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Re: Ealdorlight (from Sol Trader's dev)

#17
Talvieno wrote:I always liked Chris, interested in seeing where this goes. :D
Sol Trader had some neat depths, even if it wasn't the right niche for me.
Ealdorlight is much closer to my niche, (and seems broader in scope) so should be great.
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WebGL Spaceships and Trails
<Cuisinart8> apparently without the demon driving him around Silver has the intelligence of a botched lobotomy patient ~ Mar 04 2020
console.log(`What's all ${this} ${Date.now()}`);
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Re: Ealdorlight (from Sol Trader' dev)

#19
Silverware wrote: Social Justice Warriors might get on your case if you are relatively faithful to the politics of a medieval society. But I highly recommend that you are faithful to those politics, religious and gender equality issues help drive the narrative, and give different play styles to characters born a different gender.
Beating the game easily and want a handicap? Try being a female in a world ruled by men.
if its possible to just generate those religious and social constraints it would be even better.

Some areas/games are "classic" medieval european, others have hard to break caste systems and worship cows, some have women in charge and men as general availability good.

Heck include some noticeable genetic/geneaologic differences between worlds
Some worlds simply have three times as many women as men, in other worlds one of the genetic partners has no (immediately visible to a medieval society) effect on the offspring.
Some worlds have magic being hereditary, in others magic is result of some environmental effect, in some its just completely random who has it. (Mages being their own race vs some magic using lands or magic inducing drugs vs magic inquisition searching for mages)

If that could be made possible it would be awesome :D


Edit: grammar
Last edited by Cornflakes_91 on Wed Mar 29, 2017 3:00 am, edited 3 times in total.
Post

Re: Ealdorlight (from Sol Trader' dev)

#20
Cornflakes_91 wrote: Some areas/games are "classic" medieval european, others have hard to break caste systems and worship cows, some have women in charge and men as general availability good.
And then there is "Medieval engineers", where the enemies are big, white, stupid man with clubs and all players are male, and there isn't even an option to go female, because engineers are always male. :mrgreen:


But seriously: Some games take a very realistic approach and nearly all games that I played that take an absolutely realistic approach aren't really fun to play. I play games to have fun, not an existential crisis because my whole town just got wiped out by the plague and I attend the funeral of a small girl I took into my heart and witnessed her getting older and suddenly she's dead...
(happened in "Banished").
Automation engineer, lateral thinker, soldier, addicted to music, books and gaming.
Nothing to see here
Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
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Re: Ealdorlight (from Sol Trader' dev)

#21
Silverware wrote: Social Justice Warriors might get on your case if you are relatively faithful to the politics of a medieval society. But I highly recommend that you are faithful to those politics, religious and gender equality issues help drive the narrative, and give different play styles to characters born a different gender.
Beating the game easily and want a handicap? Try being a female in a world ruled by men. Games such as Mount&Blade and CK2 take this into account, although M&B doesn't go as historical as it should in my opinion.
A. It's not a historical game, so there is no reason to be historically accurate.
B. It's cliche, so
C. If you want to create diversity in such a (non-procedural) way, why not do it the other way round for once? Be a man in a world ruled by women? :ghost:

Also what Corn said
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Re: Ealdorlight (from Sol Trader' dev)

#22
Dinosawer wrote: C. If you want to create diversity in such a (non-procedural) way, why not do it the other way round for once? Be a man in a world ruled by women? :ghost:
About that: Have you ever seen "MAGI: SINBAD NO BOUKEN" Episode 11 to 13? :mrgreen:
Automation engineer, lateral thinker, soldier, addicted to music, books and gaming.
Nothing to see here
Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
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Re: Ealdorlight (from Sol Trader' dev)

