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A few things to clarify:
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.
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!
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 ;))
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.
Why you little... :P
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!*
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?
Of course, there's still a possibility that I've misinterpreted his tweet.
Ah thanks, I missed that one.
sorry but who cares about assets if the main problem of the game stays
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.
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.
*nods*