Author Topic: Suggestions  (Read 57384 times)

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crazeh.monkeh

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Re: Suggestions
« Reply #60 on: January 28, 2009, 02:56:48 AM »
(11) Idea for selecting multiple seedlings (but not all): move cursor over your asteroid, hold down the right mouse button, while holding scroll up (starts from 1) with mouse middle button, move cursor over another asteroid, release right mouse button. Pressing left mouse button or releasing on empty space cancels the order.

Now let me see you do it on a laptop.

/Or maybe my track-pad-thing is just tiny
//But I don't think it is


totally

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Re: Suggestions
« Reply #61 on: January 28, 2009, 03:32:08 AM »
(11) Idea for selecting multiple seedlings (but not all): move cursor over your asteroid, hold down the right mouse button, while holding scroll up (starts from 1) with mouse middle button, move cursor over another asteroid, release right mouse button. Pressing left mouse button or releasing on empty space cancels the order.

Now let me see you do it on a laptop.

/Or maybe my track-pad-thing is just tiny
//But I don't think it is

What? Your commodore 64 doesn't have a mouse? :)

The command can be doubled via keyboard shortcut or something. Now, this feature can be expanded to work with waypoint system, so every waypoint can have different number of seedlings moving. For example we start with 50 of seedlings moving from A to B, then say 10 seedlings from B to C, and 30 seedlings from C to D and so on.


edit: noticed that idea to select certain ammount of seedlings was already posted couple of pages ago.
« Last Edit: January 28, 2009, 03:49:21 AM by totally »

Rudolf

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Re: Suggestions
« Reply #62 on: January 28, 2009, 09:26:46 AM »
Hey guys, thanks for all the comments. Alex and myself have been working like busy bees to prepare for the IGF and include some improvements to the game. Some will make it into the next build, and we have many lanned for a long time now for the finalversion of the game.

A few things:

Waypoints.
This seems to be THE discussion point so I will comment on this first. We are still improving and adding features that affect the way that seedlings travel between asteroids. Once we have implemented all this THEN we will decide if we need anything like this. We have some things planned that may eliminate the complaint altogether. We will see.
For now we have made some improvements to the game that should make this slightly less lacking. This will appear in the next build.

Selecting multiple seedlings/more control over seedling selection.
We have had designs for this for a long time now, but we haven't gotten to it yet. No worries, this will be addressed

Picking your team colour
Keep an eye on this space ;-)

Multiplayer
Will not be part of this development cycle of Dyson.
(Who knows, we may do a seperate multiplayer version of Dyson. we may not, but for now we are focusing our attention on singleplayer.)
For those of you who are REALLY annoyed by this; I am also a developing a multiplayer only game called Neopolis.
Placeholder site here: www.neopolis-game.com News when it occurs also here: www.omni-labs.com
I generally don't talk about it here as this is the site dedicated to Dyson and I don't want to detract from that.

Asteroid sizes being related to tree numbers
We have been talking about this for a while and probably test the feature together with some other improvements over the conquest model.


Hope that helps people, thanks for all the time spent playing hte game and giving us your feedback. it is all used to make the game better!
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Candlejack

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Re: Suggestions
« Reply #63 on: January 28, 2009, 08:07:59 PM »
If you add my thicker tree trunks idea, you could also use thinning of the tree trunk as a damage indicator. I would also like to have tiny roots wrapped around asteroid cores that represent how much energy the asteroid has left.
« Last Edit: January 28, 2009, 08:13:55 PM by Candlejack »

totally

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Re: Suggestions
« Reply #64 on: January 28, 2009, 11:58:06 PM »
Nice!
Asteroid sizes being related to tree numbers
We have been talking about this for a while and probably test the feature together with some other improvements over the conquest model.
Asteroid sizes being related to tree numbers AND tree size would be even more awesome.



Another one: how about small obstacle asteroids (tree planting disabled)?
Different shaped asteroids will rock --  a perfect circle is a bit boring.

Candlejack

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Re: Suggestions
« Reply #65 on: January 29, 2009, 02:09:15 AM »
I'm pretty sure Dyson doesn't need any elements of reality obscuring its abstract beauty.

Golbez

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Re: Suggestions
« Reply #66 on: January 31, 2009, 02:51:21 AM »
I really love this game, the way it makes you balance attack and defence is incredible.