#25
I've tried to answer as many comments or questions as I can below - sorry if I missed yours, do ask again!
JanB1 wrote: The Setting looks really interesting. Sure, at the moment there are a few big medieval 3A titles out there, but I think this looks a little more down to earth, and as mentioned in the description, is less fantasy base. So, it kinda goes in the same general direction as Kingdom Come.
Yes, that's the idea.
JanB1 wrote: The fighting system looks really interesting. Kinda reminds me of a mix of the hexagon-fields of Civ and the checkerboard of HoMM.
As others have mentioned, my principle influence here is Dwarf Fortress Adventure mode.
JanB1 wrote: The artstile looks interesting, although my biggest critique point of Sol trader was the graphics, and the screenshots of this new game so far look good, but the textures look a blurred close up
I wouldn't worry too much about the texture quality on those screenshots - they're very early and I was hesitant to show them at all (hence the big disclaimers)
JanB1 wrote: The world map Is an interesting approach if this picture is accurate. Dividing the world in small chunks can be really interesting if these chunks are designed really well.
Yep, my current plan is to make the world map a generated hex grid. Should give rise to some interesting situations and game choices.
JanB1 wrote: [*]But watch out: if there is no good explanation to why you should overthrow the current King...well...
Don't worry - there is :)
Silverware wrote: I have just spent the last few days enthralled by Battle Brothers. Please do yourself a huge favor, and play it.
It has ideas I think you could use, and seems in a similar vein as to what you are doing. :thumbup:
Yep, that one is on my list to play for comparison.
Silverware wrote: That map concept you have? If the entire game was in that art style I would be one happy gamer.
I very much love the low-poly look. If you aim to end up closer to the battlescene graphics, that will be fine too.
However a more realistic style tends to require a much higher level of quality in the models, textures, and rendering to pull off safely.
This is true. I've got some good contacts: the question is more whether I can pull off this style within my budget. I'm planning to make the biomes initially quite restricted and then expand with DLC (or stretch goals) so that I can afford to do this well!
Silverware wrote: I hope you model permanent damage to characters, like in Dwarf Fortress. From what I am seeing of this, and Sol Trader, I am expecting essentially DF Adventure Mode. Which is very much not a bad thing, but long term damage and debilitation is a crucial part of games like DF or Battle Brothers. Forcing you to take on new allies as they slowly get ground down in combat.
Permanent damage is absolutely in the game, and a big part of the gameplay.
Silverware wrote: If you aren't already going that way, I highly recommend low fantasy, keep magic rare as hell. This gives you something to hold in reserve for big-bads, legendary equipment, and late game things. If everyone and his dog is a wizard, then remember, humans are lazy so magic is going to power a ton of stuff. Wizard powered airships and city power-grids fed by magic are going to be things in a faithful high fantasy setting.
Yes, very low fantasy. Magic isn't understood and is not practiced as a discipline, but there's more to the world than meets the eye...
Silverware wrote: If you don't play Crusader Kings 2, it's time to. It has a great grasp of the more political side of things in a medieval setting. Make sure counts are attempting to marry daughters off to the sons of kings or dukes, assassination attempts are against rivals, and those who hold titles that the person attempting has claim to (or his children do).
I've put at least 35 hours into that game :) It was inspiration for Sol Trader and will be similarly inspiring for this one. Modelling a full court to the level CKII does it is out of scope - I want to make the core an excellent RPG first, and layer in those elements that fit.
Maker of Sol Trader and Ealdorlight
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Re: Ealdorlight (from Sol Trader's dev)

#26
Only 35? :D
We have an IRC member with 24k :V


Sounds like you have a solid plan and good direction.
Let us know if you need testers, or someone to bounce ideas off of.
The IRC would welcome you, most of the people who have posted here are IRC members after all. :D


Very much looking forward to this. It's now near the top of the list, along with Mount & Blade 2, and Prey.
:thumbup:
°˖◝(ಠ‸ಠ)◜˖°
WebGL Spaceships and Trails
<Cuisinart8> apparently without the demon driving him around Silver has the intelligence of a botched lobotomy patient ~ Mar 04 2020
console.log(`What's all ${this} ${Date.now()}`);
Post

Re: Ealdorlight (from Sol Trader' dev)

#27
chrismdp wrote:I've tried to answer as many comments or questions as I can below - sorry if I missed yours, do ask again!
Cornflakes_91 wrote:
Silverware wrote: Social Justice Warriors might get on your case if you are relatively faithful to the politics of a medieval society. But I highly recommend that you are faithful to those politics, religious and gender equality issues help drive the narrative, and give different play styles to characters born a different gender.
Beating the game easily and want a handicap? Try being a female in a world ruled by men.
if its possible to just generate those religious and social constraints it would be even better.

Some areas/games are "classic" medieval european, others have hard to break caste systems and worship cows, some have women in charge and men as general availability good.

Heck include some noticeable genetic/geneaologic differences between worlds
Some worlds simply have three times as many women as men, in other worlds one of the genetic partners has no (immediately visible to a medieval society) effect on the offspring.
Some worlds have magic being hereditary, in others magic is result of some environmental effect, in some its just completely random who has it. (Mages being their own race vs some magic using lands or magic inducing drugs vs magic inquisition searching for mages)

If that could be made possible it would be awesome :D
Post

Re: Ealdorlight (from Sol Trader' dev)

#28
Cornflakes_91 wrote:--Cool Idea--
Heh, yeah, I hope Chris goes all in on the idea of procedural. Different statuses in different areas would be neat.
But that would only work depending on the scale of the game.

If we are talking about three duchies/ a kingdom in size like Battle Brothers, that won't be as much good as if we have a full CK2 world to play in.
°˖◝(ಠ‸ಠ)◜˖°
WebGL Spaceships and Trails
<Cuisinart8> apparently without the demon driving him around Silver has the intelligence of a botched lobotomy patient ~ Mar 04 2020
console.log(`What's all ${this} ${Date.now()}`);
Post

Re: Ealdorlight (from Sol Trader' dev)

#29
Silverware wrote:
Cornflakes_91 wrote:--Cool Idea--
Heh, yeah, I hope Chris goes all in on the idea of procedural. Different statuses in different areas would be neat.
But that would only work depending on the scale of the game.

If we are talking about three duchies/ a kingdom in size like Battle Brothers, that won't be as much good as if we have a full CK2 world to play in.
It doesnt have to be all in one world though.
different game worlds with different rules.
The rules can as well be static during one playthrough, but change between playthroughs.

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