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Ruinarch - evil overlord simulator inspired by RimWorld & DF - now available on Early Access

Discussion in 'Strategy and Simulation' started by LESS T_T, Mar 9, 2019.

  1. LESS T_T Prestigious Gentleman Arcane

    LESS T_T
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    https://www.ruinarch.com/





    Show Spoiler
    This Which Filipino indie team makes.

    [​IMG]

    [​IMG]

     
    Last edited by a moderator: Aug 19, 2020
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  2. hoothoot Arcane Patron

    hoothoot
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    Reminds me of that which vapoured
    Looks cool, hope goes well.
     
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  3. Jimmious Arcane Patron

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    There is something about the art style or the color palette that I dislike but I can't pinpoint what it is.
    The idea sounds good of course
     
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  4. Storyfag Perfidious Pole Patron

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    Pleeeease let it succeed.
     
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  5. daveyarsegallant Magister Wumao

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    Idea is neat but the art is quite off putting.
     
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  6. Haba Harbinger of Decline Patron

    Haba
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    fucking fairies men
     
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  7. Carceri Arcane

    Carceri
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    The friggin purple UI. Typical facebook/mobile shovelware.
     
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  8. Beowulf Arcane

    Beowulf
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    It looks like assets form some kind of asset store, akin to this:
    https://cubebrush.co/dgbaumgart/products/9zl4sq/terrain-hexes-basic-set

    I'm pretty sure that I've seen those particular assets.

    Anyway, that's not necessarily a bad thing, as it reduces the energy required to pull of a scam.
    With That Wich Sleeps they had to create some mock art at first, now they can just buy it, and pretend that they have a game.

    But in all seriousness, if there is a developer behind this, that can code something resembling a wokring game, purchasing already made art might speed the development.
     
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  9. Space Satan Arcane

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    This reeks of Forever Alpha. Small team, looks like RPG Maker and used catch-words like CKII, DF and Rimworld for advertisment.
     
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  10. mapacible Maccima Games Developer

    mapacible
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    Hello everyone,

    I'm part of the development team making this games and I totally understand the concern due to what happened to That Which Sleeps. A couple of things to note:
    - Yes, the art assets are very similar to dgbaumgart's hex tiles in the asset stores because he is also the artist working on the tileset for this game. These are all custom though, so while it looks similar to his Painterly Set, they are all new.
    - The game is still fairly early development so we'll take into consideration your critique about the purple UI and discuss what to do about it
    - A vertical slice will be available soon, I encourage anyone interested to respond here as we are looking for a few early testers to give feedback
    - We originally planned to also do a kickstarter but due to what happened to That Which Sleeps, we are sure that it will fail so we won't be doing that anymore. We'll have to prove our capabilities in Early Access!
     
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  11. Space Satan Arcane

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    I think you should not repeat the common mistake of overstretching yourself with promises of features too complex to implement. Use Oxygen Not Included approach - keep promises modest and then build up upon Early Access by adding more features. RimWorld started with very few features and then added A LOT of them because Tynan managed to do one feature at a time and test it.
    We are cynical about tsuch games here because not a single one of them have been released and most died during eternal alpha stage.
    That doesn't mean we don't want you to succeed or will enjoy schadenfreude opon some setbacks.
     
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  12. mapacible Maccima Games Developer

    mapacible
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    Thank you, we will keep your advise in mind! We've been working on this concept for over two years now (although we went through several different prototypes related to the core theme of god game + emergent storytelling) so I have some sympathy with other past developers that attempted this as I know firsthand how difficult it is to make it work, mainly due to the complex level of AI required. Though we still have a lot of work to do, I feel like we've finally hit the right fundamental structure and it's now a matter of implementing the content that would allow more interesting emergent storylines to occur.

    I understand where you guys are coming from. We've had a similar reception when I first posted about our game in the Dwarf Fortress forum. We'll just have to work harder to overcome player skepticism.
     
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  13. Space Satan Arcane

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    I don't know if it is good or not at this point.
     
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  14. thesheeep Arcane Patron

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    1. Inflict Jamie with unfaithfulness
    2. Wife wants to leave
    3. Zap wife
    4. Wife changes her mind and kills affair
    5. Raise affair as zombie
    6. Zombie kills Jamie

    It's not entirely clear to me how causing a smalltown drama helps you with world domination, but this is pretty hilarious anyway :lol:
     
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  15. lightbane Arcane

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    Looks like demons DO ruin marriages, after all.
     
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  16. Joined on the 4th of July Arcane

    Joined on the 4th of July
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    Grid lines shouldn't be so dark, especially as you have thin walls.

    (Thin walls cool btw!)
     
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  17. thesheeep Arcane Patron

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    I would actually remove the grid entirely outside of any form of combat. Don't really see the point in having the grid so visible all the time.
     
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  18. Trans-Financial-Man Prophet

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    Yeah I really like the look of this game it looks fun. But I can see storing Intel being a chore if it's a drop down menu with dozens of events happening. Imagine loads of events happening simultaneously in a town square. It'd be hard to find the one you're looking to store. You could do a search function to lessen the annoyance of this somewhat.
     
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  19. mapacible Maccima Games Developer

    mapacible
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    Hi guys, we hear you on the grid lines! We'll try out a seamless tileset on the next update.

    For intel, we intended it to be part of the game's challenge. You only see notifications for events that are occurring on your screen so that you can only typically share those that you have observed. At the same time, we'll also have other means of obtaining intel (ex: accessing someone's memories so you can pick one from his 'history log' to store as an intel). We do feel that it is still a bit fiddly at the moment so we are also trying to figure out how to improve intel gathering.
     
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  20. LESS T_T Prestigious Gentleman Arcane

    LESS T_T
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    I like this grid. It looks a bit randomised, not just straight lines, as if the world consist of blocks with jagged edges
     
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  22. thesheeep Arcane Patron

    thesheeep
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    Yes, it does look like those PnP (+ online variants like roll20 or d20pro) tilesets.
    Which is something that takes you right out of the game world as - in contrast to PnP - it isn't just a visual aid, but the actual world you're supposed to be in.
    Nothing says "you're in a game" more than a bluntly displayed grid.

    Kind of depends what the devs want to achieve here. If they want that boardgame vibe, sure, I just think this type of game would be better with a more immersive approach. Though that might also be much harder to achieve than going the boardgame route.
     
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  23. Joined on the 4th of July Arcane

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    Hey now, don't go straight to seamless. Grids are important visual aid. It just looks weird when the border between two grass tiles is about as dark and thick as the border between indoor and outdoor tile.
     
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  24. mapacible Maccima Games Developer

    mapacible
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    Yeah, we'll try it out first, and see how it feels in comparison. Truth is that the gridlines were an artifact of previous game design that no longer applies (NPCs used to move one tile per tick). I personally like the look, and it makes it easy to add more tiles as there is no need for transition between different tile types. But, it shouldn't be too hard to try out a seamless version to compare.
     
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  25. mapacible Maccima Games Developer

    mapacible
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    What do you guys think of how this seamless version looks (WIP):

    [​IMG] [​IMG]
     
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