Games Modes / Settings and Feedback on 0.9.1
Posted: Sat Mar 01, 2014 8:21 pm
I just finished my first .9.1 game and had a blast. I’ll wait for .9.2 or later before starting a new game.
I tried to make the game challenging. I started in a desert with hardly any trees and low resources. I thought I had the bitters on as hard as they can go, but I re-started the map a few times and I wonder if the settings changed, since they were hard, but not as hard as I expected. It took me 24 hours to finish, without trying to rush and still learning all the new features.
Here are my thoughts after this game. Some of them might be simple to implement, others not possible.
Game Setup:
1. Evolution scale. I’d like to see some difficulty settings, besides the bitter nest size and frequency. Would it be possible to add in an evolution rate setting? (I think that’s what it called.) How fast the bugs grow and how far away that starts to happen.
2. Fog-of-War. Radar Mk1 will show the surrounding terrain and resources, but not bitter nests, radar Mk2 will show biters.
3. Map Seed you can enter and share.
4. Iron-man. Can’t save, but on exit. So don't die, it's permanent.
5. New game modes: Most of these will have to be scenario based, so that the resources and map stay the same. Including user created maps with a rating system. All with leader-boards.
a. Survival game – waves of biters come in and get worse as time goes by. How long can you survive before dying, and you will die.
b. Mining challenge. See who can mine the most resources in a set time or first to mine x amount of a certain resource.
Game Feature:
1. Lights seem totally useless to me. Take inspiration from the movie Pitch Black. So make the dark more dark and lights better. Also, your character does not start with a light, but you start by chopping a tree and creating a torch. This will later upgrade with tech to create a flash light with bigger and brighter light around character, with possible further upgrades. If it’s dark, there might be bat like creatures that attach your equipment causing damage over time. Would take a lot of nights to actually destroy anything. Possibly illumination globes to follow you later on.
2. New Bitters/Bugs. Think of the movie Starship Troopers for inspiration here.
a. Acid Sprayers. Slow and heavy armored, that sprays large sections of your walls with acid that melts the regular stone walls. You would have the ability to upgrade your walls to Reinforced Walls with a lot of steel.
b. A Queen at larger bitter bases. They don’t leave the bases, but protect it.
c. Diggers. If a base gets large enough it could spread by “digging” to a new location. So there could pop-up a bunch of bugs in your base if you leave a large base too close to your own base
d. Flying bitters. Only around large bases. They are drawn to attach electric poles. So be careful when tower creeping…
e. Bats, as mentioned with lights, they so small amounts of damage to areas of your base that's not lit.
f. Some types of bitters should have acid blood, like in the movie Aliens. This will be on the ground for a while causing damage to you or your car.
End Game:
1. I must say, I love this game, but the final 10 min counter was extremely disappointing. I saw slightly more attacks. But no biter even breached my walls that I had from the start. The only reason I can think of is that I wiped out nests around me to get the resources to research the final tech. Building the Missile defense should be terrifying!! You should be well defended and count the seconds down to victory or defeat! This should be scaled up 100x from where it’s now in the game. The main reason for my new bugs above it to make this last 10 min countdown terrifying. Imaging a horde of all those storming you…please, please make this harder or a setting to be able to do it.
2. Post-game summary. I’d like to see how many resources I used. How much wood was chopped, iron, copper & stone mined and oil pumped.
Keep up the good work!
P.S. Make the game Beta vs. Alpha. That might help you sales and it’s in good enough shape.
I tried to make the game challenging. I started in a desert with hardly any trees and low resources. I thought I had the bitters on as hard as they can go, but I re-started the map a few times and I wonder if the settings changed, since they were hard, but not as hard as I expected. It took me 24 hours to finish, without trying to rush and still learning all the new features.
Here are my thoughts after this game. Some of them might be simple to implement, others not possible.
Game Setup:
1. Evolution scale. I’d like to see some difficulty settings, besides the bitter nest size and frequency. Would it be possible to add in an evolution rate setting? (I think that’s what it called.) How fast the bugs grow and how far away that starts to happen.
2. Fog-of-War. Radar Mk1 will show the surrounding terrain and resources, but not bitter nests, radar Mk2 will show biters.
3. Map Seed you can enter and share.
4. Iron-man. Can’t save, but on exit. So don't die, it's permanent.
5. New game modes: Most of these will have to be scenario based, so that the resources and map stay the same. Including user created maps with a rating system. All with leader-boards.
a. Survival game – waves of biters come in and get worse as time goes by. How long can you survive before dying, and you will die.
b. Mining challenge. See who can mine the most resources in a set time or first to mine x amount of a certain resource.
Game Feature:
1. Lights seem totally useless to me. Take inspiration from the movie Pitch Black. So make the dark more dark and lights better. Also, your character does not start with a light, but you start by chopping a tree and creating a torch. This will later upgrade with tech to create a flash light with bigger and brighter light around character, with possible further upgrades. If it’s dark, there might be bat like creatures that attach your equipment causing damage over time. Would take a lot of nights to actually destroy anything. Possibly illumination globes to follow you later on.
2. New Bitters/Bugs. Think of the movie Starship Troopers for inspiration here.
a. Acid Sprayers. Slow and heavy armored, that sprays large sections of your walls with acid that melts the regular stone walls. You would have the ability to upgrade your walls to Reinforced Walls with a lot of steel.
b. A Queen at larger bitter bases. They don’t leave the bases, but protect it.
c. Diggers. If a base gets large enough it could spread by “digging” to a new location. So there could pop-up a bunch of bugs in your base if you leave a large base too close to your own base
d. Flying bitters. Only around large bases. They are drawn to attach electric poles. So be careful when tower creeping…
e. Bats, as mentioned with lights, they so small amounts of damage to areas of your base that's not lit.
f. Some types of bitters should have acid blood, like in the movie Aliens. This will be on the ground for a while causing damage to you or your car.
End Game:
1. I must say, I love this game, but the final 10 min counter was extremely disappointing. I saw slightly more attacks. But no biter even breached my walls that I had from the start. The only reason I can think of is that I wiped out nests around me to get the resources to research the final tech. Building the Missile defense should be terrifying!! You should be well defended and count the seconds down to victory or defeat! This should be scaled up 100x from where it’s now in the game. The main reason for my new bugs above it to make this last 10 min countdown terrifying. Imaging a horde of all those storming you…please, please make this harder or a setting to be able to do it.
2. Post-game summary. I’d like to see how many resources I used. How much wood was chopped, iron, copper & stone mined and oil pumped.
Keep up the good work!
P.S. Make the game Beta vs. Alpha. That might help you sales and it’s in good enough shape.