One thing I would like is making the starting points of you and your enemys less random.
I know randomness is a great thing in this game, but it can make the game too hard or too easy depending where your opponents start.
Also, mission number 2 should be a later mission, since it seems to be the hardest one :)

hairybuddha

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Re: Suggestions
« Reply #67 on: February 01, 2009, 12:25:06 AM »
Beautiful game guys, I really like the simplicity of the controls and the elements

One idea I thought I might share: You could give the asteroids atmosphere dependent on their size, and seed health could diminish over time depending on altitude. So a seed at ground level lasts forever/slowly regenerates, but higher up would start to use up its energy reserves against the cold, and in space would die quickly. Asteroids atmospheres could then brush against each other to link them, while still giving players the option of cutting across space if it was worth it. It would also mean seeds with different properties were able to survive different journeys. Atmospheres wouldn't even need to be visible, just implied by how high the Dyson seeds naturally flew.

Other requests: Random maps so players can generate small levels for a quick game and larger maps with clusters and filaments and loads of bottlenecks for more epic encounters.

Finally: Any plans for a mobile/cell phone version?

Alex

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Re: Suggestions
« Reply #68 on: February 03, 2009, 07:28:57 AM »
We considered some kind of hostile atmosphere to discourage sending through other atmospheres. We haven't implemented something like that yet because of a few factors - one is that we implemented sending distance limits and allowed seedlings to attack passerby enemies, and another is that we'd have to incorporate decision making for sending through hostile atmospheres into the AI which would be a pain and we intend to rewrite the AI anyway.

colonyan

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Re: Suggestions
« Reply #69 on: February 03, 2009, 05:43:05 PM »
     
      concern- Game becomes rather easy if you succeed in initial build up
 
      Size Control
      To nerf down the growing momentum in size, add a factor called "Stress".
      Once population exceed some point, factor "Stress" kicks in that asteroid.
      (like 32 for each asteroid)(its already implemented right...?)
      More population exceed the limit, greater the "Stress".
      Greater the stress, seedling dies more.
      If there's several hundred of them, they should die pretty fast.

      Deadbodies
      Deadbodies should give negative hygien effect.
      This will trasnlate into slower seedling hatching/birth.
      Also, deadbodies translate in to more "Stress".   
      Deadbodies disintegrate with time.

      Habitacle improvement+Aesthetic
      GreenPlant to reduce the stress factor. Max reduction must under 50%
      They also disintegrate deadbodies faster.
      Will be planted using some seedlings.
      Canbe represented as asteroid aestetic for visual variation.
      By the way one specie's plant can be stress for enemy specie.

      Solar Flare Captor
      If particular asteroid produces strong seedlings, invest on that asteroid, to improve the
      fertility on that planet. (Lets suppose whole map is always rayed by sunlight)
      Build "FlareCaptorLeaf" using seedlings(a lot, like 45~60). It will grow like tree without using
      dyson tree slot. As it grows it adds extra speed for seedling spawn of its asteroids dysontree.
      Only one "FlareCaptorLeaf" per asteroid.
 
      **Investment option means better defence required**
      Unexpensive growing spider nest like structure which only capture and hold enemy seedlings
      for brief time. Combine with defence tree, one bomb can kill several.

      Investment option means special purpose units required
      I'm offending game taboo of adding more unit/tree type.
      "workling dyson tree"- They produce faster but they fight pretty bad.
      They can be used exclusively to fasten up the investment on asteroids.
      Since they spawn faster, you can save your fighters for front line.

      All above adds extra job for ai coding.....
      Maybe in future.... when multiplayer comesin....   

      Single player mode
      Already mentioned event like spreading virus deseases and stationary and migrating
      space monsters would be fun.
     
      Single player mode2
      Give handicap to ai like production speed up?
      Difficulty setting?

      Thankyou for reading!
   

     

     

     




     

Alex

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Re: Suggestions
« Reply #70 on: February 04, 2009, 08:55:38 PM »
Spookily, colonyan, you've come up with some almost identical ideas we'll be implementing over the next few months. We'll have a way to improve asteroids, using at least one more unit type, and be improving defense too.

I like the idea of stress. We are still thinking very hard about population limits. The whole thing with the corpse decomposition and the atmospheric plants is a great trinity of ideas. Great work! I can't say we'll include it but I love the idea anyway  :D

Zeh Don

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Re: Suggestions
« Reply #71 on: February 05, 2009, 11:32:28 AM »
After playing your game, and fishing around for some older versions to see how it's come along, I have to admit I'm very impressed with the work you guys are doing. The art style is bold, functional and entirely unique - no small feat in today's graphic's heavy industry. I'm also very impressed at the sheer gameplay mechanics - simple, and yet they embody the most basic level of strategy which is why it works so very well. And the music suits the style perfectly by bleeding into the background as atmospheric as opposed to the sensual assault most games attempt. This is, by far, the most impressive original and independent I.P. I've come across in a long time.

