when the modding capability from classic has been added to HD.
You might even see one of my maps for HD then. :)
Title: A few minor suggestions for Eufloria HD
Post by: BFG on June 15, 2013, 02:53:18 AM
Now that I've had a chance to play Eufloria on PS3 and the Eufloria HD Beta on PC, I thought I'd make a few minor suggestions for improvements before the HD version is released.  I've no idea if there is interest in making modifications, but didn't think it would hurt to post these ideas.

1.  Two new unit filter ideas.  Currently, units can be filtered by attribute (strong Energy/Strength/Speed) or type (Seedling/Enhanced Seedling/Mine).  I would love to see a filter added to the first grouping for weak units (i.e. the type you'd feed into terraforming trees), and a filter added to the second grouping for Flowers.
2.  Allow terraforming trees to be pollinated with flowers(!).  This could have any of four effects (to be chosen by the programmers!)  A.  Allows for up to +200 attribute increase (i.e. the chosen attribute can always be maxed); B. Allows for a second attribute to be increased by +100; C. Seedlings fed to the Terraforming tree have a small positive effect (+0.25 or so) to nonchosen attributes, meaning a pollinated terraforming tree would allow up to +100/+25/+25 growth; or D. Pollinated terraforming trees will SLOWLY improve the asteroid to a certain cap without feeding seedlings.
3.  AIs will use terraforming trees.
4.  There is not a hard limit to units per faction, but the limit is based on hardware capabilities/slowdown.  The 2:1 ratio (currently, 2000 max for the player and 1000 max for each AI) would continue to be honored.
5.  A button which instructs all existing Beacon trees to redirect to the chosen asteroid.
6.  Alter color of asteroid based on attributes.  Right now, every asteroid is the same gray color (excepting the color tint in the core which indicates the color).  I'd suggest adding a second color tint/indicator near the surface which is based on the attributes of the asteroid - yellow for high Energy, red for high Strength, etc.  This would give more variety to the graphics.  (Unexplored asteroids should remain the neutral color.)
7.  Defense tree destruction.  I would suggest that a Defense tree does damage to in-range enemy units at the moment it is destroyed.
8.  Artifacts are lost if an enemy takes over the asteroid it's orbiting.
Title: Re: A few minor suggestions for Eufloria HD
Post by: BFG on June 15, 2013, 12:35:57 PM
Hmm...now that I've noticed it, it probably would have been best to put this in the "suggestions" thread  :P
Title: Re: A few minor suggestions for Eufloria HD
Post by: Pilchard123 on June 15, 2013, 05:39:37 PM
Want me to move it?
Title: Re: A few minor suggestions for Eufloria HD
Post by: sillytuna on June 17, 2013, 06:00:16 AM
1) I don't like the current 'attribute' filters much or the UI for them, but we just couldn't change them unfortunately. What you say is sensible but we'd need to design a better interface overall. One for a sequel.

2) Flowers are very random so it may add too much of an element of luck. Interesting idea. I think more could be done with terraforming generally but Eufloria has always tried to bring complexity from simplicity, so we'll see in future.

3) It would unbalance the existing levels if added now. One for a sequel.

4) Will happen on the computer versions almost certainly, but it won't be unlimited - it'll be script controlled if anything.

5) Was considered (and discussed a lot) but turned down on the basis that it would change the balancing of the existing game. A future sequel would definitely have better or more configurable beacon trees.

6) Could play havoc with visuals but it's an interesting idea.

7) Could consider that for future eufloria adventures stuff.

8) Wouldn't work with current maps and artifacts aren't really designed for this, nor in Eufloria Adventures.
Title: Re: A few minor suggestions for Eufloria HD
Post by: BFG on June 18, 2013, 05:33:09 AM
Pilchard - You might as well move it; all the suggestions really ought to be in the same place :)  Thanks.

