Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Published on September 30, 2008 By Draginol In Demigod Journals

This week we intend to release the first update to the Demigod engine test beta (beta 1-A).  Under the hood there have been tons of changes made and we're beginning to make room for some of the more significant changes you'll be seeing in Beta 2 (beginning of November).

Here are some of the highlights:

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My friend Soren Johnson has a great article entitled "the seven deadly sins of strategy games".  The bottom line is to paraphrase Sid Meijer, good strategy games give players "interesting" choices.

The flags in Demigod are going to be core element to this because controlling these flags are how the different sides will gain tremendous advantages. 

A good player (or team) would be able to quickly eliminate a new player or team simply by taking these flags and holding them long enough to overwhelm the enemy.  This prevents the problem in many multiplayer games where even when you're playing against unskilled players, you're still committing a lot of time to the game. Yet, at the same time, the game mechanic is straight forward enough that it's intuitive to players why they're winning or losing.

The team is brain storming all kinds of different types of flags. For beta 1-A, we just did gold as a proof of concept.

 

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This next change is going to be more controversial without some explanation.   When someone posts about this saying how they hate this change, point them to this post.  The idea is that we're starting to make room in the UI and in the balancing for lots of additional skills as well as skill buffing  (where you enhance one of the existing skills with a modifier).  So don't take this screen as implying that we're going to have some dull linear progression.

 

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The second map is in.  The mine map is somewhat smaller but has some interesting strategic conundrums.

So when will the beta be out? We are targeting this Thursday (basically we release betas on Thursdays typically).


Comments (Page 2)
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on Sep 30, 2008

innociv
You need to have a window come up for each skill on the skills page or something so you have room to make branches.(IE, hover over a skill you already have put a point into and a box comes up with an expanded tree for it.)

With how it is now adding branched upgrades would take up room for adding new skills.
And NOT adding branched upgrades wouldn't be very good.  But you say you're going to, which means that UI doesn't work, since making 2 or 3 branches on each skill means pushing upwards/downwards which means less room for different skills.

 

How the UI is set up for the skill selection right now is limiting everything.  Not to mention it limits having more than 12 skills.

Otherwise there can be tabs for more space.  But in my experience it seems people are so dumb they don't notice the tabs and are like "Wtf how2get dat skill?".  People would ask this in diablo2 even when it was so obvious to me my first time opening up the window.   Maybe hovering over wouldn't be obvious either.  Who knows, except to know that how the UI is right now wouldn't work wiithout changes..

 

Also it's cool to see a chat log button has been added up top, and of course scores that we knew where coming.  I like the style of it too, doesn't get in the way.

 

I think what you can do is have a scrollable or draggable, and zoomable, skill tree, with mini-map as well. This is tried and tested in many rpg games with elaborate skill trees.

on Sep 30, 2008

That is the Unclean Beast, I think.

on Sep 30, 2008

The thing in the bottom corner is Unclean Biest and YAY for beta 1A! Thanks for the heads-up Draginol.

on Sep 30, 2008

AnnihilatorX



I think what you can do is have a scrollable or draggable, and zoomable, skill tree, with mini-map as well. This is tried and tested in many rpg games with elaborate skill trees.

probably better idea than something that expands.

Yeah it scrolling up/down would make plenty of room for branches and more skills.

on Sep 30, 2008

skill buffing sounds like innovics post about item progression only with skills 

 

on Sep 30, 2008





The flags in Demigod are going to be core element to this because controlling these flags are how the different sides will gain tremendous advantages. 


The team is brain storming all kinds of different types of flags. For beta 1-A, we just did gold as a proof of concept.

 



 



 

I love flags yes more locking and more whining

on Sep 30, 2008

WOOT NEW NEWS OMG

on Sep 30, 2008

Another assasain?

 

Pffft.

on Sep 30, 2008

erez, i agree I am looking forward to generals, but this was expected.  Let's see what is in it before we get to frustrated.  I for one hope the escalation is no longer automated and stats are in at the very least.

on Sep 30, 2008

Wow, I can't wait for this! I'm glad you are planning to make the skill decisions more indepth by allowing people to change the affects of the skills. No offence, but what there is right now is somewhat dull

Also.... UNCLEAN BEAST FTW!

on Sep 30, 2008

Looking good, I hope to be able to take part in this sometime this weekend.

on Sep 30, 2008

Oh yeah new updates coming up, thank you.

Question- is there any chance that in any update to come we will see more than 4 active abilities. because it kind of limiting in a way.

But anyway, any update is good, especially if it includ new demigod and maps

on Sep 30, 2008

Updates looking awsome so far, really liking them.

But please, please DONT FORGET TO NERF FLAG LOCKING. Atm its way too OP and if its kept like this for the next beta we wont have a chance to try out the new gold mine/flag posistions effectively. It will render the map updates useless.

on Sep 30, 2008

The cookie killing shall continue if it is not released by the end of this week.

You have been warned.

on Sep 30, 2008

Nerfs and buffs are not relevant at this point in time.  They're going for stability right now, balance is for later.

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