Godus
This topic has been locked
Digital Jam 27 Mar, 2015 @ 4:49pm
A Little Praise
Just for a change, I thought I'd blow your minds with some positivity!

Brace Yourselves!

Here it comes!

A cautiously optimistic week for perhaps the first time since those videos in November (which turned out to be a bunch of lies but still, they were positive).

Some kind of Art Maiden has been added to the team, marking the first time that actual developers have outnumbered non-development staff, on Godus, since the game was all but abandonned, back in December.
The new Artist is called Annah and I'm hopeful that her presence on the team will mean Konrad isn't so restricted, in what he can do and doesn't always have to stick to recycling old assets.

As if that wasn't enough, Konrad has put up another design document and within that hallowed .pdf, there isn't a single mention of using gems for levelling-up for anything! Good! Amazing in fact! Long may their banishment from the PC build continue, until they are all but a distant and bitter memory of a woebegotten time.

Okay, that's it. Enough of this rainbows and unicorns rubbish! I'll slink back beneath my eery cowl of cynicism now and strike my usual kung fu pose of beligerance, so that I may be ready for the news that all the staff are once again being pulled off the project, to work on Curiosity 2: The Clickening, where the special prize is a trip to Mars for you and 300 friends.

DJ out.
Last edited by Digital Jam; 27 Mar, 2015 @ 5:02pm
< >
Showing 1-15 of 33 comments
Rob Banks 27 Mar, 2015 @ 5:04pm 
Who are you and what have you done to DJ? Do I need to inform the authorities?

A few things to clarify:
  • Annah is the new artist, not Hannah. She'll kill you for that.
  • As it stands I'm the only Producer at the company and have been since December so, yeh, development staff far far outnumber me.
  • Levelling up is cool but the stealth stuff with warbands hiding in trees is equally cool.
  • No gems is even cooler.
Digital Jam 27 Mar, 2015 @ 5:37pm 
Yeah, noticed the name, I must have made the change while you were writing the above, Kyreal.

Anyway, credit when it's due, I say.
You may not remember but up until the PC version got updated, a few days after the trial launch of the iPad version (and it was pretty much identical to the mobile version), I was one of the most vocally supportive and upbeat members of this community, constantly contributing design ideas, creating new feedback threads and generally coralling a more positive attitude from our more pessimistic members, so obviously I've watched in horror as the game has, since that day, gotten progressively more and more focussed on mobile mechanics, with nary a care for PC users. As a result I think it's right to trumpet the way combat is being made at the moment, especially when it seems to be completely focussing on fun and functionality, over the relentless use of gems and belief.

Oh and I would class non-development staff as anyone who isn't directly producing content for the game, so at my count, Annah puts Godus at five over four, which is great to see.
CyberGrim 27 Mar, 2015 @ 5:52pm 
Originally posted by Digital Jam:
Oh and I would class non-development staff as anyone who isn't directly producing content for the game, so at my count, Annah puts Godus at five over four, which is great to see.

Normally I would defend my position against sentences like this, but in all seriousness, I'm just happy to see this post and I hope we can continue down this road with the continued development of Godus.

As always DJ, all feedback is welcome (and while I might not "directly produce content" I am the one who takes that feedback and presents it in a usable way to the rest of the team for implimentation :P).

Have a great weekend!
Digital Jam 27 Mar, 2015 @ 6:25pm 
Honestly my distinction isn't supposed to be vociferous, merely explanatory because I think Andy took the non-development term to apply specifically to production.

As someone who's worked in the industry for nearly fifteen years and who currently occupies a non-dev' role as a Producer myself, I don't question the validity of the roles, just the quantity with which they've been represented on Godus, over the past few months.
Anyway, have a good weekend yourself CG and all the best to the team for a continually improving Godus, over the coming weeks (there you go, some more nice feedback to gather and report ;))
Gmr Leon 27 Mar, 2015 @ 6:32pm 
Also, major kudos for Jamie putting together the world editor tutorials and leaving them up despite (seemingly everyone?) overlooking them for months. On top of that, thanks for hearing out the few (two? only Spiderweb and I, maybe?) of us requesting some extra info on the lua scripts and requests/suggestions to improve the world editor.

