third world country .. expensive
I will not go deep into the mathematical definitions of finite state machines and different petri nets. But perhaps i can shine some light on this:Oh, sure, I've seen plenty of flow charts and workflow diagrams, although those typically are quite different in that they have an entry point (which these don't) and an exit point (which only Ealdorlight has).
As an supreme autist i make sometimes for the games that i play a petri net. But i have always assumed, that the game developers work always with such diagrams. Because to handle good complex processes and to verify them a petri net or a state machine is the best solution. And sometimes you can discover many flaws in design, before you even begin to implement the whole thing. In AI and Robotics this is a "must to", in my opinion. Perhaps game developers and studios should hire more people with knowledge in formal computer sciences.Linear flow charts are not uncommon in game design. What I've not seen before is something that depicts a closed and mutually interactive system like this that's designed to show the gameplay loop and power-up feedback process -- I guess you'd say a state machine diagram applied to game design. I assume they exist, but it just seemed weird that I had never seen one before, despite being a pretty attentive observer of game development for many years, and then I suddenly see two of them in Kickstarter projects for RPGs in which you become a king. It's like the idea suddenly has its moment in history or whatever.
Treat what you earn from the first game as your operational budget for the second game. So the more you spend making your first game, the less you’ll have to make your second game.
You see, the first game is always done on pure enthusiasm. You’re making a game, living the dream, working part-time, evenings and nights for years, because sleep is overrated. Enthusiasm is a great and cheap resource but you can’t run on it forever.
The goal here is to survive the indiepocalypse and build a real studio, right? So you make a game on enthusiasm, use what it earned to make a second game, use what it earned to make a third game, etc.
I always thought Vault Dweller had the right idea about indie Kickstarters. He said:
Treat what you earn from the first game as your operational budget for the second game. So the more you spend making your first game, the less you’ll have to make your second game.
You see, the first game is always done on pure enthusiasm. You’re making a game, living the dream, working part-time, evenings and nights for years, because sleep is overrated. Enthusiasm is a great and cheap resource but you can’t run on it forever.
The goal here is to survive the indiepocalypse and build a real studio, right? So you make a game on enthusiasm, use what it earned to make a second game, use what it earned to make a third game, etc.
If you go the Kickstarter route you are spending funds on development that you don't actually have, which puts you in debt years before your game ever hits the market.
Come on, don't be shy now, you got a front page news post. Lots of questions here and no answers.
What systems and mechanics determine how history continues? How much do the other agents react to the player's actions and each other? Won't be much of a sandbox if it isn't dynamic.
9,900 out of 40,000 pounds, 16 days to go. Doesn't look like it's gonna happen sadly, could have been interesting.
This whole procedural story thing doesn't worry me, i can already picture critical 'junctures' having a unique story piece accompanying them, written so as it can tied in various ways to multiple other junctures, the inbetween being procedural.
Usually, the problem lies in the way the areas themselves are generated. Barring some pretty fucking good coding, they tend to be either way too alike or way too disparate, their proximity notwithstanding. Hence the preference for hand-made. So if anything, i'd be more worried about that than the actual story
The rest seems pretty good, although yeah, whoever said it here was right, way too ambitious; his previous game isn't particularly encouraging in that regard either, the reviews don't help build any confidence.
combat looked great
Posted by Chris Parsons (Creator)
Dear all,
Just a quick reminder that I've live streaming the combat night mode demo at 2pm UK time (that's in 10 minutes time): https://live.kickstarter.com/chris-parsons/live/combat-at-night