Godus
Tikigod 22 May, 2014 @ 5:38pm
Adjustment on the presentation of build timers within the game
Edit: Noticed I posted this in Gameplay feedback by mistake. Needs moving to UI feedback!!! Sorry. :(

This is a discussion I've seen crop up a few times in that the way the timers are presented in Godus isn't exactly what encourages a good first impression of the game, especially the lack of clarity in how the behaviour of the time reduction on projects is reflected with each additional builder assigned.

Under the current design, build progression is shown right from the start of a project when the first builder begins as a time value which can often be very daunting to begin what is a common activity such as building a new home for your follower and seeing "20 MINUTES" thrown in your face. With each additional worker added to the effort up to around 4 workers the timer is reduced relaying a new time, which perhaps may allow the player to start to breath again as they see that 20 minutes become 14 minutes... that's still a pretty significant number to be presenting to the player for a common acitivity.

Now the oddness starts with how the timers behave with workers added after this set point, rather than further subtracting from the time value consistently shown to the player at all times, instead each additional worker speeds up the elapsing of time relative to real time progression. This is very noticible if you're watching a size 4 abode being built with 10 or so builders as you can't help but notice 1 minute of build time elapse in a half dozen seconds or just slightly more... however for construction efforts involving slightly less workers it can be easy to completely miss that this is even occuring, instead giving the impression that at the absolute minimum you are going to have to wait that full 14 minutes to build that house, giving the player the entirely wrong impression in how Godus works and as a result greatly influencing their reactions to the game and the feedback they provide.

This point was brought up again the following thread, and some quick comments about possible alternative ways to improve the presentation of the timer elements in the game were put forward: https://steamhost.cn/steamcommunity_com/app/232810/discussions/0/540742485504456422/#p15

And I think the outlined suggestion below based on some of the points made would go some lengths to improving the situation all around.

* Instead of a constant timer presented instead show build progress as a % of completion.

* To retain complete clarity, when the player selects a plot and clicks on the info button include the following information in the plot stats:

** Time to completion 1 worker - How long it will take 1 builder to finish the project.
** Time to completion full capacity - How long it will take a full work load of builders to finish the project, calculated based on the plot original capacity + any additional capacity buffs applied to the plot)

* As this may not be the best means of presentation for other environments where players are much more comfortable and at home with long timers thrown at them when undertaking actions and may even expect it (For example, Mobile), have the means of presentation tailored based on platform. Retain upfront timers on the mobile builds, adopt the % completion on PC builds.

* Both builds however should have the additional information available in the plot information, tailored to that platforms individual balance figures.
Last edited by Tikigod; 22 May, 2014 @ 5:42pm
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Tikigod 22 May, 2014 @ 5:40pm 
And as I commented in the linked thread...

The sooner this or something similiar that addresses the lack of clarity is added to the game the better IMO.

If not just to more control the range of knee jerk reactions bred from poor represention of information in-game. As it doesn't just benefit us players, but also improves clarity of the game and the feedback from that gained clarity.

To me it seem in everyones interests to improve player awareness of what's actually happening in the game and saves having to repeat the odd behaviour of the timer mechanics in another weeks time. :p
senakujin 22 May, 2014 @ 9:17pm 
As it was derailed and i had to spend some time searching for it, start of the Discussion can be found here:

https://steamhost.cn/steamcommunity_com/app/232810/discussions/0/540742485504456422/#c540742579440052857

(If you want to link to a post in the future, just hit the lil number in the lower right then copy the page URL once the post is high-lighted)

onto the topic:

I do like the ideas of a % bar, and having the timers recessed into the info panel.

Though i'm not sure if just a simple % bar would help to show the impact of more workers very well given that as projects get larger and more time is involved, even with more workers the % bar may still look like its crawling along at a snails pace.

So with that in mind i would suggest breaking up the progress bar a bit into some form or smaller measurement so the impact can be seen better. For this i really only have two ideas at the moment:

Idea 1: Have a second progress bar under the current progress bar that fills higher and indicates potentially how much will be done for a cycle (cycle could be an in-game day, or a real world hour, or something else, would require some playing w/ to figure out.) So you can better judge the impact more workers has on its progress. Ideally you'd want it to account for speed shrines and temples of craft too. Maybe even have lil shrine icon's appear next to the worker icons to indicate the connection.

Idea 2: Break up the builds into phases, and have the % bar only indicative of how long it takes to get to the next phase. This way the bars have less time to account for and it'll be easier to see what effect additional workers/shrines had on the pace. This also makes the bars appear to fill faster, so even though the building would take as much time as it now, if you are staring at a faster moving bar (that will then say fill a 1 out of 5 pips) you may get a better sense of accomplishment and it may appear slightly faster.

At least i think those would help, in practice they may do nothing, and without a fresh set of eyes it may be difficult to see any real change in perception. Just throwing it out there.
Tikigod 25 May, 2014 @ 10:51am 
Originally posted by senakujin:
Idea 2: Break up the builds into phases, and have the % bar only indicative of how long it takes to get to the next phase. This way the bars have less time to account for and it'll be easier to see what effect additional workers/shrines had on the pace. This also makes the bars appear to fill faster, so even though the building would take as much time as it now, if you are staring at a faster moving bar (that will then say fill a 1 out of 5 pips) you may get a better sense of accomplishment and it may appear slightly faster.

At least i think those would help, in practice they may do nothing, and without a fresh set of eyes it may be difficult to see any real change in perception. Just throwing it out there.

Really like the idea of breaking construction up into phases.

Could be utilised to make clearer other behaviour as well, for example if construction stops during the first phase then the WIP building will be destroyed. But once the first phase is complete the construction will remain in place even if all builders are unassigned.
Last edited by Tikigod; 25 May, 2014 @ 10:51am
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