It's still slow going, but it's more responsive development to feedback than we've seen in ages/practically ever for the game.

I'd say some nice stuff about shutting off the inactive progression features that led to infuriating Astari situations, but we still need to see some balancing overhauls I think before we can really see the positive results of that. Still, it's a good small start that hopefully indicates that's intended for the future.

At most, here's to hoping that the seemingly disjointed toss-in features we're seeing now are intended to get your cards firmly on the table so then you can look into how to mold them together. It may be late for that, and I've said something similar before in trying to think optimistically about this, but maybe Konrad and the smaller team can bring a better focus to the project than Peter and the whole of the 'cans could.

I'm doubtful, but frankly, I'd bet you guys are too more than you can say.
Last edited by Gmr Leon; 27 Mar, 2015 @ 6:34pm
CyberGrim 27 Mar, 2015 @ 6:54pm 
Originally posted by Digital Jam:
there you go, some more nice feedback to gather and report ;)

Why you little... :P

Originally posted by Gmr Leon:
I'd say some nice stuff about shutting off the inactive progression features that led to infuriating Astari situations, but we still need to see some balancing overhauls I think before we can really see the positive results of that. Still, it's a good small start that hopefully indicates that's intended for the future.

At most, here's to hoping that the seemingly disjointed toss-in features we're seeing now are intended to get your cards firmly on the table so then you can look into how to mold them together. It may be late for that, and I've said something similar before in trying to think optimistically about this, but maybe Konrad and the smaller team can bring a better focus to the project than Peter and the whole of the 'cans could.

I'm doubtful, but frankly, I'd bet you guys are too more than you can say.

I definitely hear what you're saying about the balance overhaul, and it's something that is in the internal database to look into, however, the only person who can do that is Konrad and he's still neck deep in the Combat design. Hopefully when he's out of the other side of that, we'll have some time for the rebalance.

As for the tossed in combat stuff. It really is hot off the presses. Even allowing the debug buttons to place the units was almost forgotten, as you saw tonight, since it goes against everything in my being to allow a build out of the door with debug commands still enabled. It's like swimming against a tide of my own making. As you said though, once all the core mechanics of this system are in place, we can start working on meshing them all together in a way that's playable without the use of these debug commands. It is coming!

Great to hear from you, as always, Gmr Leon!

*Edited for idiot spelling mistakes. It's almost 2am!*
Last edited by CyberGrim; 27 Mar, 2015 @ 6:56pm
Spiderweb 28 Mar, 2015 @ 12:52am 
Ditto for kudos in efforts getting lua info out and world editor. FYI hope you've seen our comments in the workshop sub forum.
Last edited by Spiderweb; 28 Mar, 2015 @ 12:54am
Swampylee 28 Mar, 2015 @ 3:51am 
Not wishing to burst anyones bubble but.....
Yes, it was all looking more positive until Fabs tweeted last night (while maybe a little worse for some beer) that his last day is Monday. The existing team are no doubt working hard and trying to progress the game but honestly, IF he is leaving that will be seen by the community as a huge blow. The team just isn't big enough or has enough experience to get this where it needs to be in anything like a reasonable period of time. It's a real shame, and it's not their/your fault. I've personally invested a great deal of time into Godus and still like taking the opt-in builds but with progress this slow and a large number of unhappy players both on Steam and Mobile, the next challenge for 22Cans will be keeping those few talented people still working on Godus at the company.
Really sad.
Aynen 28 Mar, 2015 @ 3:59am 
Originally posted by Swampylee:
Not wishing to burst anyones bubble but.....
Yes, it was all looking more positive until Fabs tweeted last night (while maybe a little worse for some beer) that his last day is Monday. The existing team are no doubt working hard and trying to progress the game but honestly, IF he is leaving that will be seen by the community as a huge blow. The team just isn't big enough or has enough experience to get this where it needs to be in anything like a reasonable period of time. It's a real shame, and it's not their/your fault. I've personally invested a great deal of time into Godus and still like taking the opt-in builds but with progress this slow and a large number of unhappy players both on Steam and Mobile, the next challenge for 22Cans will be keeping those few talented people still working on Godus at the company.
Really sad.