I don't really want to suggest too much, as judging from how the game has progressed (limiting the movement radius between asteroids was a great step) you guys seem to be headed in the right direction. However, I wanted to point out that an apparently unstoppable strategy in the current version of Dyson is to take a 'corner' and collect all of your seedlings on a handful of asteroids before moving them out and tearing up the other Asteroids. I've successfully managed to complete the game using this strategy without failing once. The A.I. only appears to attack in small swarms of seedlings which, against an army of 500 seedlings, is destroyed time and again. I'm not sure of your intended vision for the game, but you need to introduce either mechanics or seedling types to counter this strategy for the game to balance out against sitting back and gathering units. I'd recommend either introducing an Asteroid size to maximum seedling count ratio, preventing the player from moving 500 seedlings around the map. This would create bottlenecks by using small clusters of the smaller Asteroids within the Asteroid fields preventing the player from moving their one massive swarm around the entire map, sort making "bridges" requiring the player to either divide their units temporarily and move them, or make smaller groups of seedlings but have multiple groups as opposed to a single, massive swarm. Just a suggestion, however.

Also, I've noticed that there is not much player feedback from the U.I. - for example, 32 seedlings appears to be the maximum allowed on a planet before production is halted, however this information isn't shown to the player. And when moving too many seedlings, over 540 or some such appears to be the limit, they won't move when instructed however the reason for this isn't explained to the player. These small ques help first time players get used to the rules of your game, as well ensuring a player is always able to make the best decision about their situation which is very important in strategy games such as this.

Despite my criticisms, Dyson is a fantastically original game and already feels very polished and the only reason I've pointed out such small flaws is because you've done everything else so very right. You should be very proud of your game, I'm not an easy person to addict to any one game, but you've done so effortlessly.

Rudolf

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Re: Suggestions
« Reply #72 on: February 05, 2009, 04:50:59 PM »
Great feedback, much appreciated :-)

We are very aware that the game is fundamentally unbalanced at the moment, this is mostly because we have not yet implemented/finetuned those mechanics that will cause attrition in seedling numbers. while travelling or encountering enemy AI. The AI will also be completely revisited and a big part of that is this exact problem. So yeah, agreed, and we are on the case :-)
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chrisa52

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Re: Suggestions
« Reply #73 on: February 05, 2009, 07:27:17 PM »
I really like this game but woud suggest the following tweaks/changes  :)

1. It would be great to set up PATHS between asteroids so you could shuttle fleets up to the main action easier.
   Spending time moving fleets around does not allow you to concentrate on the action.

2. The circular playing is kind of boring after a while.
    I suggest you create ribbons or circles/ovals ALSO make them randomly sparse, not uniform density of asteroids
    The different shape and random density will make specific asteroids critical because you need them to move forward or defend your space.

3. With reference to #2 I would make some asteroids similar to wormholes.
    Allow movement from that asteroid to some random? or other asteroid elsewhere in the circle/oval/universe.
    This would again make it more interesting, because you would to capture these and defend them for obvious reasons.

4. Other suggestions - have not read/found any detailed directions (so take with a grain of salt).
   + Please allow the ability to recall fleets.
   + I've found the opponent has sent fleets from all kinds of random locations deep into my territory.
     How exactly can you do that as player? Are there certain asteroids that can do this?
     Some explanation would help. I'll look for directions.
   + I also got the bug where one asteroid had no enemies 300+ units and could not be captured.
     I think one of the units must have got stuck in the entrance  ???

Anyway, GREAT came, I'm sure it will get much better with all the suggestions from everyone.




Candlejack

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Re: Suggestions
« Reply #74 on: February 05, 2009, 09:18:09 PM »
How about this, seedlings fly around in different power levels(similar to atoms) of the asteroids. The lower the power level a seedling is dwelling in, the more light they get(which allows them to travel farther). The amount of seedlings you can send at once decreases over distance. You can still send a lot of seedlings at once, but they need to go down to certain power level before they have enough energy. They would still orbit chaotically around the asteroid, but would always try to maintain even power levels.
« Last Edit: February 05, 2009, 09:22:07 PM by Candlejack »