Whisky
The Solution
'k.
Just backed for beta access. I have to echo some others' thoughts regarding the anime-style art seeming really out of place- it was jarring in an otherwise good kickstarter video (I liked the cough during "PLAGUE", heh). Also, the JRPG hearts for health don't fit with the game's style.Anyway, good luck! I'll be tempted to raise it depending on how close we get to procedurally generated maps.
One question though- of all the art assets you're considering upgrading (and some definitely need improvement over others), are you considering the map? I think an 'illuminated' map (or just a darker color palette, it's so light), even if not in the most Gaudy of style, would better fit the mythos you're working with. Just a thought.
Double edit: I think you should make some of the text on your KS page less technical. I like it, but others might have a hard time grasping your meaning (and you'll need them to hit that 53K ). These items in particular stood out as needing a re-write:
TBH, all the stretch goals could use a readability pass. It's totally accurate and understandable (to a certain crowd), but I'm worried that not all grand strategy gamers will get your points.Endless Simulation - A plethora of engine changes to enhance the simulation aspect of That Which Sleeps. By reducing dependencies on fundamental assumptions of the engine we can make the world and AI more independent, and the benefits of these changes flow down into the modding world.
Procedural Generation - Genealogical generation of a sprite based map that will itself be used as a basis for a dynamically created scenario. Instead of making decisions "after the fact" with our current Scenario Generation, you will observe a world as the cultures start as tribes and push forward into a civilized state. Use your limited power to interfere at key moments and alter the shape of the world and its peoples. Choose to begin your game at any moment in the world's development, and do what you do best.
KingDinosaurGames said:We will be offering a DRM-Free version through the Humblestore, though you lose access to our Steamworks support for modding (this will not impact using scenarios as they load from the folder structure) but we have some great features planned. I thought we put it out there explicitly but looks like we forgot - I'll add it to the FAQ we're compiling. Thanks for the heads up!
I am hoping for a little clarification on this statement. How necessary is steamworks support for modding? Will it be possible to distribute mods without using steamworks? Do any of the mod tools require steamworks in order to function? Will mods that are available through steamworks have a non-steam method of being distributed or will they only be accessible via steam?
I am more than a little wary due to the quoted kickstarter comment as more than a few game development kickstarters have stated that they are DRM-free in order to gain additional pledges from people who do not want a steam version of the game but steam was the only distribution channel the game developers cared about and any non steam distribution was not fully supported by the developer and was basically a gimped version of the game(either lacking modding support, multiplayer functionality, and/or reduced technical support and support for game updates/patches) but they were still sold at the same price.
If you are treating steam as your primary distribution channel and not fully supporting the game via DRM free distribution channels then please be up-front about it and/or make sure the prices of different versions reflect the amount of support that version of the game can expect from the developers. My preference would be that you would fully support the non-steam version but from your comment it seems that you have already decided not to do this.
I was wondering exactly that indeed, as I am using Campaign cartographer for the overland map in my game at the moment, and the style seemed familiar. Did you build your own tilesheet for it?On that note though I am pretty happy with how Campaign Cartographer has worked out - we can spit out new campaign maps that look decent very quickly. If you followed our logs earlier we talked about how we spent 6 months on trying to create different styles, we had this interesting abstract style that was creating by replicating GIMP features inside the engine to reflect changing weather patterns and climates, the problem was it was simply too high level and no 2D drawing looked natural on it, though the effects we could create showing "Corruption" and "Darkness" were incredible.
I was wondering exactly that indeed, as I am using Campaign cartographer for the overland map in my game at the moment, and the style seemed familiar. Did you build your own tilesheet for it?On that note though I am pretty happy with how Campaign Cartographer has worked out - we can spit out new campaign maps that look decent very quickly. If you followed our logs earlier we talked about how we spent 6 months on trying to create different styles, we had this interesting abstract style that was creating by replicating GIMP features inside the engine to reflect changing weather patterns and climates, the problem was it was simply too high level and no 2D drawing looked natural on it, though the effects we could create showing "Corruption" and "Darkness" were incredible.
It's probably not viable/ artistically wanted: But heroes being faggy anime-style and minions/monsters/etc being more westernly gothic styled (eg. Disciples) sound kinda cool. Would make me want to corrupt and destroy them even more...Yep, the Anime art is meant to go - it was an affordable placeholder that also would have sufficed if we were forced to go live with a failed kickstarter ( we would have used just the headshot and darkened/blurred it to try for a more fitting aesthetic). The benefit of the anime art was that it was so absurdly cheap, as in the price of a large pizza, we had enough to for every single possible hero that ever could spawn to have a unique image. Our intention is to get portraits like you see for agents, but obviously not one for each - we'll be targeting class based portraits so you can easily identify at a glance what your opposition is on the map or on the battlefield.
You don't like the hearts? Interesting, I actually thought they fit in well - does anyone else dislike them?
You just want to know how it's done. Admit it!Honestly, if a game was released on one platform without multiplayer or mod support.... that has to be grounds for legal action right? Have any examples of that kind of huge bait and switch, I'm actually interested to know who would do something like that.
It's probably not viable/ artistically wanted: But heroes being faggy anime-style and minions/monsters/etc being more westernly gothic styled (eg. Disciples) sound kinda cool. Would make me want to corrupt and destroy them even more...
I don't mind the hearts. But my last game with hearts was probably Zelda. Perhaps a simple bar with gothic embellishments? (Diablo-style?)
I also believe that GoG has a significant following in the tinfoil-community so it also might be a solid business decision.
Please don't include anime in your game.
KingDinosaurGames Thanks for the reply. I probably came off as overly negative, but that's the nature of criticism. I like the game a lot, these are just the aspects I would change.
Someone else mentioned the hearts reminded them of Zelda and that's the same vibe I got. You've got a dilemma in how to quickly and concisely show health, in a small amount of screen-space such as right-side of that image I spoiler'd. My thought would be an illustrated anatomical heart, and if the blue is mind/mental (is it?) an illustrated anatomical brain. The red/blue scheme can still be applied to those.
A bar is harder to convey the info as concisely in, because you have to compare heights, the discrete icons are nice because it's just a matter of 4 > 3, etc. If you're thinking about a bar, let me point you to what Vampire: Bloodlines used
The bit of animation that the blood had was really nice, it fills from the bottom up, and you could add clearer gradations to it so we can see at a glance how many 'units' of health we have. Each unit could be marked by an embellishment that pinches in. Like these, but vertical: