Godus
Gmr Leon 26 May, 2014 @ 2:28am
Extensive thoughts on sculpting improvements.
Strangely enough this still needs work, despite being your core power. Smart sculpting via double click is actually still a very good idea, and drag sculpting is better than solely clicking...But there needs to be a compromise. There's clearly edge recognition of the layers in the game, I think. That being the case, it'd be great to have snap sculpting, double click an edge, then another edge, and bam. They're together. No fiddly smart sculpting pits together, nor dragging everything everywhere together.

Better yet, do this double tap one edge, highlight along it, double tap again, highlight along its edge, and snap, it's together.

Or don't even do double tap, single tap highlight edge, single tap highlight edge, do a finish tap snap together fill in of the gap. Oh and also, multilayer sculpting needs to be in early early early if you're going to make a fuss about belief generation on higher elevations. Not to mention belief cost needs to be substantially reduced for such a frequently used ability.
Last edited by Gmr Leon; 30 Aug, 2014 @ 1:40pm
< >
Showing 1-5 of 5 comments
Digital Jam 19 Jun, 2014 @ 6:02am 
It would be great to get the smart sculpting(edge snapping) back from the pre 2.x updates and to push all the dig down sculpting back onto the right mouse button.

I think that, along with a slightly less elastic feel to the sculpting and possibly a 'zoom-in for fine sculpting/zoom out for large area sculpting' mechanic, it would be much closer to where it needs to be.
Arantor 21 Jun, 2014 @ 9:29pm 
Sorry, two-finger sculpting isn't delicious so therefore cannot happen, though I can totally see pinch-to-zoom working there.
Gmr Leon 23 Jun, 2014 @ 1:34pm 
I've had some more thoughts on this recently regarding experimentation with GodusInspector:

Using GodusInspector, I've to realize that the biggest problem with sculpting, when you shed the belief costs and the poor pacing to get multi-layer sculpting, is mostly in the length of your pull.

As it stands, sculpting is a lot like tugging a heavy box with a short rope, it's exhausting and tedious, adding insult to injury is that it costs so much the further you progress (it almost incentivizes going away from the grassy land, if you think about it). What needs to happen is either the length of the rope needs to be increased, the weight of the box needs to be decreased, or your strength to pull it needs to increase.

What each of these means:
  • Rope length: You need to be able to drag the land further before you reach the end of your rope, it doesn't feel incredibly godly to be working with short ropes to begin with.
  • Box weight: The ground needs to move more smoothly, possibly even quickly, this way if rope/pull length isn't altered, at least you may run into the end of it less as by the time you would, you instead continue to move the land.
  • Strength: This can be a mixed bag, but basically you wouldn't need to adjust either of the above as much, as you would simply be able to pull the land further without hitting artificial barriers of your abilities. Land would move faster and farther, while avoiding hitting the pull length cutoff as much (if at all) and the tedium of it feeling like you're not much better than an orbital bulldozer.
Spiderweb 23 Jun, 2014 @ 2:13pm 
I think we should also get some larger sculpting god powers. Like instant mountain/instant crater/or click two points and fill in the gap. Or a collect removed land for a period of time and then let me drop it somewhere else (bit like mechanics in populous 3 and from dusk).
Gmr Leon 30 Aug, 2014 @ 1:38pm 
Had some more thoughts on this matter.

Layer and multi-layer selection for sculpting needs to be clearer. There needs to be a blue highlight similar to when you select abodes/trees/rocks that confirms what you've selected (blue on sculpting to make it easy to distinguish between your sculpting and enemy sculpting).

With multi-layer sculpting, you should be able to leash the layers you want to drag through highlighting the edge faces of each, then once selected simply drag them out. This would allow for more freeform sculpting instead of having to go from the bottom up or the top down.

Another option along with dragging would be that once selected you could draw out the path you want it to take and it would sculpt out to that point on its own once released. Similar to commanding the follower where to go with leashing, but instead you're commanding the land.

If it's in close proximity to other multiple layers, simply follow the original idea I note, highlight the edge face of the origin and the terminating points' edge faces then have them snap together.
Last edited by Gmr Leon; 30 Aug, 2014 @ 1:46pm
< >
Showing 1-5 of 5 comments
Per page: 1530 50