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Frosty4k

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14/25

About Frosty4k

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    Frosty3k
  1. Is there a larger following on twitter than the forums? Either way, these types of things should be posted on both the forums and social media... for those of us who don't use social media.
  2. [TWITTER] "Should we add Residential building interiors?"

    I think it's just you. ...I like the idea of being able to see inside their homes and workplaces, but I'd much rather that come after the game is released. I don't think it really adds anything to the game other than allowing us to be creepers, and I'd probably look once, say "you lazy bugger, get back to work!", then continue on my way and forget about it.
  3. Kerby is quite right, we're all here to support the game as best as we can, and steam will bring trolls and ragers into the forums. I understand that having too many people weigh-in on an idea or give their own can undermine productivity, but the earlier a bad idea is caught or a good idea is made better, the less work you'll have to spend later. I think the way we can be most valuable is giving the "what if" scenario's that may break a design decision.
  4. I kind of agree, but I also think that the god is meant to have an influence on the nuggets for more than just where they start their settlement. There has to be plenty of interaction and guidance. I don't want to have to place buildings, but I'd like to have the influence to tell them where to build (in general).
  5. What do you think about research?

    Hey I'm just going to copy some contents of another topic as it directly relates to this topic. The current system of tech and evolution research is kind of cool, but I think it can be way cooler. a. Tech Research - It's kind of strange how all these technologies just fall into my queue pile when others are completed. A more sophisticated tech tree that requires a villager to research would be nice. Like maybe I want to skip hunting and specialize in fishing and berry picking. b. Evolution Research - I understand that evolution is just a bunch of random mutations, but only the mutations that actually help a creature to survive is what would be passed down. For example, the black bear in the north pole died off to it's evolutionary descendant (polar bears) because they mutated white fur. If polar bears mutated green fur they would have died instantly. With this in mind, I'd suggest that the system be changed to be dynamic - not just random. If my villagers are living in dry arid conditions, then after living there for some time they should evolve traits such as less water requirement, better heat dissipation, more efficient movement to reduce stamina loss, etc. These traits can then stick with you regardless of what biome your people expand to... but if you maintain that you can only research one at a time, then the player then has to choose which biome he'd prefer to prosper in. c. Cultural Traits - Ah yes, a third type of research. This would be entirely based on how the god interacts with the village (including through god mail). It isn't like traditional research, where you pick a choice and wait for it to complete. Rather it's a reflection of how the god chooses to handle situations. For example, the god throws fire at a wolf. From there, the villagers will fight off wolves with torches and incorporate fire into more parts of their lives. If the god decides to pick up wolves and relocate them, then the village will too. If the god decides to crush the wolf with a rock, the village will prefer to use traps. Some choices could even make the village change how it looks, like having more torches handy, or people who go to the barber prefer to get certain haircuts, etc.
  6. Gameplay Feeling Lackluster

    Oh I totally missed that topic. I'll copy my fourth point into the research topic. Thanks!
  7. Gameplay Feeling Lackluster