Stuff
Hmm, good points!  A few more responses:
2) True, but there are a number of levels already where flowers are the deciding factor (at least for the less skilled players among us!)  Particularly if the AI does not have access to terraforming trees, this could potentially ease the difficulty a bit for players.  Though to be fair, it could make the game more difficult if players always prioritize pollinated terraforming trees above pollinated Dyson/defense trees.
3) I could certainly see an argument for leaving this out of the main campaign.  But I think it would be a GREAT addition for Dark Matter Mode.
4) That makes sense.  Even the strongest hardware could not have an unlimited number of seedlings.  However, stronger hardware could support more seedlings simultaneously (say, 5000/2500 for example) than weaker hardware (2000/1000).
6) Perhaps rather than using color, a different attribute of the asteroid could be used.  For example, perhaps Strength could cause a "rocky" texture to be displayed rather than a smooth gradient, while Energy could cause the "shinyness" of the asteroid to increase, and Speed could introduce some sort of small atmospheric/wind phenomenon.  Just an idea to liven up the graphics a bit, and allow people to eyeball the asteroid's strengths without actually toggling it.

And, finally,
9) Grafted trees.  Trees that are half Dyson, half Defensive.  To maintain balance I'd suggest 15 or 20 seedlings are needed to start one, not 10.  (This wouldn't confer much benefit until it is pollinated...)
10) Flower capture.  Enemy flowers (and mines?) can be captured rather than destroyed, when the asteroid is taken over - much like the trees themselves.  This makes asteroids with flowers higher value targets.
Title: Re: A few minor suggestions for Eufloria HD
Post by: sillytuna on June 18, 2013, 06:53:57 AM
Some of the above are more suited to future iterations of Eufloria Adventures. The first version of it will definitely have a lot of room for stuff we just don't have time for in our first version.
Title: Re: A few minor suggestions for Eufloria HD
Post by: BFG on June 18, 2013, 07:14:34 AM
I'm looking more and more forward to Adventures then :)

I have tons of additional ideas for balancing, tweaking, etc....but the majority of them would be "larger" changes, so probably aren't a good fit for HD or Adventures.  For example, one involves networking trees ("foresting") together on asteroids with sufficent attributes to improve the asteroid's overall offense and defense...
Title: Re: A few minor suggestions for Eufloria HD
Post by: Bonobo on June 18, 2013, 10:10:12 AM
Nice ideas, BFG. I could imagine something like … as soon as the first own [system] has been gardened, there could be an evolutionary leap so as to have one’s own different agents categories to cooperate better with each other … finally learnt each other’s languages or something.
Title: Re: A few minor suggestions for Eufloria HD
Post by: BFG on June 20, 2013, 12:58:43 PM
Thanks!  It's too bad I didn't discover this game a bit sooner; perhaps some of the better ideas could have been incorporated into HD or Adventures if I had...

The Foresting / Dyson net idea would need some fleshing out before it became feasible.  But it could add a whole new dimension to gameply.  Speaking of new dimensions...I'm hoping that Eufloria 2 will use 3D maps :)
Title: Re: Suggestions
Post by: Pilchard123 on June 25, 2013, 02:23:56 AM
Mod: I've moved the last few posts in here over from another thread
Title: Re: Suggestions
Post by: Gazz on September 03, 2013, 02:47:32 AM
I take it the New And Improved Eufloria isn't available for PC, yet...


One feature that was missing from Classic was to completely wipe your progress through the "campaign".
It was a major pain to "replay" that game.
While you could select the missions one by one at a later time, this was very awkward and you basically needed pen and paper to keep track of it. That's so 1980s...

It could be something as simple as a CONTINUE button where the game auto-saves which mission you are / had been on.
Then you'd just manually pick a mission from where to start your replay.  From that point onward, you only continue. KISS.
I'd think that would be trivial to code but it would be a big plus to user-friendliness.
Title: Re: Suggestions
Post by: LamaSempaï on October 07, 2013, 12:13:43 PM
Hello,
I discovered Efloria some hours ago, and I really love it.
I red a lot on the forum but didn't see any question about the multiplayer possibility.
Is that a bad idea ?

Sorry for bad language and thanks for your answers.