I'm not seeing any tweets from him saying he's going to quit. Got a link?
Swampylee 28 Mar, 2015 @ 4:03am 
https://twitter.com/raspofabs/status/581630045237694464

Of course, there's still a possibility that I've misinterpreted his tweet.

Last edited by Swampylee; 28 Mar, 2015 @ 4:05am
Aynen 28 Mar, 2015 @ 4:09am 
Originally posted by Swampylee:
https://twitter.com/raspofabs/status/581630045237694464

Of course, there's still a possibility that I've misinterpreted his tweet.

Ah thanks, I missed that one.
Aron 28 Mar, 2015 @ 4:39am 
Originally posted by Digital Jam:
Just for a change, I thought I'd blow your minds with some positivity!

Brace Yourselves!

Here it comes!

A cautiously optimistic week for perhaps the first time since those videos in November (which turned out to be a bunch of lies but still, they were positive).

Some kind of Art Maiden has been added to the team, marking the first time that actual developers have outnumbered non-development staff, on Godus, since the game was all but abandonned, back in December.
The new Artist is called Annah and I'm hopeful that her presence on the team will mean Konrad isn't so restricted, in what he can do and doesn't always have to stick to recycling old assets.

As if that wasn't enough, Konrad has put up another design document and within that hallowed .pdf, there isn't a single mention of using gems for levelling-up for anything! Good! Amazing in fact! Long may their banishment from the PC build continue, until they are all but a distant and bitter memory of a woebegotten time.

Okay, that's it. Enough of this rainbows and unicorns rubbish! I'll slink back beneath my eery cowl of cynicism now and strike my usual kung fu pose of beligerance, so that I may be ready for the news that all the staff are once again being pulled off the project, to work on Curiosity 2: The Clickening, where the special prize is a trip to Mars for you and 300 friends.

DJ out.


sorry but who cares about assets if the main problem of the game stays
MrDrPink 28 Mar, 2015 @ 5:18am 
Originally posted by Swampylee:
Not wishing to burst anyones bubble but.....
Yes, it was all looking more positive until Fabs tweeted last night (while maybe a little worse for some beer) that his last day is Monday. The existing team are no doubt working hard and trying to progress the game but honestly, IF he is leaving that will be seen by the community as a huge blow. The team just isn't big enough or has enough experience to get this where it needs to be in anything like a reasonable period of time. It's a real shame, and it's not their/your fault. I've personally invested a great deal of time into Godus and still like taking the opt-in builds but with progress this slow and a large number of unhappy players both on Steam and Mobile, the next challenge for 22Cans will be keeping those few talented people still working on Godus at the company.
Really sad.

From time to time, people will move on to new endeavours. Unfortunately, this time we say goodbye to Fabs. Fabs has been with 22cans and development of Godus from the very beginning and has put a considerable amount of time into the development of Godus. This may seem like a huge blow to the development of Godus, but our team is always expanding, at the beginning of April we welcome a new programmer to the team.
Last edited by MrDrPink; 28 Mar, 2015 @ 6:30am
Rob Banks 28 Mar, 2015 @ 6:21am 
We were going to leave this news to Monday but I'll make a mini post now before we do a proper one on Monday.

fabs(); (note the little f) is going to be super awesome in his new job and we all wish him the best of luck.

Fortunately, we're in the stage of Godus development where fabs' amazing deep down code knowledge is slightly less utilised than gameplay development knowledge (I think fabs would agree that he was getting a bit bored). Although we're really sad to see fabs go it's definitely a good move for him.

We're lucky that we have a new programmer joining the Godus team next month to fill this gameplay gap and we'll be grabbing Bruno to do the majority of work on Multiplayer server side.
fabs(); 28 Mar, 2015 @ 6:49am 
Originally posted by Kyreal:
Fortunately, we're in the stage of Godus development where fabs' amazing deep down code knowledge is slightly less utilised than gameplay development knowledge (I think fabs would agree that he was getting a bit bored).

*nods*
< >
Showing 1-15 of 33 comments
Per page: 1530 50