    I want to begin this by saying I love the game so far and I hope you guys continue to make miracles happen. But of course, there's always a couple nails sticking out that need to be hammered in, and with this still being pre-alpha, I'm hoping some of those gameplay decisions can be changed. What is concerning me right now is the general feel of the game as I play it; I am essentially a sloppy town planner. I haven't had to use spells and I just watch the little people run around. What's worse is I don't even feel a connection to the village I'm building, so I'd probably never make it to the space age before I get bored. Here are some changes to key parts of the game that I (with my totally unbiased opinion... :/ ) feel need some love: 1. Camera movement - It's almost perfect, but the scrolling needs some work. The camera in Black & White 2 was my all-time favorite and made it feel so natural. In particular, the player was more in control of the scrolling because it was more precise with each turn of the wheel. Also the camera zoomed into where your cursor was located. 2. City Management vs God Sim - Currently the game is a city manager. I'm sure you've heard this comment many times, but I just want to put my take on it... The manner in which the god places most buildings down turns him into a mayor. I think it shouldn't be necessary if the god isn't interested. There could be many other things the god can do to keep him/her busy (I will speak to this in another point). 3. Dynamic villages - To follow up on point 2, having the god place structures in a certain way should inspire the villagers to automatically try to replicate that form. For example, the god places housing tightly together in rows. The villagers understand the design and attempt to continue it. Or you might want to place a couple random houses or structures on a hill or near a forest, the villagers then learn that's probably the ideal location for those types of buildings. Of course if the god stops demonstrating desired placement, then the village can take it in their own direction (but not completely forget the gods teachings as they still have many examples at this point). It would be neat to see different styles of housing based on where they are placed (climate, elevation, etc) and how close they are to other buildings. I understand how much work this would take, and maybe it's something to consider after the game is released (for a DLC), but it may also be far simpler to put the framework in at the beginning (which is why I wanted to mention it asap). 4. Research System - The current system of tech and evolution research is kind of cool, but I think it can be way cooler. 4a. Tech Research - It's kind of strange how all these technologies just fall into my queue pile when others are completed. A more sophisticated tech tree that requires a villager to research would be nice. Like maybe I want to skip hunting and specialize in fishing and berry picking. 4b. Evolution Research - I understand that evolution is just a bunch of random mutations, but only the mutations that actually help a creature to survive is what would be passed down. For example, the black bear in the north pole died off to it's evolutionary descendant (polar bears) because they mutated white fur. If polar bears mutated green fur they would have died instantly. With this in mind, I'd suggest that the system be changed to be dynamic - not just random. If my villagers are living in dry arid conditions, then after living there for some time they should evolve traits such as less water requirement, better heat dissipation, more efficient movement to reduce stamina loss, etc. These traits can then stick with you regardless of what biome your people expand to... but if you maintain that you can only research one at a time, then the player then has to choose which biome he'd prefer to prosper in. 4c. Cultural Traits - Ah yes, a third type of research. This would be entirely based on how the god interacts with the village (including through god mail). It isn't like traditional research, where you pick a choice and wait for it to complete. Rather it's a reflection of how the god chooses to handle situations. For example, the god throws fire at a wolf. From there, the villagers will fight off wolves with torches and incorporate fire into more parts of their lives. If the god decides to pick up wolves and relocate them, then the village will too. If the god decides to crush the wolf with a rock, the village will prefer to use traps. Some choices could even make the village change how it looks, like having more torches handy, or people who go to the barber prefer to get certain haircuts, etc. 5. Climate - I think this one is just more or less that the current weather/climate system needs tweaking. A desert should not be snow covered in winter (nor should a tropical climate). Biomes should be based on the rotation of the planet around the star(s). It doesn't mean there can't be hotspots in unusual places (maybe there's a tropical island in the arctic region caused by volcanic energy). 6. Starting Planet Customization - It'd be nice to have some say as to what the planet looks like. Such as water coverage, atmosphere hue, average temperature. I'd like to have continents separated by ocean or just many sub-continents that stone age people could get to by boat. 7. Sea-faring - This was touched on by point 6 but I figured it's a large enough addition to have it's own point. 8. Religion & Worship - I should be able to tell my village to worship me in various ways, such as dancing at an altar, sacrificing something, going to morning worship, etc. Also I'd like to push them harder if I felt like it... maybe Joe killed somebody, so as his punishment he has to dance around a rock for the rest of his life. This could also have an impact on the 4c Cultural Traits idea. Anyways, I hope something in this list is inspiring!
  8. Let's talk! About micromanagement in The Universim

    I think the level of control in early game is good, but also that it's going in an un-godly direction. I'd personally prefer if even from early ages, your civilization was able to decide where to place more types of buildings on their own (with the exception of key structures maybe). I feel like the micromanagement needs to have more of an emphasis on helping your village by being a god, such as grabbing and throwing away wolves from an attack, trying to redirect tornados, change the landscape to prevent floods or to reroute lava flows, increase the speed that lakes refill or crops grow, etc. Now, going into later ages, as the other guys have said: allow villagers to be auto assigned to jobs. I'd also want them to build their own structures entirely (of course adding a toggle to manually over-rule them for those that prefer controlling this aspect). They should be able to act like an independent civilization that uses you for things beyond their technological prowess. One last thing... I'd love to see early villagers emigrate to build new villages that you don't have control over. Edit: Just thought of another change which would effect all ages - The passive trait evolution I feel shouldn't be chosen the way it is now, but rather be caused by how your village reacts to certain events, where you force it upon them or it's just natural. For example, if the village lives far away from some resources, they could eventually evolve a passive trait to move faster. Or if the village is constantly under threat from wildlife/other villages, they could gain several traits for defensive skills (life/health regen/attitude traits such as how hostile they are). This would have a direct impact on how you micro manage your village since you'd want to focus on ways to give them the evolutionary traits you'd prefer them to have.
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